/*
* 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 "table/sprites.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 "tunnelbridge_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 "widgets/vehicle_widget.h"
#include "table/strings.h"
#include "table/string_colours.h"
#include "industry_type.h"
/* CityMania code start */
#include "math.h"
#include "core/math_func.hpp"
#include "citymania/cm_highlight.hpp"
#include "citymania/cm_hotkeys.hpp"
#include "citymania/cm_town_gui.hpp"
#include "citymania/cm_zoning.hpp"
/* CityMania code end */
#include "safeguards.h"
Point _tile_fract_coords;
ViewportSignKdtree _viewport_sign_kdtree{};
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;
uint16_t width;
Colours colour;
ViewportStringFlags flags;
int32_t x;
int32_t y;
};
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 : uint8_t {
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 : uint8_t {
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;
constexpr int LAST_CHILD_NONE = -1; ///< There is no last_child to fill.
constexpr int LAST_CHILD_PARENT = -2; ///< Fill last_child of the most recent parent sprite.
/**
* Snapping point for a track.
*
* Point where a track (rail/road/other) can be snapped to while selecting tracks with polyline
* tool (HT_POLY). Besides of x/y coordinates expressed in tile "units" it contains a set of
* allowed line directions.
*/
struct LineSnapPoint : Point {
uint8 dirs; ///< Allowed line directions, set of #Direction bits.
};
typedef std::vector LineSnapPoints; ///< Set of snapping points
/** Coordinates of a polyline track made of 2 connected line segments. */
struct RailPolyline {
Point start; ///< The point where the first segment starts (as given in LineSnapPoint).
Direction first_dir; ///< Direction of the first line segment.
uint first_len; ///< Length of the first segment - number of track pieces.
Direction second_dir; ///< Direction of the second line segment.
uint second_len; ///< Length of the second segment - number of track pieces.
};
/** 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.
citymania::TileHighlight cm_highlight;
};
static bool MarkViewportDirty(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;
/* CM static */ VpSpriteSorter _vp_sprite_sorter = nullptr;
static RailSnapMode _rail_snap_mode = RSM_NO_SNAP; ///< Type of rail track snapping (polyline tool).
static LineSnapPoints _tile_snap_points; ///< Tile to which a rail track will be snapped to (polyline tool).
static LineSnapPoints _rail_snap_points; ///< Set of points where a rail track will be snapped to (polyline tool).
static LineSnapPoint _current_snap_lock; ///< Start point and direction at which selected track is locked on currently (while dragging in polyline mode).
static TileIndex GetRailSnapTile();
static void SetRailSnapTile(TileIndex tile);
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)
{
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);
auto vp = std::make_unique();
vp->overlay = nullptr;
vp->left = x + w->left;
vp->top = y + w->top;
vp->width = width;
vp->height = height;
vp->zoom = Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max);
vp->virtual_left = 0;
vp->virtual_top = 0;
vp->virtual_width = ScaleByZoom(width, vp->zoom);
vp->virtual_height = ScaleByZoom(height, vp->zoom);
UpdateViewportSizeZoom(*vp);
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 = VehicleID::Invalid();
}
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;
// CM jgrpp viewport patch ?
// vp->virtual_left = 0;
// vp->virtual_top = 0;
w->viewport = std::move(vp);
}
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);
}
}
}
inline void UpdateViewportDirtyBlockLeftMargin(Viewport &vp)
{
// if (vp->zoom >= ZOOM_LVL_DRAW_MAP) {
// vp->dirty_block_left_margin = 0;
// } else {
vp.dirty_block_left_margin = UnScaleByZoomLower((-vp.virtual_left) & 127, vp.zoom);
// }
}
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;
UpdateViewportDirtyBlockLeftMargin(vp);
/* 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)
{
if (w->viewport == nullptr) return nullptr;
const Viewport &vp = *w->viewport;
if (IsInsideMM(x, vp.left, vp.left + vp.width) && IsInsideMM(y, vp.top, vp.top + vp.height)) return w->viewport.get();
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)
{
if (Window *w = FindWindowFromPt(x, y); w != nullptr) {
if (Viewport *vp = IsPtInWindowViewport(w, x, y); vp != nullptr) {
return TranslateXYToTileCoord(*vp, zoom_x, zoom_y);
}
}
return {-1, -1};
}
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;
const 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.
