/* * This file is part of OpenTTD. * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2. * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see . */ /** * @file viewport.cpp Handling of all viewports. * * \verbatim * The in-game coordinate system looks like this * * * * ^ Z * * | * * | * * | * * | * * / \ * * / \ * * / \ * * / \ * * X < > Y * * \endverbatim */ /** * @defgroup vp_column_row Rows and columns in the viewport * * Columns are vertical sections of the viewport that are half a tile wide. * The origin, i.e. column 0, is through the northern and southern most tile. * This means that the column of e.g. Tile(0, 0) and Tile(100, 100) are in * column number 0. The negative columns are towards the left of the screen, * or towards the west, whereas the positive ones are towards respectively * the right and east. * With half a tile wide is meant that the next column of tiles directly west * or east of the centre line are respectively column -1 and 1. Their tile * centers are only half a tile from the center of their adjoining tile when * looking only at the X-coordinate. * * \verbatim * ╳ * * ╱ ╲ * * ╳ 0 ╳ * * ╱ ╲ ╱ ╲ * * ╳-1 ╳ 1 ╳ * * ╱ ╲ ╱ ╲ ╱ ╲ * * ╳-2 ╳ 0 ╳ 2 ╳ * * ╲ ╱ ╲ ╱ ╲ ╱ * * ╳-1 ╳ 1 ╳ * * ╲ ╱ ╲ ╱ * * ╳ 0 ╳ * * ╲ ╱ * * ╳ * * \endverbatim * * * Rows are horizontal sections of the viewport, also half a tile wide. * This time the northern most tile on the map defines 0 and * everything south of that has a positive number. */ #include "stdafx.h" #include "core/backup_type.hpp" #include "landscape.h" #include "viewport_func.h" #include "station_base.h" #include "waypoint_base.h" #include "town.h" #include "signs_base.h" #include "signs_func.h" #include "vehicle_base.h" #include "vehicle_gui.h" #include "blitter/factory.hpp" #include "strings_func.h" #include "zoom_func.h" #include "vehicle_func.h" #include "company_func.h" #include "waypoint_func.h" #include "window_func.h" #include "tilehighlight_func.h" #include "window_gui.h" #include "linkgraph/linkgraph_gui.h" #include "viewport_kdtree.h" #include "town_kdtree.h" #include "viewport_sprite_sorter.h" #include "bridge_map.h" #include "company_base.h" #include "command_func.h" #include "network/network_func.h" #include "framerate_type.h" #include "viewport_cmd.h" #include #include #include "table/strings.h" #include "table/string_colours.h" #include "safeguards.h" Point _tile_fract_coords; ViewportSignKdtree _viewport_sign_kdtree(&Kdtree_ViewportSignXYFunc); static int _viewport_sign_maxwidth = 0; static const int MAX_TILE_EXTENT_LEFT = ZOOM_BASE * TILE_PIXELS; ///< Maximum left extent of tile relative to north corner. static const int MAX_TILE_EXTENT_RIGHT = ZOOM_BASE * TILE_PIXELS; ///< Maximum right extent of tile relative to north corner. static const int MAX_TILE_EXTENT_TOP = ZOOM_BASE * MAX_BUILDING_PIXELS; ///< Maximum top extent of tile relative to north corner (not considering bridges). static const int MAX_TILE_EXTENT_BOTTOM = ZOOM_BASE * (TILE_PIXELS + 2 * TILE_HEIGHT); ///< Maximum bottom extent of tile relative to north corner (worst case: #SLOPE_STEEP_N). struct StringSpriteToDraw { std::string string; StringID string_id; Colours colour; int32_t x; int32_t y; uint16_t width; }; struct TileSpriteToDraw { SpriteID image; PaletteID pal; const SubSprite *sub; ///< only draw a rectangular part of the sprite int32_t x; ///< screen X coordinate of sprite int32_t y; ///< screen Y coordinate of sprite }; struct ChildScreenSpriteToDraw { SpriteID image; PaletteID pal; const SubSprite *sub; ///< only draw a rectangular part of the sprite int32_t x; int32_t y; bool relative; int next; ///< next child to draw (-1 at the end) }; /** Enumeration of multi-part foundations */ enum FoundationPart { FOUNDATION_PART_NONE = 0xFF, ///< Neither foundation nor groundsprite drawn yet. FOUNDATION_PART_NORMAL = 0, ///< First part (normal foundation or no foundation) FOUNDATION_PART_HALFTILE = 1, ///< Second part (halftile foundation) FOUNDATION_PART_END }; /** * Mode of "sprite combining" * @see StartSpriteCombine */ enum SpriteCombineMode { SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite. SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites. }; typedef std::vector TileSpriteToDrawVector; typedef std::vector StringSpriteToDrawVector; typedef std::vector ParentSpriteToDrawVector; typedef std::vector ChildScreenSpriteToDrawVector; /** Data structure storing rendering information */ struct ViewportDrawer { DrawPixelInfo dpi; StringSpriteToDrawVector string_sprites_to_draw; TileSpriteToDrawVector tile_sprites_to_draw; ParentSpriteToDrawVector parent_sprites_to_draw; ParentSpriteToSortVector parent_sprites_to_sort; ///< Parent sprite pointer array used for sorting ChildScreenSpriteToDrawVector child_screen_sprites_to_draw; int *last_child; SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw). FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing. int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw) Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations. }; static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom); static ViewportDrawer _vd; TileHighlightData _thd; static TileInfo _cur_ti; bool _draw_bounding_boxes = false; bool _draw_dirty_blocks = false; uint _dirty_block_colour = 0; static VpSpriteSorter _vp_sprite_sorter = nullptr; static Point MapXYZToViewport(const Viewport *vp, int x, int y, int z) { Point p = RemapCoords(x, y, z); p.x -= vp->virtual_width / 2; p.y -= vp->virtual_height / 2; return p; } void DeleteWindowViewport(Window *w) { delete w->viewport; w->viewport = nullptr; } /** * Initialize viewport of the window for use. * @param w Window to use/display the viewport in * @param x Offset of left edge of viewport with respect to left edge window \a w * @param y Offset of top edge of viewport with respect to top edge window \a w * @param width Width of the viewport * @param height Height of the viewport * @param focus Either the tile index or vehicle ID to focus. * @param zoom Zoomlevel to display */ void InitializeWindowViewport(Window *w, int x, int y, int width, int height, std::variant focus, ZoomLevel zoom) { assert(w->viewport == nullptr); ViewportData *vp = new ViewportData(); vp->left = x + w->left; vp->top = y + w->top; vp->width = width; vp->height = height; vp->zoom = static_cast(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max)); vp->virtual_width = ScaleByZoom(width, zoom); vp->virtual_height = ScaleByZoom(height, zoom); Point pt; if (std::holds_alternative(focus)) { const Vehicle *veh; vp->follow_vehicle = std::get(focus); veh = Vehicle::Get(vp->follow_vehicle); pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos); } else { TileIndex tile = std::get(focus); if (tile == INVALID_TILE) { /* No tile? Use center of main viewport. */ const Window *mw = GetMainWindow(); /* center on same place as main window (zoom is maximum, no adjustment needed) */ pt.x = mw->viewport->scrollpos_x + mw->viewport->virtual_width / 2; pt.x -= vp->virtual_width / 2; pt.y = mw->viewport->scrollpos_y + mw->viewport->virtual_height / 2; pt.y -= vp->virtual_height / 2; } else { x = TileX(tile) * TILE_SIZE; y = TileY(tile) * TILE_SIZE; pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y)); } vp->follow_vehicle = INVALID_VEHICLE; } vp->scrollpos_x = pt.x; vp->scrollpos_y = pt.y; vp->dest_scrollpos_x = pt.x; vp->dest_scrollpos_y = pt.y; vp->overlay = nullptr; w->viewport = vp; vp->virtual_left = 0; vp->virtual_top = 0; } static Point _vp_move_offs; static void DoSetViewportPosition(Window::IteratorToFront it, int left, int top, int width, int height) { for (; !it.IsEnd(); ++it) { const Window *w = *it; if (left + width > w->left && w->left + w->width > left && top + height > w->top && w->top + w->height > top) { if (left < w->left) { DoSetViewportPosition(it, left, top, w->left - left, height); DoSetViewportPosition(it, left + (w->left - left), top, width - (w->left - left), height); return; } if (left + width > w->left + w->width) { DoSetViewportPosition(it, left, top, (w->left + w->width - left), height); DoSetViewportPosition(it, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height); return; } if (top < w->top) { DoSetViewportPosition(it, left, top, width, (w->top - top)); DoSetViewportPosition(it, left, top + (w->top - top), width, height - (w->top - top)); return; } if (top + height > w->top + w->height) { DoSetViewportPosition(it, left, top, width, (w->top + w->height - top)); DoSetViewportPosition(it, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top)); return; } return; } } { int xo = _vp_move_offs.x; int yo = _vp_move_offs.y; if (abs(xo) >= width || abs(yo) >= height) { /* fully_outside */ RedrawScreenRect(left, top, left + width, top + height); return; } GfxScroll(left, top, width, height, xo, yo); if (xo > 0) { RedrawScreenRect(left, top, xo + left, top + height); left += xo; width -= xo; } else if (xo < 0) { RedrawScreenRect(left + width + xo, top, left + width, top + height); width += xo; } if (yo > 0) { RedrawScreenRect(left, top, width + left, top + yo); } else if (yo < 0) { RedrawScreenRect(left, top + height + yo, width + left, top + height); } } } static void SetViewportPosition(Window *w, int x, int y) { Viewport *vp = w->viewport; int old_left = vp->virtual_left; int old_top = vp->virtual_top; int i; int left, top, width, height; vp->virtual_left = x; vp->virtual_top = y; /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower) * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL) */ old_left = UnScaleByZoomLower(old_left, vp->zoom); old_top = UnScaleByZoomLower(old_top, vp->zoom); x = UnScaleByZoomLower(x, vp->zoom); y = UnScaleByZoomLower(y, vp->zoom); old_left -= x; old_top -= y; if (old_top == 0 && old_left == 0) return; _vp_move_offs.x = old_left; _vp_move_offs.y = old_top; left = vp->left; top = vp->top; width = vp->width; height = vp->height; if (left < 0) { width += left; left = 0; } i = left + width - _screen.width; if (i >= 0) width -= i; if (width > 0) { if (top < 0) { height += top; top = 0; } i = top + height - _screen.height; if (i >= 0) height -= i; if (height > 0) { Window::IteratorToFront it(w); ++it; DoSetViewportPosition(it, left, top, width, height); } } } /** * Is a xy position inside the viewport of the window? * @param w Window to examine its viewport * @param x X coordinate of the xy position * @param y Y coordinate of the xy position * @return Pointer to the viewport if the xy position is in the viewport of the window, * otherwise \c nullptr is returned. */ Viewport *IsPtInWindowViewport(const Window *w, int x, int y) { Viewport *vp = w->viewport; if (vp != nullptr && IsInsideMM(x, vp->left, vp->left + vp->width) && IsInsideMM(y, vp->top, vp->top + vp->height)) return vp; return nullptr; } /** * Translate screen coordinate in a viewport to underlying tile coordinate. * * Returns exact point of the map that is visible in the given place * of the viewport (3D perspective), height of tiles and foundations matter. * * @param vp Viewport that contains the (\a x, \a y) screen coordinate * @param x Screen x coordinate, distance in pixels from the left edge of viewport frame * @param y Screen y coordinate, distance in pixels from the top edge of viewport frame * @param clamp_to_map Clamp the coordinate outside of the map to the closest, non-void tile within the map * @return Tile coordinate or (-1, -1) if given x or y is not within viewport frame */ Point TranslateXYToTileCoord(const Viewport *vp, int x, int y, bool clamp_to_map) { if (!IsInsideBS(x, vp->left, vp->width) || !IsInsideBS(y, vp->top, vp->height)) { Point pt = { -1, -1 }; return pt; } return InverseRemapCoords2( ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left, ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top, clamp_to_map); } /* When used for zooming, check area below current coordinates (x,y) * and return the tile of the zoomed out/in position (zoom_x, zoom_y) * when you just want the tile, make x = zoom_x and y = zoom_y */ static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y) { Window *w; Viewport *vp; Point pt; if ( (w = FindWindowFromPt(x, y)) != nullptr && (vp = IsPtInWindowViewport(w, x, y)) != nullptr) return TranslateXYToTileCoord(vp, zoom_x, zoom_y); pt.y = pt.x = -1; return pt; } Point GetTileBelowCursor() { return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y); } Point GetTileZoomCenterWindow(bool in, Window * w) { int x, y; Viewport *vp = w->viewport; if (in) { x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2); y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2); } else { x = vp->width - (_cursor.pos.x - vp->left); y = vp->height - (_cursor.pos.y - vp->top); } /* Get the tile below the cursor and center on the zoomed-out center */ return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top); } /** * Update the status of the zoom-buttons according to the zoom-level * of the viewport. This will update their status and invalidate accordingly * @param w Window pointer to the window that has the zoom buttons * @param vp pointer to the viewport whose zoom-level the buttons represent * @param widget_zoom_in widget index for window with zoom-in button * @param widget_zoom_out widget index for window with zoom-out button */ void HandleZoomMessage(Window *w, const Viewport *vp, WidgetID widget_zoom_in, WidgetID widget_zoom_out) { w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min); w->SetWidgetDirty(widget_zoom_in); w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max); w->SetWidgetDirty(widget_zoom_out); } /** * Schedules a tile sprite for drawing. * * @param image the image to draw. * @param pal the provided palette. * @param x position x (world coordinates) of the sprite. * @param y position y (world coordinates) of the sprite. * @param z position z (world coordinates) of the sprite. * @param sub Only draw a part of the sprite. * @param extra_offs_x Pixel X offset for the sprite position. * @param extra_offs_y Pixel Y offset for the sprite position. */ static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32_t x, int32_t y, int z, const SubSprite *sub = nullptr, int extra_offs_x = 0, int extra_offs_y = 0) { assert((image & SPRITE_MASK) < MAX_SPRITES); TileSpriteToDraw &ts = _vd.tile_sprites_to_draw.emplace_back(); ts.image = image; ts.pal = pal; ts.sub = sub; Point pt = RemapCoords(x, y, z); ts.x = pt.x + extra_offs_x; ts.y = pt.y + extra_offs_y; } /** * Adds a child sprite to the active foundation. * * The pixel offset of the sprite relative to the ParentSprite is the sum of the offset passed to OffsetGroundSprite() and extra_offs_?. * * @param image the image to draw. * @param pal the provided palette. * @param sub Only draw a part of the sprite. * @param foundation_part Foundation part. * @param extra_offs_x Pixel X offset for the sprite position. * @param extra_offs_y Pixel Y offset for the sprite position. */ static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y) { assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END)); assert(_vd.foundation[foundation_part] != -1); Point offs = _vd.foundation_offset[foundation_part]; /* Change the active ChildSprite list to the one of the foundation */ int *old_child = _vd.last_child; _vd.last_child = _vd.last_foundation_child[foundation_part]; AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false, false); /* Switch back to last ChildSprite list */ _vd.last_child = old_child; } /** * Draws a ground sprite at a specific world-coordinate relative to the current tile. * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite. * * @param image the image to draw. * @param pal the provided palette. * @param x position x (world coordinates) of the sprite relative to current tile. * @param y position y (world coordinates) of the sprite relative to current tile. * @param z position z (world coordinates) of the sprite relative to current tile. * @param sub Only draw a part of the sprite. * @param extra_offs_x Pixel X offset for the sprite position. * @param extra_offs_y Pixel Y offset for the sprite position. */ void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32_t x, int32_t y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y) { /* Switch to first foundation part, if no foundation was drawn */ if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL; if (_vd.foundation[_vd.foundation_part] != -1) { Point pt = RemapCoords(x, y, z); AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_BASE, pt.y + extra_offs_y * ZOOM_BASE); } else { AddTileSpriteToDraw(image, pal, _cur_ti.x + x, _cur_ti.y + y, _cur_ti.z + z, sub, extra_offs_x * ZOOM_BASE, extra_offs_y * ZOOM_BASE); } } /** * Draws a ground sprite for the current tile. * If the current tile is drawn on top of a foundation the sprite is added as child sprite to the "foundation"-ParentSprite. * * @param image the image to draw. * @param pal the provided palette. * @param sub Only draw a part of the sprite. * @param extra_offs_x Pixel X offset for the sprite position. * @param extra_offs_y Pixel Y offset for the sprite position. */ void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y) { DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y); } /** * Called when a foundation has been drawn for the current tile. * Successive ground sprites for the current tile will be drawn as child sprites of the "foundation"-ParentSprite, not as TileSprites. * * @param x sprite x-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite. * @param y sprite y-offset (screen coordinates) of ground sprites relative to the "foundation"-ParentSprite. */ void OffsetGroundSprite(int x, int y) { /* Switch to next foundation part */ switch (_vd.foundation_part) { case FOUNDATION_PART_NONE: _vd.foundation_part = FOUNDATION_PART_NORMAL; break; case FOUNDATION_PART_NORMAL: _vd.foundation_part = FOUNDATION_PART_HALFTILE; break; default: NOT_REACHED(); } /* _vd.last_child == nullptr if foundation sprite was clipped by the viewport bounds */ if (_vd.last_child != nullptr) _vd.foundation[_vd.foundation_part] = (uint)_vd.parent_sprites_to_draw.size() - 1; _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_BASE; _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_BASE; _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child; } /** * Adds a child sprite to a parent sprite. * In contrast to "AddChildSpriteScreen()" the sprite position is in world coordinates * * @param image the image to draw. * @param pal the provided palette. * @param x position x of the sprite. * @param y position y of the sprite. * @param z position z of the sprite. * @param sub Only draw a part of the sprite. */ static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub) { Point pt = RemapCoords(x, y, z); const Sprite *spr = GetSprite(image & SPRITE_MASK, SpriteType::Normal); if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width || pt.x + spr->x_offs + spr->width <= _vd.dpi.left || pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height || pt.y + spr->y_offs + spr->height <= _vd.dpi.top) return; const ParentSpriteToDraw &pstd = _vd.parent_sprites_to_draw.back(); AddChildSpriteScreen(image, pal, pt.x - pstd.left, pt.y - pstd.top, false, sub, false); } /** * Draw a (transparent) sprite at given coordinates with a given bounding box. * The bounding box extends from (x + bb_offset_x, y + bb_offset_y, z + bb_offset_z) to (x + w - 1, y + h - 1, z + dz - 1), both corners included. * Bounding boxes with bb_offset_x == w or bb_offset_y == h or bb_offset_z == dz are allowed and produce thin slices. * * @note Bounding boxes are normally specified with bb_offset_x = bb_offset_y = bb_offset_z = 0. The extent of the bounding box in negative direction is * defined by the sprite offset in the grf file. * However if modifying the sprite offsets is not suitable (e.g. when using existing graphics), the bounding box can be tuned by bb_offset. * * @pre w >= bb_offset_x, h >= bb_offset_y, dz >= bb_offset_z. Else w, h or dz are ignored. * * @param image the image to combine and draw, * @param pal the provided palette, * @param x position X (world) of the sprite, * @param y position Y (world) of the sprite, * @param w bounding box extent towards positive X (world), * @param h bounding box extent towards positive Y (world), * @param dz bounding box extent towards positive Z (world), * @param z position Z (world) of the sprite, * @param transparent if true, switch the palette between the provided palette and the transparent palette, * @param bb_offset_x bounding box extent towards negative X (world), * @param bb_offset_y bounding box extent towards negative Y (world), * @param bb_offset_z bounding box extent towards negative Z (world) * @param sub Only draw a part of the sprite. */ void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub) { int32_t left, right, top, bottom; assert((image & SPRITE_MASK) < MAX_SPRITES); /* make the sprites transparent with the right palette */ if (transparent) { SetBit(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) { AddCombinedSprite(image, pal, x, y, z, sub); return; } _vd.last_child = nullptr; Point pt = RemapCoords(x, y, z); int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y; /* Compute screen extents of sprite */ if (image == SPR_EMPTY_BOUNDING_BOX) { left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x; right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1; top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y; bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1; } else { const Sprite *spr = GetSprite(image & SPRITE_MASK, SpriteType::Normal); left = tmp_left = (pt.x += spr->x_offs); right = (pt.x + spr->width ); top = tmp_top = (pt.y += spr->y_offs); bottom = (pt.y + spr->height); } if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) { /* Compute maximal extents of sprite and its bounding box */ left = std::min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x); right = std::max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1); top = std::min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y); bottom = std::max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1); } /* Do not add the sprite to the viewport, if it is outside */ if (left >= _vd.dpi.left + _vd.dpi.width || right <= _vd.dpi.left || top >= _vd.dpi.top + _vd.dpi.height || bottom <= _vd.dpi.top) { return; } ParentSpriteToDraw &ps = _vd.parent_sprites_to_draw.emplace_back(); ps.x = tmp_x; ps.y = tmp_y; ps.left = tmp_left; ps.top = tmp_top; ps.image = image; ps.pal = pal; ps.sub = sub; ps.xmin = x + bb_offset_x; ps.xmax = x + std::max(bb_offset_x, w) - 1; ps.ymin = y + bb_offset_y; ps.ymax = y + std::max(bb_offset_y, h) - 1; ps.zmin = z + bb_offset_z; ps.zmax = z + std::max(bb_offset_z, dz) - 1; ps.first_child = -1; _vd.last_child = &ps.first_child; if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE; } /** * Starts a block of sprites, which are "combined" into a single bounding box. * * Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box. * That is: The first sprite that is not clipped by the viewport defines the bounding box, and * the following sprites will be child sprites to that one. * * That implies: * - The drawing order is definite. No other sprites will be sorted between those of the block. * - You have to provide a valid bounding box for all sprites, * as you won't know which one is the first non-clipped one. * Preferable you use the same bounding box for all. * - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite. * * The block is terminated by #EndSpriteCombine. * * You cannot nest "combined" blocks. */ void StartSpriteCombine() { assert(_vd.combine_sprites == SPRITE_COMBINE_NONE); _vd.combine_sprites = SPRITE_COMBINE_PENDING; } /** * Terminates a block of sprites started by #StartSpriteCombine. * Take a look there for details. */ void EndSpriteCombine() { assert(_vd.combine_sprites != SPRITE_COMBINE_NONE); _vd.combine_sprites = SPRITE_COMBINE_NONE; } /** * Check if the parameter "check" is inside the interval between * begin and end, including both begin and end. * @note Whether \c begin or \c end is the biggest does not matter. * This method will account for that. * @param begin The begin of the interval. * @param end The end of the interval. * @param check The value to check. */ static bool IsInRangeInclusive(int begin, int end, int check) { if (begin > end) Swap(begin, end); return begin <= check && check <= end; } /** * Checks whether a point is inside the selected a diagonal rectangle given by _thd.size and _thd.pos * @param x The x coordinate of the point to be checked. * @param y The y coordinate of the point to be checked. * @return True if the point is inside the rectangle, else false. */ bool IsInsideRotatedRectangle(int x, int y) { int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle. int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative! int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny. int b = ((x - _thd.pos.x) - (y - _thd.pos.y)); /* Check if a and b are between 0 and dist_a or dist_b respectively. */ return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b); } /** * Add a child sprite to a parent sprite. * * @param image the image to draw. * @param pal the provided palette. * @param x sprite x-offset (screen coordinates) relative to parent sprite. * @param y sprite y-offset (screen coordinates) relative to parent sprite. * @param transparent if true, switch the palette between the provided palette and the transparent palette, * @param sub Only draw a part of the sprite. * @param scale if true, scale offsets to base zoom level. * @param relative if true, draw sprite relative to parent sprite offsets. */ void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale, bool relative) { assert((image & SPRITE_MASK) < MAX_SPRITES); /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */ if (_vd.last_child == nullptr) return; /* make the sprites transparent with the right palette */ if (transparent) { SetBit(image, PALETTE_MODIFIER_TRANSPARENT); pal = PALETTE_TO_TRANSPARENT; } *_vd.last_child = (uint)_vd.child_screen_sprites_to_draw.size(); ChildScreenSpriteToDraw &cs = _vd.child_screen_sprites_to_draw.emplace_back(); cs.image = image; cs.pal = pal; cs.sub = sub; cs.x = scale ? x * ZOOM_BASE : x; cs.y = scale ? y * ZOOM_BASE : y; cs.relative = relative; cs.next = -1; /* Append the sprite to the active ChildSprite list. * If the active ParentSprite is a foundation, update last_foundation_child as well. * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */ if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs.next; if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs.next; _vd.last_child = &cs.next; } static void AddStringToDraw(int x, int y, StringID string, Colours colour, uint16_t width) { assert(width != 0); StringSpriteToDraw &ss = _vd.string_sprites_to_draw.emplace_back(); ss.string = GetString(string); ss.string_id = string; ss.x = x; ss.y = y; ss.width = width; ss.colour = colour; } /** * Draws sprites between ground sprite and everything above. * * The sprite is either drawn as TileSprite or as ChildSprite of the active foundation. * * @param image the image to draw. * @param pal the provided palette. * @param ti TileInfo Tile that is being drawn * @param z_offset Z offset relative to the groundsprite. Only used for the sprite position, not for sprite sorting. * @param foundation_part Foundation part the sprite belongs to. * @param extra_offs_x Pixel X offset for the sprite position. * @param extra_offs_y Pixel Y offset for the sprite position. */ static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part, int extra_offs_x = 0, int extra_offs_y = 0) { /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */ if (_vd.foundation[foundation_part] == -1) { /* draw on real ground */ AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset, nullptr, extra_offs_x, extra_offs_y); } else { /* draw on top of foundation */ AddChildSpriteToFoundation(image, pal, nullptr, foundation_part, extra_offs_x, extra_offs_y - z_offset * ZOOM_BASE); } } /** * Draws a selection rectangle on a tile. * * @param ti TileInfo Tile that is being drawn * @param pal Palette to apply. */ static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal) { if (!IsValidTile(ti->tile)) return; SpriteID sel; if (IsHalftileSlope(ti->tileh)) { Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh); SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner; DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE); Corner opposite_corner = OppositeCorner(halftile_corner); if (IsSteepSlope(ti->tileh)) { sel = SPR_HALFTILE_SELECTION_DOWN; } else { sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT); } sel += opposite_corner; } else { sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh); } DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL); } static bool IsPartOfAutoLine(int px, int py) { px -= _thd.selstart.x; py -= _thd.selstart.y; if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false; switch (_thd.drawstyle & HT_DIR_MASK) { case HT_DIR_X: return py == 0; // x direction case HT_DIR_Y: return px == 0; // y direction case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower case HT_DIR_VL: return px == py || px == py + 16; // vertical left case HT_DIR_VR: return px == py || px == py - 16; // vertical right default: NOT_REACHED(); } } /* [direction][side] */ static const HighLightStyle _autorail_type[6][2] = { { HT_DIR_X, HT_DIR_X }, { HT_DIR_Y, HT_DIR_Y }, { HT_DIR_HU, HT_DIR_HL }, { HT_DIR_HL, HT_DIR_HU }, { HT_DIR_VL, HT_DIR_VR }, { HT_DIR_VR, HT_DIR_VL } }; #include "table/autorail.h" /** * Draws autorail highlights. * * @param *ti TileInfo Tile that is being drawn * @param autorail_type Offset into _AutorailTilehSprite[][] */ static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type) { SpriteID image; PaletteID pal; int offset; FoundationPart foundation_part = FOUNDATION_PART_NORMAL; Slope autorail_tileh = RemoveHalftileSlope(ti->tileh); if (IsHalftileSlope(ti->tileh)) { static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U }; Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh); if (autorail_type != _lower_rail[halftile_corner]) { foundation_part = FOUNDATION_PART_HALFTILE; /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */ autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner)); } } offset = _AutorailTilehSprite[autorail_tileh][autorail_type]; if (offset >= 0) { image = SPR_AUTORAIL_BASE + offset; pal = PAL_NONE; } else { image = SPR_AUTORAIL_BASE - offset; pal = PALETTE_SEL_TILE_RED; } DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part); } enum TileHighlightType { THT_NONE, THT_WHITE, THT_BLUE, THT_RED, }; const Station *_viewport_highlight_station; ///< Currently selected station for coverage area highlight const Waypoint *_viewport_highlight_waypoint; ///< Currently selected waypoint for coverage area highlight const Town *_viewport_highlight_town; ///< Currently selected town for coverage area highlight /** * Get tile highlight type of coverage area for a given tile. * @param t Tile that is being drawn * @return Tile highlight type to draw */ static TileHighlightType GetTileHighlightType(TileIndex t) { if (_viewport_highlight_station != nullptr) { if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_station->index) return THT_WHITE; if (_viewport_highlight_station->TileIsInCatchment(t)) return THT_BLUE; } if (_viewport_highlight_waypoint != nullptr) { if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_waypoint->index) return THT_BLUE; } if (_viewport_highlight_town != nullptr) { if (IsTileType(t, MP_HOUSE)) { if (GetTownIndex(t) == _viewport_highlight_town->index) { TileHighlightType type = THT_RED; for (const Station *st : _viewport_highlight_town->stations_near) { if (st->owner != _current_company) continue; if (st->TileIsInCatchment(t)) return THT_BLUE; } return type; } } else if (IsTileType(t, MP_STATION)) { for (const Station *st : _viewport_highlight_town->stations_near) { if (st->owner != _current_company) continue; if (GetStationIndex(t) == st->index) return THT_WHITE; } } } return THT_NONE; } /** * Draw tile highlight for coverage area highlight. * @param *ti TileInfo Tile that is being drawn * @param tht Highlight type to draw. */ static void DrawTileHighlightType(const TileInfo *ti, TileHighlightType tht) { switch (tht) { default: case THT_NONE: break; case THT_WHITE: DrawTileSelectionRect(ti, PAL_NONE); break; case THT_BLUE: DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE); break; case THT_RED: DrawTileSelectionRect(ti, PALETTE_SEL_TILE_RED); break; } } /** * Highlights tiles insede local authority of selected towns. * @param *ti TileInfo Tile that is being drawn */ static void HighlightTownLocalAuthorityTiles(const TileInfo *ti) { /* Going through cases in order of computational time. */ if (_town_local_authority_kdtree.Count() == 0) return; /* Tile belongs to town regardless of distance from town. */ if (GetTileType(ti->tile) == MP_HOUSE) { if (!Town::GetByTile(ti->tile)->show_zone) return; DrawTileSelectionRect(ti, PALETTE_CRASH); return; } /* If the closest town in the highlighted list is far, we can stop searching. */ TownID tid = _town_local_authority_kdtree.FindNearest(TileX(ti->tile), TileY(ti->tile)); Town *closest_highlighted_town = Town::Get(tid); if (DistanceManhattan(ti->tile, closest_highlighted_town->xy) >= _settings_game.economy.dist_local_authority) return; /* Tile is inside of the local autrhority distance of a highlighted town, but it is possible that a non-highlighted town is even closer. */ Town *closest_town = ClosestTownFromTile(ti->tile, _settings_game.economy.dist_local_authority); if (closest_town->show_zone) { DrawTileSelectionRect(ti, PALETTE_CRASH); } } /** * Checks if the specified tile is selected and if so draws selection using correct selectionstyle. * @param *ti TileInfo Tile that is being drawn */ static void DrawTileSelection(const TileInfo *ti) { /* Highlight tiles insede local authority of selected towns. */ HighlightTownLocalAuthorityTiles(ti); /* Draw a red error square? */ bool is_redsq = _thd.redsq == ti->tile; if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING); TileHighlightType tht = GetTileHighlightType(ti->tile); DrawTileHighlightType(ti, tht); /* No tile selection active? */ if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return; if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner; return; } /* Inside the inner area? */ if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) && IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) { draw_inner: if (_thd.drawstyle & HT_RECT) { if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE); } else if (_thd.drawstyle & HT_POINT) { /* Figure out the Z coordinate for the single dot. */ int z = 0; FoundationPart foundation_part = FOUNDATION_PART_NORMAL; if (ti->tileh & SLOPE_N) { z += TILE_HEIGHT; if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT; } if (IsHalftileSlope(ti->tileh)) { Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh); if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT; if (halftile_corner != CORNER_S) { foundation_part = FOUNDATION_PART_HALFTILE; if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT; } } DrawSelectionSprite(SPR_DOT, PAL_NONE, ti, z, foundation_part); } else if (_thd.drawstyle & HT_RAIL) { /* autorail highlight piece under cursor */ HighLightStyle type = _thd.drawstyle & HT_DIR_MASK; assert(type < HT_DIR_END); DrawAutorailSelection(ti, _autorail_type[type][0]); } else if (IsPartOfAutoLine(ti->x, ti->y)) { /* autorail highlighting long line */ HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK; uint side; if (dir == HT_DIR_X || dir == HT_DIR_Y) { side = 0; } else { TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y); side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile))); } DrawAutorailSelection(ti, _autorail_type[dir][side]); } return; } /* Check if it's inside the outer area? */ if (!is_redsq && (tht == THT_NONE || tht == THT_RED) && _thd.outersize.x > 0 && IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) && IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) { /* Draw a blue rect. */ DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE); return; } } /** * Returns the y coordinate in the viewport coordinate system where the given * tile is painted. * @param tile Any tile. * @return The viewport y coordinate where the tile is painted. */ static int GetViewportY(Point tile) { /* Each increment in X or Y direction moves down by half a tile, i.e. TILE_PIXELS / 2. */ return (tile.y * (int)(TILE_PIXELS / 2) + tile.x * (int)(TILE_PIXELS / 2) - TilePixelHeightOutsideMap(tile.x, tile.y)) << ZOOM_BASE_SHIFT; } /** * Add the landscape to the viewport, i.e. all ground tiles and buildings. */ static void ViewportAddLandscape() { assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height); assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width); Point upper_left = InverseRemapCoords(_vd.dpi.left, _vd.dpi.top); Point upper_right = InverseRemapCoords(_vd.dpi.left + _vd.dpi.width, _vd.dpi.top); /* Transformations between tile coordinates and viewport rows/columns: See vp_column_row * column = y - x * row = x + y * x = (row - column) / 2 * y = (row + column) / 2 * Note: (row, columns) pairs are only valid, if they are both even or both odd. */ /* Columns overlap with neighbouring columns by a half tile. * - Left column is column of upper_left (rounded down) and one column to the left. * - Right column is column of upper_right (rounded up) and one column to the right. * Note: Integer-division does not round down for negative numbers, so ensure rounding with another increment/decrement. */ int left_column = (upper_left.y - upper_left.x) / (int)TILE_SIZE - 2; int right_column = (upper_right.y - upper_right.x) / (int)TILE_SIZE + 2; int potential_bridge_height = ZOOM_BASE * TILE_HEIGHT * _settings_game.construction.max_bridge_height; /* Rows overlap with neighbouring rows by a half tile. * The first row that could possibly be visible is the row above upper_left (if it is at height 0). * Due to integer-division not rounding down for negative numbers, we need another decrement. */ int row = (upper_left.x + upper_left.y) / (int)TILE_SIZE - 2; bool last_row = false; for (; !last_row; row++) { last_row = true; for (int column = left_column; column <= right_column; column++) { /* Valid row/column? */ if ((row + column) % 2 != 0) continue; Point tilecoord; tilecoord.x = (row - column) / 2; tilecoord.y = (row + column) / 2; assert(column == tilecoord.y - tilecoord.x); assert(row == tilecoord.y + tilecoord.x); TileType tile_type; _cur_ti.x = tilecoord.x * TILE_SIZE; _cur_ti.y = tilecoord.y * TILE_SIZE; if (IsInsideBS(tilecoord.x, 0, Map::SizeX()) && IsInsideBS(tilecoord.y, 0, Map::SizeY())) { /* This includes the south border at Map::MaxX / Map::MaxY. When terraforming we still draw tile selections there. */ _cur_ti.tile = TileXY(tilecoord.x, tilecoord.y); tile_type = GetTileType(_cur_ti.tile); } else { _cur_ti.tile = INVALID_TILE; tile_type = MP_VOID; } if (tile_type != MP_VOID) { /* We are inside the map => paint landscape. */ std::tie(_cur_ti.tileh, _cur_ti.z) = GetTilePixelSlope(_cur_ti.tile); } else { /* We are outside the map => paint black. */ std::tie(_cur_ti.tileh, _cur_ti.z) = GetTilePixelSlopeOutsideMap(tilecoord.x, tilecoord.y); } int viewport_y = GetViewportY(tilecoord); if (viewport_y + MAX_TILE_EXTENT_BOTTOM < _vd.dpi.top) { /* The tile in this column is not visible yet. * Tiles in other columns may be visible, but we need more rows in any case. */ last_row = false; continue; } int min_visible_height = viewport_y - (_vd.dpi.top + _vd.dpi.height); bool tile_visible = min_visible_height <= 0; if (tile_type != MP_VOID) { /* Is tile with buildings visible? */ if (min_visible_height < MAX_TILE_EXTENT_TOP) tile_visible = true; if (IsBridgeAbove(_cur_ti.tile)) { /* Is the bridge visible? */ TileIndex bridge_tile = GetNorthernBridgeEnd(_cur_ti.tile); int bridge_height = ZOOM_BASE * (GetBridgePixelHeight(bridge_tile) - TilePixelHeight(_cur_ti.tile)); if (min_visible_height < bridge_height + MAX_TILE_EXTENT_TOP) tile_visible = true; } /* Would a higher bridge on a more southern tile be visible? * If yes, we need to loop over more rows to possibly find one. */ if (min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false; } else { /* Outside of map. If we are on the north border of the map, there may still be a bridge visible, * so we need to loop over more rows to possibly find one. */ if ((tilecoord.x <= 0 || tilecoord.y <= 0) && min_visible_height < potential_bridge_height + MAX_TILE_EXTENT_TOP) last_row = false; } if (tile_visible) { last_row = false; _vd.foundation_part = FOUNDATION_PART_NONE; _vd.foundation[0] = -1; _vd.foundation[1] = -1; _vd.last_foundation_child[0] = nullptr; _vd.last_foundation_child[1] = nullptr; _tile_type_procs[tile_type]->draw_tile_proc(&_cur_ti); if (_cur_ti.tile != INVALID_TILE) DrawTileSelection(&_cur_ti); } } } } /** * Add a string to draw in the viewport * @param dpi current viewport area * @param small_from Zoomlevel from when the small font should be used * @param sign sign position and dimension * @param string_normal String for normal and 2x zoom level * @param string_small String for 4x and 8x zoom level * @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow * @param colour colour of the sign background; or INVALID_COLOUR if transparent */ void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, Colours colour) { bool small = dpi->zoom >= small_from; int left = dpi->left; int top = dpi->top; int right = left + dpi->width; int bottom = top + dpi->height; int sign_height = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(small ? FS_SMALL : FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom, dpi->zoom); int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom); if (bottom < sign->top || top > sign->top + sign_height || right < sign->center - sign_half_width || left > sign->center + sign_half_width) { return; } if (!small) { AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, colour, sign->width_normal); } else { int shadow_offset = 0; if (string_small_shadow != STR_NULL) { shadow_offset = 4; AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, INVALID_COLOUR, sign->width_small | 0x8000); } AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, colour, sign->width_small | 0x8000); } } static Rect ExpandRectWithViewportSignMargins(Rect r, ZoomLevel zoom) { const int fh = std::max(GetCharacterHeight(FS_NORMAL), GetCharacterHeight(FS_SMALL)); const int max_tw = _viewport_sign_maxwidth / 2 + 1; const int expand_y = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + fh + WidgetDimensions::scaled.fullbevel.bottom, zoom); const int expand_x = ScaleByZoom(WidgetDimensions::scaled.fullbevel.left + max_tw + WidgetDimensions::scaled.fullbevel.right, zoom); r.left -= expand_x; r.right += expand_x; r.top -= expand_y; r.bottom += expand_y; return r; } static void ViewportAddKdtreeSigns(DrawPixelInfo *dpi) { Rect search_rect{ dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height }; search_rect = ExpandRectWithViewportSignMargins(search_rect, dpi->zoom); bool show_stations = HasBit(_display_opt, DO_SHOW_STATION_NAMES) && _game_mode != GM_MENU; bool show_waypoints = HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES) && _game_mode != GM_MENU; bool show_towns = HasBit(_display_opt, DO_SHOW_TOWN_NAMES) && _game_mode != GM_MENU; bool show_signs = HasBit(_display_opt, DO_SHOW_SIGNS) && !IsInvisibilitySet(TO_SIGNS); bool show_competitors = HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS); /* Collect all the items first and draw afterwards, to ensure layering */ std::vector stations; std::vector towns; std::vector signs; _viewport_sign_kdtree.FindContained(search_rect.left, search_rect.top, search_rect.right, search_rect.bottom, [&](const ViewportSignKdtreeItem & item) { switch (item.type) { case ViewportSignKdtreeItem::VKI_STATION: { if (!show_stations) break; const BaseStation *st = BaseStation::Get(item.id.station); /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */ if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break; stations.push_back(st); break; } case ViewportSignKdtreeItem::VKI_WAYPOINT: { if (!show_waypoints) break; const BaseStation *st = BaseStation::Get(item.id.station); /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */ if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break; stations.push_back(st); break; } case ViewportSignKdtreeItem::VKI_TOWN: if (!show_towns) break; towns.push_back(Town::Get(item.id.town)); break; case ViewportSignKdtreeItem::VKI_SIGN: { if (!show_signs) break; const Sign *si = Sign::Get(item.id.sign); /* Don't draw if sign is owned by another company and competitor signs should be hidden. * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt * companies can leave OWNER_NONE signs after them. */ if (!show_competitors && _local_company != si->owner && si->owner != OWNER_DEITY) break; signs.push_back(si); break; } default: NOT_REACHED(); } }); /* Layering order (bottom to top): Town names, signs, stations */ for (const auto *t : towns) { SetDParam(0, t->index); SetDParam(1, t->cache.population); ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &t->cache.sign, _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN, STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK); } /* Do not draw signs nor station names if they are set invisible */ if (IsInvisibilitySet(TO_SIGNS)) return; for (const auto *si : signs) { SetDParam(0, si->index); ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &si->sign, STR_WHITE_SIGN, (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner])); } for (const auto *st : stations) { SetDParam(0, st->index); SetDParam(1, st->facilities); if (Station::IsExpected(st)) { /* Station */ ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &st->sign, STR_VIEWPORT_STATION, STR_VIEWPORT_STATION_TINY, STR_NULL, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]); } else { /* Waypoint */ ViewportAddString(dpi, ZOOM_LVL_OUT_4X, &st->sign, STR_VIEWPORT_WAYPOINT, STR_VIEWPORT_WAYPOINT_TINY, STR_NULL, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]); } } } /** * Update the position of the viewport sign. * @param center the (preferred) center of the viewport sign * @param top the new top of the sign * @param str the string to show in the sign * @param str_small the string to show when zoomed out. STR_NULL means same as \a str */ void ViewportSign::UpdatePosition(int center, int top, StringID str, StringID str_small) { if (this->width_normal != 0) this->MarkDirty(); this->top = top; std::string name = GetString(str); this->width_normal = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(name).width, 2) + WidgetDimensions::scaled.fullbevel.right; this->center = center; /* zoomed out version */ if (str_small != STR_NULL) { name = GetString(str_small); } this->width_small = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(name, FS_SMALL).width, 2) + WidgetDimensions::scaled.fullbevel.right; this->MarkDirty(); } /** * Mark the sign dirty in all viewports. * @param maxzoom Maximum %ZoomLevel at which the text is visible. * * @ingroup dirty */ void ViewportSign::MarkDirty(ZoomLevel maxzoom) const { Rect zoomlevels[ZOOM_LVL_END]; /* We don't know which size will be drawn, so mark the largest area dirty. */ const uint half_width = std::max(this->width_normal, this->width_small) / 2 + 1; const uint height = WidgetDimensions::scaled.fullbevel.top + std::max(GetCharacterHeight(FS_NORMAL), GetCharacterHeight(FS_SMALL)) + WidgetDimensions::scaled.fullbevel.bottom + 1; for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) { /* FIXME: This doesn't switch to width_small when appropriate. */ zoomlevels[zoom].left = this->center - ScaleByZoom(half_width, zoom); zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom); zoomlevels[zoom].right = this->center + ScaleByZoom(half_width, zoom); zoomlevels[zoom].bottom = this->top + ScaleByZoom(height, zoom); } for (const Window *w : Window::Iterate()) { Viewport *vp = w->viewport; if (vp != nullptr && vp->zoom <= maxzoom) { assert(vp->width != 0); Rect &zl = zoomlevels[vp->zoom]; MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom); } } } static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv) { for (const TileSpriteToDraw &ts : *tstdv) { DrawSpriteViewport(ts.image, ts.pal, ts.x, ts.y, ts.sub); } } /** This fallback sprite checker always exists. */ static bool ViewportSortParentSpritesChecker() { return true; } /** Sort parent sprites pointer array replicating the way original sorter did it. */ static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv) { if (psdv->size() < 2) return; /* We rely on sprites being, for the most part, already ordered. * So we don't need to move many of them and can keep track of their * order efficiently by using stack. We always move sprites to the front * of the current position, i.e. to the top of the stack. * Also use special constants to indicate sorting state without * adding extra fields to ParentSpriteToDraw structure. */ const uint32_t ORDER_COMPARED = UINT32_MAX; // Sprite was compared but we still need to compare the ones preceding it const uint32_t ORDER_RETURNED = UINT32_MAX - 1; // Makr sorted sprite in case there are other occurrences of it in the stack std::stack sprite_order; uint32_t next_order = 0; std::forward_list> sprite_list; // We store sprites in a list sorted by xmin+ymin /* Initialize sprite list and order. */ for (auto p = psdv->rbegin(); p != psdv->rend(); p++) { sprite_list.emplace_front((*p)->xmin + (*p)->ymin, *p); sprite_order.push(*p); (*p)->order = next_order++; } sprite_list.sort(); std::vector preceding; // Temporarily stores sprites that precede current and their position in the list auto preceding_prev = sprite_list.begin(); // Store iterator in case we need to delete a single preciding sprite auto out = psdv->begin(); // Iterator to output sorted sprites while (!sprite_order.empty()) { auto s = sprite_order.top(); sprite_order.pop(); /* Sprite is already sorted, ignore it. */ if (s->order == ORDER_RETURNED) continue; /* Sprite was already compared, just need to output it. */ if (s->order == ORDER_COMPARED) { *(out++) = s; s->order = ORDER_RETURNED; continue; } preceding.clear(); /* We only need sprites with xmin <= s->xmax && ymin <= s->ymax && zmin <= s->zmax * So by iterating sprites with xmin + ymin <= s->xmax + s->ymax * we get all we need and some more that we filter out later. * We don't include zmin into the sum as there are usually more neighbors on x and y than z * so including it will actually increase the amount of false positives. * Also min coordinates can be > max so using max(xmin, xmax) + max(ymin, ymax) * to ensure that we iterate the current sprite as we need to remove it from the list. */ auto ssum = std::max(s->xmax, s->xmin) + std::max(s->ymax, s->ymin); auto prev = sprite_list.before_begin(); auto x = sprite_list.begin(); while (x != sprite_list.end() && ((*x).first <= ssum)) { auto p = (*x).second; if (p == s) { /* We found the current sprite, remove it and move on. */ x = sprite_list.erase_after(prev); continue; } auto p_prev = prev; prev = x++; if (s->xmax < p->xmin || s->ymax < p->ymin || s->zmax < p->zmin) continue; if (s->xmin <= p->xmax && // overlap in X? s->ymin <= p->ymax && // overlap in Y? s->zmin <= p->zmax) { // overlap in Z? if (s->xmin + s->xmax + s->ymin + s->ymax + s->zmin + s->zmax <= p->xmin + p->xmax + p->ymin + p->ymax + p->zmin + p->zmax) { continue; } } preceding.push_back(p); preceding_prev = p_prev; } if (preceding.empty()) { /* No preceding sprites, add current one to the output */ *(out++) = s; s->order = ORDER_RETURNED; continue; } /* Optimization for the case when we only have 1 sprite to move. */ if (preceding.size() == 1) { auto p = preceding[0]; /* We can only output the preceding sprite if there can't be any other sprites preceding it. */ if (p->xmax <= s->xmax && p->ymax <= s->ymax && p->zmax <= s->zmax) { p->order = ORDER_RETURNED; s->order = ORDER_RETURNED; sprite_list.erase_after(preceding_prev); *(out++) = p; *(out++) = s; continue; } } /* Sort all preceding sprites by order and assign new orders in reverse (as original sorter did). */ std::sort(preceding.begin(), preceding.end(), [](const ParentSpriteToDraw *a, const ParentSpriteToDraw *b) { return a->order > b->order; }); s->order = ORDER_COMPARED; sprite_order.push(s); // Still need to output so push it back for now for (auto p: preceding) { p->order = next_order++; sprite_order.push(p); } } } static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv) { for (const ParentSpriteToDraw *ps : *psd) { if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub); int child_idx = ps->first_child; while (child_idx >= 0) { const ChildScreenSpriteToDraw *cs = csstdv->data() + child_idx; child_idx = cs->next; if (cs->relative) { DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub); } else { DrawSpriteViewport(cs->image, cs->pal, ps->x + cs->x, ps->y + cs->y, cs->sub); } } } } /** * Draws the bounding boxes of all ParentSprites * @param psd Array of ParentSprites */ static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd) { for (const ParentSpriteToDraw *ps : *psd) { Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner DrawBox( pt1.x, pt1.y, pt2.x - pt1.x, pt2.y - pt1.y, pt3.x - pt1.x, pt3.y - pt1.y, pt4.x - pt1.x, pt4.y - pt1.y); } } /** * Draw/colour the blocks that have been redrawn. */ static void ViewportDrawDirtyBlocks() { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); const DrawPixelInfo *dpi = _cur_dpi; void *dst; int right = UnScaleByZoom(dpi->width, dpi->zoom); int bottom = UnScaleByZoom(dpi->height, dpi->zoom); int colour = _string_colourmap[_dirty_block_colour & 0xF]; dst = dpi->dst_ptr; uint8_t bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1; do { for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8_t)colour); dst = blitter->MoveTo(dst, 0, 1); } while (--bottom > 0); } static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv) { for (const StringSpriteToDraw &ss : *sstdv) { TextColour colour = TC_BLACK; bool small = HasBit(ss.width, 15); int w = GB(ss.width, 0, 15); int x = UnScaleByZoom(ss.x, zoom); int y = UnScaleByZoom(ss.y, zoom); int h = WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(small ? FS_SMALL : FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom; if (ss.colour != INVALID_COLOUR) { if (IsTransparencySet(TO_SIGNS) && ss.string_id != STR_WHITE_SIGN) { /* Don't draw the rectangle. * Real colours need the TC_IS_PALETTE_COLOUR flag. * Otherwise colours from _string_colourmap are assumed. */ colour = (TextColour)GetColourGradient(ss.colour, SHADE_LIGHTER) | TC_IS_PALETTE_COLOUR; } else { /* Draw the rectangle if 'transparent station signs' is off, * or if we are drawing a general text sign (STR_WHITE_SIGN). */ DrawFrameRect( x, y, x + w - 1, y + h - 1, ss.colour, IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE ); } } DrawString(x + WidgetDimensions::scaled.fullbevel.left, x + w - 1 - WidgetDimensions::scaled.fullbevel.right, y + WidgetDimensions::scaled.fullbevel.top, ss.string, colour, SA_HOR_CENTER, false, small ? FS_SMALL : FS_NORMAL); } } void ViewportDoDraw(const Viewport *vp, int left, int top, int right, int bottom) { _vd.dpi.zoom = vp->zoom; int mask = ScaleByZoom(-1, vp->zoom); _vd.combine_sprites = SPRITE_COMBINE_NONE; _vd.dpi.width = (right - left) & mask; _vd.dpi.height = (bottom - top) & mask; _vd.dpi.left = left & mask; _vd.dpi.top = top & mask; _vd.dpi.pitch = _cur_dpi->pitch; _vd.last_child = nullptr; int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left; int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top; _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(_cur_dpi->dst_ptr, x - _cur_dpi->left, y - _cur_dpi->top); AutoRestoreBackup dpi_backup(_cur_dpi, &_vd.dpi); ViewportAddLandscape(); ViewportAddVehicles(&_vd.dpi); ViewportAddKdtreeSigns(&_vd.dpi); DrawTextEffects(&_vd.dpi); if (!_vd.tile_sprites_to_draw.empty()) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw); for (auto &psd : _vd.parent_sprites_to_draw) { _vd.parent_sprites_to_sort.push_back(&psd); } _vp_sprite_sorter(&_vd.parent_sprites_to_sort); ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw); if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort); if (_draw_dirty_blocks) ViewportDrawDirtyBlocks(); DrawPixelInfo dp = _vd.dpi; ZoomLevel zoom = _vd.dpi.zoom; dp.zoom = ZOOM_LVL_MIN; dp.width = UnScaleByZoom(dp.width, zoom); dp.height = UnScaleByZoom(dp.height, zoom); _cur_dpi = &dp; if (vp->overlay != nullptr && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) { /* translate to window coordinates */ dp.left = x; dp.top = y; vp->overlay->Draw(&dp); } if (!_vd.string_sprites_to_draw.empty()) { /* translate to world coordinates */ dp.left = UnScaleByZoom(_vd.dpi.left, zoom); dp.top = UnScaleByZoom(_vd.dpi.top, zoom); ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw); } _vd.string_sprites_to_draw.clear(); _vd.tile_sprites_to_draw.clear(); _vd.parent_sprites_to_draw.clear(); _vd.parent_sprites_to_sort.clear(); _vd.child_screen_sprites_to_draw.clear(); } static inline void ViewportDraw(const Viewport *vp, int left, int top, int right, int bottom) { if (right <= vp->left || bottom <= vp->top) return; if (left >= vp->left + vp->width) return; if (left < vp->left) left = vp->left; if (right > vp->left + vp->width) right = vp->left + vp->width; if (top >= vp->top + vp->height) return; if (top < vp->top) top = vp->top; if (bottom > vp->top + vp->height) bottom = vp->top + vp->height; ViewportDoDraw(vp, ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left, ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top, ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left, ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top ); } /** * Draw the viewport of this window. */ void Window::DrawViewport() const { PerformanceAccumulator framerate(PFE_DRAWWORLD); DrawPixelInfo *dpi = _cur_dpi; dpi->left += this->left; dpi->top += this->top; ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height); dpi->left -= this->left; dpi->top -= this->top; } /** * Ensure that a given viewport has a valid scroll position. * * There must be a visible piece of the map in the center of the viewport. * If there isn't, the viewport will be scrolled to nearest such location. * * @param vp The viewport. * @param[in,out] scroll_x Viewport X scroll. * @param[in,out] scroll_y Viewport Y scroll. */ static inline void ClampViewportToMap(const Viewport *vp, int *scroll_x, int *scroll_y) { /* Centre of the viewport is hot spot. */ Point pt = { *scroll_x + vp->virtual_width / 2, *scroll_y + vp->virtual_height / 2 }; /* Find nearest tile that is within borders of the map. */ bool clamped; pt = InverseRemapCoords2(pt.x, pt.y, true, &clamped); if (clamped) { /* Convert back to viewport coordinates and remove centering. */ pt = RemapCoords2(pt.x, pt.y); *scroll_x = pt.x - vp->virtual_width / 2; *scroll_y = pt.y - vp->virtual_height / 2; } } /** * Clamp the smooth scroll to a maxmimum speed and distance based on time elapsed. * * Every 30ms, we move 1/4th of the distance, to give a smooth movement experience. * But we never go over the max_scroll speed. * * @param delta_ms Time elapsed since last update. * @param delta_hi The distance to move in highest dimension (can't be zero). * @param delta_lo The distance to move in lowest dimension. * @param[out] delta_hi_clamped The clamped distance to move in highest dimension. * @param[out] delta_lo_clamped The clamped distance to move in lowest dimension. */ static void ClampSmoothScroll(uint32_t delta_ms, int64_t delta_hi, int64_t delta_lo, int &delta_hi_clamped, int &delta_lo_clamped) { /** A tile is 64 pixels in width at 1x zoom; viewport coordinates are in 4x zoom. */ constexpr int PIXELS_PER_TILE = TILE_PIXELS * 2 * ZOOM_BASE; assert(delta_hi != 0); /* Move at most 75% of the distance every 30ms, for a smooth experience */ int64_t delta_left = delta_hi * std::pow(0.75, delta_ms / 30.0); /* Move never more than 16 tiles per 30ms. */ int max_scroll = Map::ScaleBySize1D(16 * PIXELS_PER_TILE * delta_ms / 30); /* We never go over the max_scroll speed. */ delta_hi_clamped = Clamp(delta_hi - delta_left, -max_scroll, max_scroll); /* The lower delta is in ratio of the higher delta, so we keep going straight at the destination. */ delta_lo_clamped = delta_lo * delta_hi_clamped / delta_hi; /* Ensure we always move (delta_hi can't be zero). */ if (delta_hi_clamped == 0) { delta_hi_clamped = delta_hi > 0 ? 1 : -1; } } /** * Update the viewport position being displayed. * @param w %Window owning the viewport. */ void UpdateViewportPosition(Window *w, uint32_t delta_ms) { const Viewport *vp = w->viewport; if (w->viewport->follow_vehicle != INVALID_VEHICLE) { const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle); Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos); w->viewport->scrollpos_x = pt.x; w->viewport->scrollpos_y = pt.y; SetViewportPosition(w, pt.x, pt.y); } else { /* Ensure the destination location is within the map */ ClampViewportToMap(vp, &w->viewport->dest_scrollpos_x, &w->viewport->dest_scrollpos_y); int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x; int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y; int current_x = w->viewport->scrollpos_x; int current_y = w->viewport->scrollpos_y; bool update_overlay = false; if (delta_x != 0 || delta_y != 0) { if (_settings_client.gui.smooth_scroll) { int delta_x_clamped; int delta_y_clamped; if (abs(delta_x) > abs(delta_y)) { ClampSmoothScroll(delta_ms, delta_x, delta_y, delta_x_clamped, delta_y_clamped); } else { ClampSmoothScroll(delta_ms, delta_y, delta_x, delta_y_clamped, delta_x_clamped); } w->viewport->scrollpos_x += delta_x_clamped; w->viewport->scrollpos_y += delta_y_clamped; } else { w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x; w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y; } update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x && w->viewport->scrollpos_y == w->viewport->dest_scrollpos_y); } ClampViewportToMap(vp, &w->viewport->scrollpos_x, &w->viewport->scrollpos_y); /* When moving small amounts around the border we can get stuck, and * not actually move. In those cases, teleport to the destination. */ if ((delta_x != 0 || delta_y != 0) && current_x == w->viewport->scrollpos_x && current_y == w->viewport->scrollpos_y) { w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x; w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y; } SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y); if (update_overlay) RebuildViewportOverlay(w); } } /** * Marks a viewport as dirty for repaint if it displays (a part of) the area the needs to be repainted. * @param vp The viewport to mark as dirty * @param left Left edge of area to repaint * @param top Top edge of area to repaint * @param right Right edge of area to repaint * @param bottom Bottom edge of area to repaint * @return true if the viewport contains a dirty block * @ingroup dirty */ static bool MarkViewportDirty(const Viewport *vp, int left, int top, int right, int bottom) { /* Rounding wrt. zoom-out level */ right += (1 << vp->zoom) - 1; bottom += (1 << vp->zoom) - 1; right -= vp->virtual_left; if (right <= 0) return false; bottom -= vp->virtual_top; if (bottom <= 0) return false; left = std::max(0, left - vp->virtual_left); if (left >= vp->virtual_width) return false; top = std::max(0, top - vp->virtual_top); if (top >= vp->virtual_height) return false; AddDirtyBlock( UnScaleByZoomLower(left, vp->zoom) + vp->left, UnScaleByZoomLower(top, vp->zoom) + vp->top, UnScaleByZoom(right, vp->zoom) + vp->left + 1, UnScaleByZoom(bottom, vp->zoom) + vp->top + 1 ); return true; } /** * Mark all viewports that display an area as dirty (in need of repaint). * @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN) * @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN) * @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN) * @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_MIN) * @return true if at least one viewport has a dirty block * @ingroup dirty */ bool MarkAllViewportsDirty(int left, int top, int right, int bottom) { bool dirty = false; for (const Window *w : Window::Iterate()) { Viewport *vp = w->viewport; if (vp != nullptr) { assert(vp->width != 0); if (MarkViewportDirty(vp, left, top, right, bottom)) dirty = true; } } return dirty; } void ConstrainAllViewportsZoom() { for (Window *w : Window::Iterate()) { if (w->viewport == nullptr) continue; ZoomLevel zoom = static_cast(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max)); if (zoom != w->viewport->zoom) { while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w); while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w); } } } /** * Mark a tile given by its index dirty for repaint. * @param tile The tile to mark dirty. * @param bridge_level_offset Height of bridge on tile to also mark dirty. (Height level relative to north corner.) * @param tile_height_override Height of the tile (#TileHeight). * @ingroup dirty */ void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override) { Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, tile_height_override * TILE_HEIGHT); MarkAllViewportsDirty( pt.x - MAX_TILE_EXTENT_LEFT, pt.y - MAX_TILE_EXTENT_TOP - ZOOM_BASE * TILE_HEIGHT * bridge_level_offset, pt.x + MAX_TILE_EXTENT_RIGHT, pt.y + MAX_TILE_EXTENT_BOTTOM); } /** * Marks the selected tiles as dirty. * * This function marks the selected tiles as dirty for repaint * * @ingroup dirty */ static void SetSelectionTilesDirty() { int x_size = _thd.size.x; int y_size = _thd.size.y; if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square) int x_start = _thd.pos.x; int y_start = _thd.pos.y; if (_thd.outersize.x != 0) { x_size += _thd.outersize.x; x_start += _thd.offs.x; y_size += _thd.outersize.y; y_start += _thd.offs.y; } x_size -= TILE_SIZE; y_size -= TILE_SIZE; assert(x_size >= 0); assert(y_size >= 0); int x_end = Clamp(x_start + x_size, 0, Map::SizeX() * TILE_SIZE - TILE_SIZE); int y_end = Clamp(y_start + y_size, 0, Map::SizeY() * TILE_SIZE - TILE_SIZE); x_start = Clamp(x_start, 0, Map::SizeX() * TILE_SIZE - TILE_SIZE); y_start = Clamp(y_start, 0, Map::SizeY() * TILE_SIZE - TILE_SIZE); /* make sure everything is multiple of TILE_SIZE */ assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0); /* How it works: * Suppose we have to mark dirty rectangle of 3x4 tiles: * x * xxx * xxxxx * xxxxx * xxx * x * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps: * 1) x 2) x * xxx Oxx * Oxxxx xOxxx * xxxxx Oxxxx * xxx xxx * x x * And so forth... */ int top_x = x_end; // coordinates of top dirty tile int top_y = y_start; int bot_x = top_x; // coordinates of bottom dirty tile int bot_y = top_y; do { /* topmost dirty point */ TileIndex top_tile = TileVirtXY(top_x, top_y); Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile)); /* bottommost point */ TileIndex bottom_tile = TileVirtXY(bot_x, bot_y); Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle), * tile height/slope affects only the 'y' on-screen coordinate! */ int l = top.x - TILE_PIXELS * ZOOM_BASE; // 'x' coordinate of left side of the dirty rectangle int t = top.y; // 'y' coordinate of top side of the dirty rectangle int r = top.x + TILE_PIXELS * ZOOM_BASE; // 'x' coordinate of right side of the dirty rectangle int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle static const int OVERLAY_WIDTH = 4 * ZOOM_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming) /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */ MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH); /* haven't we reached the topmost tile yet? */ if (top_x != x_start) { top_x -= TILE_SIZE; } else { top_y += TILE_SIZE; } /* the way the bottom tile changes is different when we reach the bottommost tile */ if (bot_y != y_end) { bot_y += TILE_SIZE; } else { bot_x -= TILE_SIZE; } } while (bot_x >= top_x); } else { // Selecting in a 45 degrees rotated (diagonal) rectangle. /* a_size, b_size describe a rectangle with rotated coordinates */ int a_size = x_size + y_size, b_size = x_size - y_size; int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE; int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE; for (int a = -interval_a; a != a_size + interval_a; a += interval_a) { for (int b = -interval_b; b != b_size + interval_b; b += interval_b) { uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE; uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE; if (x < Map::MaxX() && y < Map::MaxY()) { MarkTileDirtyByTile(TileXY(x, y)); } } } } } void SetSelectionRed(bool b) { _thd.make_square_red = b; SetSelectionTilesDirty(); } /** * Test whether a sign is below the mouse * @param vp the clicked viewport * @param x X position of click * @param y Y position of click * @param sign the sign to check * @return true if the sign was hit */ static bool CheckClickOnViewportSign(const Viewport *vp, int x, int y, const ViewportSign *sign) { bool small = (vp->zoom >= ZOOM_LVL_OUT_4X); int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom); int sign_height = ScaleByZoom(WidgetDimensions::scaled.fullbevel.top + GetCharacterHeight(small ? FS_SMALL : FS_NORMAL) + WidgetDimensions::scaled.fullbevel.bottom, vp->zoom); return y >= sign->top && y < sign->top + sign_height && x >= sign->center - sign_half_width && x < sign->center + sign_half_width; } /** * Check whether any viewport sign was clicked, and dispatch the click. * @param vp the clicked viewport * @param x X position of click * @param y Y position of click * @return true if the sign was hit */ static bool CheckClickOnViewportSign(const Viewport *vp, int x, int y) { if (_game_mode == GM_MENU) return false; x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left; y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top; Rect search_rect{ x - 1, y - 1, x + 1, y + 1 }; search_rect = ExpandRectWithViewportSignMargins(search_rect, vp->zoom); bool show_stations = HasBit(_display_opt, DO_SHOW_STATION_NAMES) && !IsInvisibilitySet(TO_SIGNS); bool show_waypoints = HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES) && !IsInvisibilitySet(TO_SIGNS); bool show_towns = HasBit(_display_opt, DO_SHOW_TOWN_NAMES); bool show_signs = HasBit(_display_opt, DO_SHOW_SIGNS) && !IsInvisibilitySet(TO_SIGNS); bool show_competitors = HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS); /* Topmost of each type that was hit */ BaseStation *st = nullptr, *last_st = nullptr; Town *t = nullptr, *last_t = nullptr; Sign *si = nullptr, *last_si = nullptr; /* See ViewportAddKdtreeSigns() for details on the search logic */ _viewport_sign_kdtree.FindContained(search_rect.left, search_rect.top, search_rect.right, search_rect.bottom, [&](const ViewportSignKdtreeItem & item) { switch (item.type) { case ViewportSignKdtreeItem::VKI_STATION: if (!show_stations) break; st = BaseStation::Get(item.id.station); if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break; if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st; break; case ViewportSignKdtreeItem::VKI_WAYPOINT: if (!show_waypoints) break; st = BaseStation::Get(item.id.station); if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break; if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st; break; case ViewportSignKdtreeItem::VKI_TOWN: if (!show_towns) break; t = Town::Get(item.id.town); if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) last_t = t; break; case ViewportSignKdtreeItem::VKI_SIGN: if (!show_signs) break; si = Sign::Get(item.id.sign); if (!show_competitors && _local_company != si->owner && si->owner != OWNER_DEITY) break; if (CheckClickOnViewportSign(vp, x, y, &si->sign)) last_si = si; break; default: NOT_REACHED(); } }); /* Select which hit to handle based on priority */ if (last_st != nullptr) { if (Station::IsExpected(last_st)) { ShowStationViewWindow(last_st->index); } else { ShowWaypointWindow(Waypoint::From(last_st)); } return true; } else if (last_t != nullptr) { ShowTownViewWindow(last_t->index); return true; } else if (last_si != nullptr) { HandleClickOnSign(last_si); return true; } else { return false; } } ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeStation(StationID id) { ViewportSignKdtreeItem item; item.type = VKI_STATION; item.id.station = id; const Station *st = Station::Get(id); assert(st->sign.kdtree_valid); item.center = st->sign.center; item.top = st->sign.top; /* Assume the sign can be a candidate for drawing, so measure its width */ _viewport_sign_maxwidth = std::max({_viewport_sign_maxwidth, st->sign.width_normal, st->sign.width_small}); return item; } ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeWaypoint(StationID id) { ViewportSignKdtreeItem item; item.type = VKI_WAYPOINT; item.id.station = id; const Waypoint *st = Waypoint::Get(id); assert(st->sign.kdtree_valid); item.center = st->sign.center; item.top = st->sign.top; /* Assume the sign can be a candidate for drawing, so measure its width */ _viewport_sign_maxwidth = std::max({_viewport_sign_maxwidth, st->sign.width_normal, st->sign.width_small}); return item; } ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeTown(TownID id) { ViewportSignKdtreeItem item; item.type = VKI_TOWN; item.id.town = id; const Town *town = Town::Get(id); assert(town->cache.sign.kdtree_valid); item.center = town->cache.sign.center; item.top = town->cache.sign.top; /* Assume the sign can be a candidate for drawing, so measure its width */ _viewport_sign_maxwidth = std::max({_viewport_sign_maxwidth, town->cache.sign.width_normal, town->cache.sign.width_small}); return item; } ViewportSignKdtreeItem ViewportSignKdtreeItem::MakeSign(SignID id) { ViewportSignKdtreeItem item; item.type = VKI_SIGN; item.id.sign = id; const Sign *sign = Sign::Get(id); assert(sign->sign.kdtree_valid); item.center = sign->sign.center; item.top = sign->sign.top; /* Assume the sign can be a candidate for drawing, so measure its width */ _viewport_sign_maxwidth = std::max({_viewport_sign_maxwidth, sign->sign.width_normal, sign->sign.width_small}); return item; } void RebuildViewportKdtree() { /* Reset biggest size sign seen */ _viewport_sign_maxwidth = 0; std::vector items; items.reserve(BaseStation::GetNumItems() + Town::GetNumItems() + Sign::GetNumItems()); for (const Station *st : Station::Iterate()) { if (st->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeStation(st->index)); } for (const Waypoint *wp : Waypoint::Iterate()) { if (wp->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeWaypoint(wp->index)); } for (const Town *town : Town::Iterate()) { if (town->cache.sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeTown(town->index)); } for (const Sign *sign : Sign::Iterate()) { if (sign->sign.kdtree_valid) items.push_back(ViewportSignKdtreeItem::MakeSign(sign->index)); } _viewport_sign_kdtree.Build(items.begin(), items.end()); } static bool CheckClickOnLandscape(const Viewport *vp, int x, int y) { Point pt = TranslateXYToTileCoord(vp, x, y); if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y)); return true; } static void PlaceObject() { Point pt; Window *w; pt = GetTileBelowCursor(); if (pt.x == -1) return; if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) { pt.x += TILE_SIZE / 2; pt.y += TILE_SIZE / 2; } _tile_fract_coords.x = pt.x & TILE_UNIT_MASK; _tile_fract_coords.y = pt.y & TILE_UNIT_MASK; w = _thd.GetCallbackWnd(); if (w != nullptr) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y)); } bool HandleViewportClicked(const Viewport *vp, int x, int y) { const Vehicle *v = CheckClickOnVehicle(vp, x, y); if (_thd.place_mode & HT_VEHICLE) { if (v != nullptr && VehicleClicked(v)) return true; } /* Vehicle placement mode already handled above. */ if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) { PlaceObject(); return true; } if (CheckClickOnViewportSign(vp, x, y)) return true; bool result = CheckClickOnLandscape(vp, x, y); if (v != nullptr) { Debug(misc, 2, "Vehicle {} (index {}) at {}", v->unitnumber, v->index, fmt::ptr(v)); if (IsCompanyBuildableVehicleType(v)) { v = v->First(); if (_ctrl_pressed && v->owner == _local_company) { StartStopVehicle(v, true); } else { ShowVehicleViewWindow(v); } } return true; } return result; } void RebuildViewportOverlay(Window *w) { if (w->viewport->overlay != nullptr && w->viewport->overlay->GetCompanyMask() != 0 && w->viewport->overlay->GetCargoMask() != 0) { w->viewport->overlay->SetDirty(); w->SetDirty(); } } /** * Scrolls the viewport in a window to a given location. * @param x Desired x location of the map to scroll to (world coordinate). * @param y Desired y location of the map to scroll to (world coordinate). * @param z Desired z location of the map to scroll to (world coordinate). Use \c -1 to scroll to the height of the map at the \a x, \a y location. * @param w %Window containing the viewport. * @param instant Jump to the location instead of slowly moving to it. * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position). */ bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant) { /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */ if (z == -1) { if ( x >= 0 && x <= (int)Map::SizeX() * (int)TILE_SIZE - 1 && y >= 0 && y <= (int)Map::SizeY() * (int)TILE_SIZE - 1) { z = GetSlopePixelZ(x, y); } else { z = TileHeightOutsideMap(x / (int)TILE_SIZE, y / (int)TILE_SIZE); } } Point pt = MapXYZToViewport(w->viewport, x, y, z); w->viewport->follow_vehicle = INVALID_VEHICLE; if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false; if (instant) { w->viewport->scrollpos_x = pt.x; w->viewport->scrollpos_y = pt.y; RebuildViewportOverlay(w); } w->viewport->dest_scrollpos_x = pt.x; w->viewport->dest_scrollpos_y = pt.y; return true; } /** * Scrolls the viewport in a window to a given location. * @param tile Desired tile to center on. * @param w %Window containing the viewport. * @param instant Jump to the location instead of slowly moving to it. * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position). */ bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant) { return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant); } /** * Scrolls the viewport of the main window to a given location. * @param tile Desired tile to center on. * @param instant Jump to the location instead of slowly moving to it. * @return Destination of the viewport was changed (to activate other actions when the viewport is already at the desired position). */ bool ScrollMainWindowToTile(TileIndex tile, bool instant) { return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant); } /** * Set a tile to display a red error square. * @param tile Tile that should show the red error square. */ void SetRedErrorSquare(TileIndex tile) { TileIndex old; old = _thd.redsq; _thd.redsq = tile; if (tile != old) { if (tile != INVALID_TILE) MarkTileDirtyByTile(tile); if (old != INVALID_TILE) MarkTileDirtyByTile(old); } } /** * Highlight \a w by \a h tiles at the cursor. * @param w Width of the highlighted tiles rectangle. * @param h Height of the highlighted tiles rectangle. */ void SetTileSelectSize(int w, int h) { _thd.new_size.x = w * TILE_SIZE; _thd.new_size.y = h * TILE_SIZE; _thd.new_outersize.x = 0; _thd.new_outersize.y = 0; } void SetTileSelectBigSize(int ox, int oy, int sx, int sy) { _thd.offs.x = ox * TILE_SIZE; _thd.offs.y = oy * TILE_SIZE; _thd.new_outersize.x = sx * TILE_SIZE; _thd.new_outersize.y = sy * TILE_SIZE; } /** returns the best autorail highlight type from map coordinates */ static HighLightStyle GetAutorailHT(int x, int y) { return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK]; } /** * Reset tile highlighting. */ void TileHighlightData::Reset() { this->pos.x = 0; this->pos.y = 0; this->new_pos.x = 0; this->new_pos.y = 0; } /** * Is the user dragging a 'diagonal rectangle'? * @return User is dragging a rotated rectangle. */ bool TileHighlightData::IsDraggingDiagonal() { return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down; } /** * Get the window that started the current highlighting. * @return The window that requested the current tile highlighting, or \c nullptr if not available. */ Window *TileHighlightData::GetCallbackWnd() { return FindWindowById(this->window_class, this->window_number); } /** * Updates tile highlighting for all cases. * Uses _thd.selstart and _thd.selend and _thd.place_mode (set elsewhere) to determine _thd.pos and _thd.size * Also drawstyle is determined. Uses _thd.new.* as a buffer and calls SetSelectionTilesDirty() twice, * Once for the old and once for the new selection. * _thd is TileHighlightData, found in viewport.h */ void UpdateTileSelection() { int x1; int y1; if (_thd.freeze) return; HighLightStyle new_drawstyle = HT_NONE; bool new_diagonal = false; if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) { x1 = _thd.selend.x; y1 = _thd.selend.y; if (x1 != -1) { int x2 = _thd.selstart.x & ~TILE_UNIT_MASK; int y2 = _thd.selstart.y & ~TILE_UNIT_MASK; x1 &= ~TILE_UNIT_MASK; y1 &= ~TILE_UNIT_MASK; if (_thd.IsDraggingDiagonal()) { new_diagonal = true; } else { if (x1 >= x2) Swap(x1, x2); if (y1 >= y2) Swap(y1, y2); } _thd.new_pos.x = x1; _thd.new_pos.y = y1; _thd.new_size.x = x2 - x1; _thd.new_size.y = y2 - y1; if (!new_diagonal) { _thd.new_size.x += TILE_SIZE; _thd.new_size.y += TILE_SIZE; } new_drawstyle = _thd.next_drawstyle; } } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) { Point pt = GetTileBelowCursor(); x1 = pt.x; y1 = pt.y; if (x1 != -1) { switch (_thd.place_mode & HT_DRAG_MASK) { case HT_RECT: new_drawstyle = HT_RECT; break; case HT_POINT: new_drawstyle = HT_POINT; x1 += TILE_SIZE / 2; y1 += TILE_SIZE / 2; break; case HT_RAIL: /* Draw one highlighted tile in any direction */ new_drawstyle = GetAutorailHT(pt.x, pt.y); break; case HT_LINE: switch (_thd.place_mode & HT_DIR_MASK) { case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break; case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break; case HT_DIR_HU: case HT_DIR_HL: new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL; break; case HT_DIR_VL: case HT_DIR_VR: new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR; break; default: NOT_REACHED(); } _thd.selstart.x = x1 & ~TILE_UNIT_MASK; _thd.selstart.y = y1 & ~TILE_UNIT_MASK; break; default: NOT_REACHED(); } _thd.new_pos.x = x1 & ~TILE_UNIT_MASK; _thd.new_pos.y = y1 & ~TILE_UNIT_MASK; } } /* redraw selection */ if (_thd.drawstyle != new_drawstyle || _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y || _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y || _thd.outersize.x != _thd.new_outersize.x || _thd.outersize.y != _thd.new_outersize.y || _thd.diagonal != new_diagonal) { /* Clear the old tile selection? */ if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty(); _thd.drawstyle = new_drawstyle; _thd.pos = _thd.new_pos; _thd.size = _thd.new_size; _thd.outersize = _thd.new_outersize; _thd.diagonal = new_diagonal; _thd.dirty = 0xff; /* Draw the new tile selection? */ if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty(); } } /** * Displays the measurement tooltips when selecting multiple tiles * @param str String to be displayed * @param paramcount number of params to deal with */ static inline void ShowMeasurementTooltips(StringID str, uint paramcount) { if (!_settings_client.gui.measure_tooltip) return; GuiShowTooltips(_thd.GetCallbackWnd(), str, TCC_EXIT_VIEWPORT, paramcount); } static void HideMeasurementTooltips() { CloseWindowById(WC_TOOLTIPS, 0); } /** highlighting tiles while only going over them with the mouse */ void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process) { _thd.select_method = method; _thd.select_proc = process; _thd.selend.x = TileX(tile) * TILE_SIZE; _thd.selstart.x = TileX(tile) * TILE_SIZE; _thd.selend.y = TileY(tile) * TILE_SIZE; _thd.selstart.y = TileY(tile) * TILE_SIZE; /* Needed so several things (road, autoroad, bridges, ...) are placed correctly. * In effect, placement starts from the centre of a tile */ if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) { _thd.selend.x += TILE_SIZE / 2; _thd.selend.y += TILE_SIZE / 2; _thd.selstart.x += TILE_SIZE / 2; _thd.selstart.y += TILE_SIZE / 2; } HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK); if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) { _thd.place_mode = HT_SPECIAL | others; _thd.next_drawstyle = HT_RECT | others; } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) { _thd.place_mode = HT_SPECIAL | others; _thd.next_drawstyle = _thd.drawstyle | others; } else { _thd.place_mode = HT_SPECIAL | others; _thd.next_drawstyle = HT_POINT | others; } _special_mouse_mode = WSM_SIZING; } /** Drag over the map while holding the left mouse down. */ void VpStartDragging(ViewportDragDropSelectionProcess process) { _thd.select_method = VPM_X_AND_Y; _thd.select_proc = process; _thd.selstart.x = 0; _thd.selstart.y = 0; _thd.next_drawstyle = HT_RECT; _special_mouse_mode = WSM_DRAGGING; } void VpSetPlaceSizingLimit(int limit) { _thd.sizelimit = limit; } /** * Highlights all tiles between a set of two tiles. Used in dock and tunnel placement * @param from TileIndex of the first tile to highlight * @param to TileIndex of the last tile to highlight */ void VpSetPresizeRange(TileIndex from, TileIndex to) { uint64_t distance = DistanceManhattan(from, to) + 1; _thd.selend.x = TileX(to) * TILE_SIZE; _thd.selend.y = TileY(to) * TILE_SIZE; _thd.selstart.x = TileX(from) * TILE_SIZE; _thd.selstart.y = TileY(from) * TILE_SIZE; _thd.next_drawstyle = HT_RECT; /* show measurement only if there is any length to speak of */ if (distance > 1) { SetDParam(0, distance); ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1); } else { HideMeasurementTooltips(); } } static void VpStartPreSizing() { _thd.selend.x = -1; _special_mouse_mode = WSM_PRESIZE; } /** * returns information about the 2x1 piece to be build. * The lower bits (0-3) are the track type. */ static HighLightStyle Check2x1AutoRail(int mode) { int fxpy = _tile_fract_coords.x + _tile_fract_coords.y; int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK); int fxmy = _tile_fract_coords.x - _tile_fract_coords.y; int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK); switch (mode) { default: NOT_REACHED(); case 0: // end piece is lower right if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL; if (fxmy < -3 && sxmy > 3) return HT_DIR_VR; return HT_DIR_Y; case 1: if (fxmy > 3 && sxmy < -3) return HT_DIR_VL; if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU; return HT_DIR_Y; case 2: if (fxmy > 3 && sxmy < -3) return HT_DIR_VL; if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL; return HT_DIR_X; case 3: if (fxmy < -3 && sxmy > 3) return HT_DIR_VR; if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU; return HT_DIR_X; } } /** * Check if the direction of start and end tile should be swapped based on * the dragging-style. Default directions are: * in the case of a line (HT_RAIL, HT_LINE): DIR_NE, DIR_NW, DIR_N, DIR_E * in the case of a rect (HT_RECT, HT_POINT): DIR_S, DIR_E * For example dragging a rectangle area from south to north should be swapped to * north-south (DIR_S) to obtain the same results with less code. This is what * the return value signifies. * @param style HighLightStyle dragging style * @param start_tile start tile of drag * @param end_tile end tile of drag * @return boolean value which when true means start/end should be swapped */ static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile) { uint start_x = TileX(start_tile); uint start_y = TileY(start_tile); uint end_x = TileX(end_tile); uint end_y = TileY(end_tile); switch (style & HT_DRAG_MASK) { case HT_RAIL: case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y)); case HT_RECT: case HT_POINT: return (end_x != start_x && end_y < start_y); default: NOT_REACHED(); } return false; } /** * Calculates height difference between one tile and another. * Multiplies the result to suit the standard given by #TILE_HEIGHT_STEP. * * To correctly get the height difference we need the direction we are dragging * in, as well as with what kind of tool we are dragging. For example a horizontal * autorail tool that starts in bottom and ends at the top of a tile will need the * maximum of SW, S and SE, N corners respectively. This is handled by the lookup table below * See #_tileoffs_by_dir in map.cpp for the direction enums if you can't figure out the values yourself. * @param style Highlighting style of the drag. This includes direction and style (autorail, rect, etc.) * @param distance Number of tiles dragged, important for horizontal/vertical drags, ignored for others. * @param start_tile Start tile of the drag operation. * @param end_tile End tile of the drag operation. * @return Height difference between two tiles. The tile measurement tool utilizes this value in its tooltip. */ static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile) { bool swap = SwapDirection(style, start_tile, end_tile); uint h0, h1; // Start height and end height. if (start_tile == end_tile) return 0; if (swap) Swap(start_tile, end_tile); switch (style & HT_DRAG_MASK) { case HT_RECT: /* In the case of an area we can determine whether we were dragging south or * east by checking the X-coordinates of the tiles */ if (TileX(end_tile) > TileX(start_tile)) { /* Dragging south does not need to change the start tile. */ end_tile = TileAddByDir(end_tile, DIR_S); } else { /* Dragging east. */ start_tile = TileAddByDir(start_tile, DIR_SW); end_tile = TileAddByDir(end_tile, DIR_SE); } [[fallthrough]]; case HT_POINT: h0 = TileHeight(start_tile); h1 = TileHeight(end_tile); break; default: { // All other types, this is mostly only line/autorail static const HighLightStyle flip_style_direction[] = { HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL }; static const std::pair start_heightdiff_line_by_dir[] = { { {1, 0}, {1, 1} }, // HT_DIR_X { {0, 1}, {1, 1} }, // HT_DIR_Y { {1, 0}, {0, 0} }, // HT_DIR_HU { {1, 0}, {1, 1} }, // HT_DIR_HL { {1, 0}, {1, 1} }, // HT_DIR_VL { {0, 1}, {1, 1} }, // HT_DIR_VR }; static const std::pair end_heightdiff_line_by_dir[] = { { {0, 1}, {0, 0} }, // HT_DIR_X { {1, 0}, {0, 0} }, // HT_DIR_Y { {0, 1}, {0, 0} }, // HT_DIR_HU { {1, 1}, {0, 1} }, // HT_DIR_HL { {1, 0}, {0, 0} }, // HT_DIR_VL { {0, 0}, {0, 1} }, // HT_DIR_VR }; static_assert(std::size(start_heightdiff_line_by_dir) == HT_DIR_END); static_assert(std::size(end_heightdiff_line_by_dir) == HT_DIR_END); distance %= 2; // we're only interested if the distance is even or uneven style &= HT_DIR_MASK; assert(style < HT_DIR_END); /* To handle autorail, we do some magic to be able to use a lookup table. * Firstly if we drag the other way around, we switch start&end, and if needed * also flip the drag-position. Eg if it was on the left, and the distance is even * that means the end, which is now the start is on the right */ if (swap && distance == 0) style = flip_style_direction[style]; /* Lambda to help calculating the height at one side of the line. */ auto get_height = [](auto &tile, auto &heightdiffs) { return std::max( TileHeight(TileAdd(tile, ToTileIndexDiff(heightdiffs.first))), TileHeight(TileAdd(tile, ToTileIndexDiff(heightdiffs.second)))); }; /* Use lookup table for start-tile based on HighLightStyle direction */ h0 = get_height(start_tile, start_heightdiff_line_by_dir[style]); /* Use lookup table for end-tile based on HighLightStyle direction * flip around side (lower/upper, left/right) based on distance */ if (distance == 0) style = flip_style_direction[style]; h1 = get_height(end_tile, end_heightdiff_line_by_dir[style]); break; } } if (swap) Swap(h0, h1); return (int)(h1 - h0) * TILE_HEIGHT_STEP; } static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF}; /** * Check for underflowing the map. * @param test the variable to test for underflowing * @param other the other variable to update to keep the line * @param mult the constant to multiply the difference by for \c other */ static void CheckUnderflow(int &test, int &other, int mult) { if (test >= 0) return; other += mult * test; test = 0; } /** * Check for overflowing the map. * @param test the variable to test for overflowing * @param other the other variable to update to keep the line * @param max the maximum value for the \c test variable * @param mult the constant to multiply the difference by for \c other */ static void CheckOverflow(int &test, int &other, int max, int mult) { if (test <= max) return; other += mult * (test - max); test = max; } /** while dragging */ static void CalcRaildirsDrawstyle(int x, int y, int method) { HighLightStyle b; int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK); int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK); uint w = abs(dx) + TILE_SIZE; uint h = abs(dy) + TILE_SIZE; if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) { /* We 'force' a selection direction; first four rail buttons. */ method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS); int raw_dx = _thd.selstart.x - _thd.selend.x; int raw_dy = _thd.selstart.y - _thd.selend.y; switch (method) { case VPM_FIX_X: b = HT_LINE | HT_DIR_Y; x = _thd.selstart.x; break; case VPM_FIX_Y: b = HT_LINE | HT_DIR_X; y = _thd.selstart.y; break; case VPM_FIX_HORIZONTAL: if (dx == -dy) { /* We are on a straight horizontal line. Determine the 'rail' * to build based the sub tile location. */ b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU; } else { /* We are not on a straight line. Determine the rail to build * based on whether we are above or below it. */ b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL; /* Calculate where a horizontal line through the start point and * a vertical line from the selected end point intersect and * use that point as the end point. */ int offset = (raw_dx - raw_dy) / 2; x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK); y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK); /* 'Build' the last half rail tile if needed */ if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) { if (dx + dy >= (int)TILE_SIZE) { x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE; } else { y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE; } } /* Make sure we do not overflow the map! */ CheckUnderflow(x, y, 1); CheckUnderflow(y, x, 1); CheckOverflow(x, y, (Map::MaxX() - 1) * TILE_SIZE, 1); CheckOverflow(y, x, (Map::MaxY() - 1) * TILE_SIZE, 1); assert(x >= 0 && y >= 0 && x <= (int)(Map::MaxX() * TILE_SIZE) && y <= (int)(Map::MaxY() * TILE_SIZE)); } break; case VPM_FIX_VERTICAL: if (dx == dy) { /* We are on a straight vertical line. Determine the 'rail' * to build based the sub tile location. */ b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR; } else { /* We are not on a straight line. Determine the rail to build * based on whether we are left or right from it. */ b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR; /* Calculate where a vertical line through the start point and * a horizontal line from the selected end point intersect and * use that point as the end point. */ int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2; x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK); y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK); /* 'Build' the last half rail tile if needed */ if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) { if (dx - dy < 0) { y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE; } else { x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE; } } /* Make sure we do not overflow the map! */ CheckUnderflow(x, y, -1); CheckUnderflow(y, x, -1); CheckOverflow(x, y, (Map::MaxX() - 1) * TILE_SIZE, -1); CheckOverflow(y, x, (Map::MaxY() - 1) * TILE_SIZE, -1); assert(x >= 0 && y >= 0 && x <= (int)(Map::MaxX() * TILE_SIZE) && y <= (int)(Map::MaxY() * TILE_SIZE)); } break; default: NOT_REACHED(); } } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile if (method & VPM_RAILDIRS) { b = GetAutorailHT(x, y); } else { // rect for autosignals on one tile b = HT_RECT; } } else if (h == TILE_SIZE) { // Is this in X direction? if (dx == (int)TILE_SIZE) { // 2x1 special handling b = (Check2x1AutoRail(3)) | HT_LINE; } else if (dx == -(int)TILE_SIZE) { b = (Check2x1AutoRail(2)) | HT_LINE; } else { b = HT_LINE | HT_DIR_X; } y = _thd.selstart.y; } else if (w == TILE_SIZE) { // Or Y direction? if (dy == (int)TILE_SIZE) { // 2x1 special handling b = (Check2x1AutoRail(1)) | HT_LINE; } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction b = (Check2x1AutoRail(0)) | HT_LINE; } else { b = HT_LINE | HT_DIR_Y; } x = _thd.selstart.x; } else if (w > h * 2) { // still count as x dir? b = HT_LINE | HT_DIR_X; y = _thd.selstart.y; } else if (h > w * 2) { // still count as y dir? b = HT_LINE | HT_DIR_Y; x = _thd.selstart.x; } else { // complicated direction int d = w - h; _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK; _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK; /* four cases. */ if (x > _thd.selstart.x) { if (y > _thd.selstart.y) { /* south */ if (d == 0) { b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR; } else if (d >= 0) { x = _thd.selstart.x + h; b = HT_LINE | HT_DIR_VL; } else { y = _thd.selstart.y + w; b = HT_LINE | HT_DIR_VR; } } else { /* west */ if (d == 0) { b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU; } else if (d >= 0) { x = _thd.selstart.x + h; b = HT_LINE | HT_DIR_HL; } else { y = _thd.selstart.y - w; b = HT_LINE | HT_DIR_HU; } } } else { if (y > _thd.selstart.y) { /* east */ if (d == 0) { b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU; } else if (d >= 0) { x = _thd.selstart.x - h; b = HT_LINE | HT_DIR_HU; } else { y = _thd.selstart.y + w; b = HT_LINE | HT_DIR_HL; } } else { /* north */ if (d == 0) { b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR; } else if (d >= 0) { x = _thd.selstart.x - h; b = HT_LINE | HT_DIR_VR; } else { y = _thd.selstart.y - w; b = HT_LINE | HT_DIR_VL; } } } } if (_settings_client.gui.measure_tooltip) { TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y); TileIndex t1 = TileVirtXY(x, y); uint distance = DistanceManhattan(t0, t1) + 1; uint8_t index = 0; if (distance != 1) { int heightdiff = CalcHeightdiff(b, distance, t0, t1); /* If we are showing a tooltip for horizontal or vertical drags, * 2 tiles have a length of 1. To bias towards the ceiling we add * one before division. It feels more natural to count 3 lengths as 2 */ if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) { distance = CeilDiv(distance, 2); } SetDParam(index++, distance); if (heightdiff != 0) SetDParam(index++, heightdiff); } ShowMeasurementTooltips(measure_strings_length[index], index); } _thd.selend.x = x; _thd.selend.y = y; _thd.next_drawstyle = b; } /** * Selects tiles while dragging * @param x X coordinate of end of selection * @param y Y coordinate of end of selection * @param method modifies the way tiles are selected. Possible * methods are VPM_* in viewport.h */ void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method) { int sx, sy; HighLightStyle style; if (x == -1) { _thd.selend.x = -1; return; } /* Special handling of drag in any (8-way) direction */ if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) { _thd.selend.x = x; _thd.selend.y = y; CalcRaildirsDrawstyle(x, y, method); return; } /* Needed so level-land is placed correctly */ if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) { x += TILE_SIZE / 2; y += TILE_SIZE / 2; } sx = _thd.selstart.x; sy = _thd.selstart.y; int limit = 0; switch (method) { case VPM_X_OR_Y: // drag in X or Y direction if (abs(sy - y) < abs(sx - x)) { y = sy; style = HT_DIR_X; } else { x = sx; style = HT_DIR_Y; } goto calc_heightdiff_single_direction; case VPM_X_LIMITED: // Drag in X direction (limited size). limit = (_thd.sizelimit - 1) * TILE_SIZE; [[fallthrough]]; case VPM_FIX_X: // drag in Y direction x = sx; style = HT_DIR_Y; goto calc_heightdiff_single_direction; case VPM_Y_LIMITED: // Drag in Y direction (limited size). limit = (_thd.sizelimit - 1) * TILE_SIZE; [[fallthrough]]; case VPM_FIX_Y: // drag in X direction y = sy; style = HT_DIR_X; calc_heightdiff_single_direction:; if (limit > 0) { x = sx + Clamp(x - sx, -limit, limit); y = sy + Clamp(y - sy, -limit, limit); } if (_settings_client.gui.measure_tooltip) { TileIndex t0 = TileVirtXY(sx, sy); TileIndex t1 = TileVirtXY(x, y); uint distance = DistanceManhattan(t0, t1) + 1; uint8_t index = 0; if (distance != 1) { /* With current code passing a HT_LINE style to calculate the height * difference is enough. However if/when a point-tool is created * with this method, function should be called with new_style (below) * instead of HT_LINE | style case HT_POINT is handled specially * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */ int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1); SetDParam(index++, distance); if (heightdiff != 0) SetDParam(index++, heightdiff); } ShowMeasurementTooltips(measure_strings_length[index], index); } break; case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area. limit = (_thd.sizelimit - 1) * TILE_SIZE; x = sx + Clamp(x - sx, -limit, limit); y = sy + Clamp(y - sy, -limit, limit); [[fallthrough]]; case VPM_X_AND_Y: // drag an X by Y area if (_settings_client.gui.measure_tooltip) { static const StringID measure_strings_area[] = { STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF }; TileIndex t0 = TileVirtXY(sx, sy); TileIndex t1 = TileVirtXY(x, y); uint dx = Delta(TileX(t0), TileX(t1)) + 1; uint dy = Delta(TileY(t0), TileY(t1)) + 1; uint8_t index = 0; /* If dragging an area (eg dynamite tool) and it is actually a single * row/column, change the type to 'line' to get proper calculation for height */ style = (HighLightStyle)_thd.next_drawstyle; if (_thd.IsDraggingDiagonal()) { /* Determine the "area" of the diagonal dragged selection. * We assume the area is the number of tiles along the X * edge and the number of tiles along the Y edge. However, * multiplying these two numbers does not give the exact * number of tiles; basically we are counting the black * squares on a chess board and ignore the white ones to * make the tile counts at the edges match up. There is no * other way to make a proper count though. * * First convert to the rotated coordinate system. */ int dist_x = TileX(t0) - TileX(t1); int dist_y = TileY(t0) - TileY(t1); int a_max = dist_x + dist_y; int b_max = dist_y - dist_x; /* Now determine the size along the edge, but due to the * chess board principle this counts double. */ a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2; b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2; /* We get a 1x1 on normal 2x1 rectangles, due to it being * a seen as two sides. As the result for actual building * will be the same as non-diagonal dragging revert to that * behaviour to give it a more normally looking size. */ if (a_max != 1 || b_max != 1) { dx = a_max; dy = b_max; } } else if (style & HT_RECT) { if (dx == 1) { style = HT_LINE | HT_DIR_Y; } else if (dy == 1) { style = HT_LINE | HT_DIR_X; } } if (dx != 1 || dy != 1) { int heightdiff = CalcHeightdiff(style, 0, t0, t1); SetDParam(index++, dx - (style & HT_POINT ? 1 : 0)); SetDParam(index++, dy - (style & HT_POINT ? 1 : 0)); if (heightdiff != 0) SetDParam(index++, heightdiff); } ShowMeasurementTooltips(measure_strings_area[index], index); } break; default: NOT_REACHED(); } _thd.selend.x = x; _thd.selend.y = y; } /** * Handle the mouse while dragging for placement/resizing. * @return State of handling the event. */ EventState VpHandlePlaceSizingDrag() { if (_special_mouse_mode != WSM_SIZING && _special_mouse_mode != WSM_DRAGGING) return ES_NOT_HANDLED; /* stop drag mode if the window has been closed */ Window *w = _thd.GetCallbackWnd(); if (w == nullptr) { ResetObjectToPlace(); return ES_HANDLED; } /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */ if (_left_button_down) { if (_special_mouse_mode == WSM_DRAGGING) { /* Only register a drag event when the mouse moved. */ if (_thd.new_pos.x == _thd.selstart.x && _thd.new_pos.y == _thd.selstart.y) return ES_HANDLED; _thd.selstart.x = _thd.new_pos.x; _thd.selstart.y = _thd.new_pos.y; } w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor()); return ES_HANDLED; } /* Mouse button released. */ _special_mouse_mode = WSM_NONE; if (_special_mouse_mode == WSM_DRAGGING) return ES_HANDLED; /* Keep the selected tool, but reset it to the original mode. */ HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK); if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) { _thd.place_mode = HT_RECT | others; } else if (_thd.select_method & VPM_SIGNALDIRS) { _thd.place_mode = HT_RECT | others; } else if (_thd.select_method & VPM_RAILDIRS) { _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others); } else { _thd.place_mode = HT_POINT | others; } SetTileSelectSize(1, 1); HideMeasurementTooltips(); w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y)); return ES_HANDLED; } /** * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc. * @param icon New shape of the mouse cursor. * @param pal Palette to use. * @param mode Mode to perform. * @param w %Window requesting the mode change. */ void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w) { SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number); } #include "table/animcursors.h" /** * Change the cursor and mouse click/drag handling to a mode for performing special operations like tile area selection, object placement, etc. * @param icon New shape of the mouse cursor. * @param pal Palette to use. * @param mode Mode to perform. * @param window_class %Window class of the window requesting the mode change. * @param window_num Number of the window in its class requesting the mode change. */ void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num) { if (_thd.window_class != WC_INVALID) { /* Undo clicking on button and drag & drop */ Window *w = _thd.GetCallbackWnd(); /* Call the abort function, but set the window class to something * that will never be used to avoid infinite loops. Setting it to * the 'next' window class must not be done because recursion into * this function might in some cases reset the newly set object to * place or not properly reset the original selection. */ _thd.window_class = WC_INVALID; if (w != nullptr) { w->OnPlaceObjectAbort(); HideMeasurementTooltips(); } } /* Mark the old selection dirty, in case the selection shape or colour changes */ if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty(); SetTileSelectSize(1, 1); _thd.make_square_red = false; if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window mode = HT_NONE; _special_mouse_mode = WSM_DRAGDROP; } else { _special_mouse_mode = WSM_NONE; } _thd.place_mode = mode; _thd.window_class = window_class; _thd.window_number = window_num; if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode VpStartPreSizing(); } if ((icon & ANIMCURSOR_FLAG) != 0) { SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]); } else { SetMouseCursor(icon, pal); } } /** Reset the cursor and mouse mode handling back to default (normal cursor, only clicking in windows). */ void ResetObjectToPlace() { SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0); } Point GetViewportStationMiddle(const Viewport *vp, const Station *st) { int x = TileX(st->xy) * TILE_SIZE; int y = TileY(st->xy) * TILE_SIZE; int z = GetSlopePixelZ(Clamp(x, 0, Map::SizeX() * TILE_SIZE - 1), Clamp(y, 0, Map::SizeY() * TILE_SIZE - 1)); Point p = RemapCoords(x, y, z); p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left; p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top; return p; } /** Helper class for getting the best sprite sorter. */ struct ViewportSSCSS { VpSorterChecker fct_checker; ///< The check function. VpSpriteSorter fct_sorter; ///< The sorting function. }; /** List of sorters ordered from best to worst. */ static ViewportSSCSS _vp_sprite_sorters[] = { #ifdef WITH_SSE { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 }, #endif { &ViewportSortParentSpritesChecker, &ViewportSortParentSprites } }; /** Choose the "best" sprite sorter and set _vp_sprite_sorter. */ void InitializeSpriteSorter() { for (const auto &sprite_sorter : _vp_sprite_sorters) { if (sprite_sorter.fct_checker()) { _vp_sprite_sorter = sprite_sorter.fct_sorter; break; } } assert(_vp_sprite_sorter != nullptr); } /** * Scroll players main viewport. * @param flags type of operation * @param tile tile to center viewport on * @param target ViewportScrollTarget of scroll target * @param ref company or client id depending on the target * @return the cost of this operation or an error */ CommandCost CmdScrollViewport(DoCommandFlag flags, TileIndex tile, ViewportScrollTarget target, uint32_t ref) { if (_current_company != OWNER_DEITY) return CMD_ERROR; switch (target) { case VST_EVERYONE: break; case VST_COMPANY: if (_local_company != (CompanyID)ref) return CommandCost(); break; case VST_CLIENT: if (_network_own_client_id != (ClientID)ref) return CommandCost(); break; default: return CMD_ERROR; } if (flags & DC_EXEC) { ResetObjectToPlace(); ScrollMainWindowToTile(tile); } return CommandCost(); } void MarkCatchmentTilesDirty() { if (_viewport_highlight_town != nullptr) { MarkWholeScreenDirty(); return; } if (_viewport_highlight_station != nullptr) { if (_viewport_highlight_station->catchment_tiles.tile == INVALID_TILE) { MarkWholeScreenDirty(); _viewport_highlight_station = nullptr; } else { BitmapTileIterator it(_viewport_highlight_station->catchment_tiles); for (TileIndex tile = it; tile != INVALID_TILE; tile = ++it) { MarkTileDirtyByTile(tile); } } } if (_viewport_highlight_waypoint != nullptr) { if (!_viewport_highlight_waypoint->IsInUse()) { _viewport_highlight_waypoint = nullptr; } MarkWholeScreenDirty(); } } static void SetWindowDirtyForViewportCatchment() { if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index); if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index); if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index); } static void ClearViewportCatchment() { MarkCatchmentTilesDirty(); _viewport_highlight_station = nullptr; _viewport_highlight_waypoint = nullptr; _viewport_highlight_town = nullptr; } /** * Select or deselect station for coverage area highlight. * Selecting a station will deselect a town. * @param *st Station in question * @param sel Select or deselect given station */ void SetViewportCatchmentStation(const Station *st, bool sel) { SetWindowDirtyForViewportCatchment(); if (sel && _viewport_highlight_station != st) { ClearViewportCatchment(); _viewport_highlight_station = st; MarkCatchmentTilesDirty(); } else if (!sel && _viewport_highlight_station == st) { MarkCatchmentTilesDirty(); _viewport_highlight_station = nullptr; } if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index); } /** * Select or deselect waypoint for coverage area highlight. * Selecting a waypoint will deselect a town. * @param *wp Waypoint in question * @param sel Select or deselect given waypoint */ void SetViewportCatchmentWaypoint(const Waypoint *wp, bool sel) { SetWindowDirtyForViewportCatchment(); if (sel && _viewport_highlight_waypoint != wp) { ClearViewportCatchment(); _viewport_highlight_waypoint = wp; MarkCatchmentTilesDirty(); } else if (!sel && _viewport_highlight_waypoint == wp) { MarkCatchmentTilesDirty(); _viewport_highlight_waypoint = nullptr; } if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index); } /** * Select or deselect town for coverage area highlight. * Selecting a town will deselect a station. * @param *t Town in question * @param sel Select or deselect given town */ void SetViewportCatchmentTown(const Town *t, bool sel) { SetWindowDirtyForViewportCatchment(); if (sel && _viewport_highlight_town != t) { ClearViewportCatchment(); _viewport_highlight_town = t; MarkWholeScreenDirty(); } else if (!sel && _viewport_highlight_town == t) { _viewport_highlight_town = nullptr; MarkWholeScreenDirty(); } if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index); }