*/
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 */
AutoRestoreBackup backup(_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);
}
/**
* 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;
pal = _vd.cm_highlight.pick_ground_pal(pal);
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 is LAST_CHILD_NONE if foundation sprite was clipped by the viewport bounds */
if (_vd.last_child != LAST_CHILD_NONE) _vd.foundation[_vd.foundation_part] = static_cast(_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 z, const SpriteBounds &bounds, bool transparent, const SubSprite *sub, bool ignore_highlight_pal)
{
int32_t left, right, top, bottom;
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* Move to bounding box. */
x += bounds.origin.x;
y += bounds.origin.y;
z += bounds.origin.z;
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
} else if (!ignore_highlight_pal) {
auto [draw, new_pal] = _vd.cm_highlight.get_structure_pal();
if (!draw) return;
if (new_pal != PAL_NONE) pal = new_pal;
}
if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
AddCombinedSprite(image, pal, x + bounds.offset.x, y + bounds.offset.y, z + bounds.offset.z, sub);
return;
}
_vd.last_child = LAST_CHILD_NONE;
Point pt = RemapCoords(x + bounds.offset.x, y + bounds.offset.y, z + bounds.offset.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 + bounds.extent.x, y, z).x;
right = RemapCoords(x, y + bounds.extent.y, z).x + 1;
top = tmp_top = RemapCoords(x, y, z + bounds.extent.z).y;
bottom = RemapCoords(x + bounds.extent.x, y + bounds.extent.y, 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 + bounds.extent.x, y, z).x);
right = std::max(right , RemapCoords(x, y + bounds.extent.y, z).x + 1);
top = std::min(top , RemapCoords(x, y, z + bounds.extent.z).y);
bottom = std::max(bottom, RemapCoords(x + bounds.extent.x, y + bounds.extent.y, 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;
ps.xmax = x + bounds.extent.x - 1;
ps.ymin = y;
ps.ymax = y + bounds.extent.y - 1;
ps.zmin = z;
ps.zmax = z + bounds.extent.z - 1;
ps.first_child = LAST_CHILD_NONE;
_vd.last_child = LAST_CHILD_PARENT;
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) std::swap(begin, end);
return begin <= check && check <= end;
}
/**
* Checks whether a point is inside the selected rectangle given by _thd.size, _thd.pos and _thd.diagonal
* @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 IsInsideSelectedRectangle(int x, int y)
{
if (!_thd.diagonal) {
return IsInsideBS(x, _thd.pos.x, _thd.size.x) && IsInsideBS(y, _thd.pos.y, _thd.size.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 == LAST_CHILD_NONE) return;
/* make the sprites transparent with the right palette */
if (transparent) {
SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
pal = PALETTE_TO_TRANSPARENT;
}
int32_t child_id = static_cast(_vd.child_screen_sprites_to_draw.size());
if (_vd.last_child != LAST_CHILD_PARENT) {
_vd.child_screen_sprites_to_draw[_vd.last_child].next = child_id;
} else {
_vd.parent_sprites_to_draw.back().first_child = child_id;
}
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 = LAST_CHILD_NONE;
/* 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] = child_id;
if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = child_id;
_vd.last_child = child_id;
}
/**
* Add a string to draw to a viewport.
* @param x Left position of string.
* @param y Top position of string.
* @param colour Colour of string.
* @param flags ViewportStringFlags to control the string's appearance.
* @param width Width of the string.
* @returns Reference to raw string which should be filled in by the caller.
*/
static std::string &AddStringToDraw(int x, int y, Colours colour, ViewportStringFlags flags, uint16_t width)
{
assert(width != 0);
StringSpriteToDraw &ss = _vd.string_sprites_to_draw.emplace_back();
ss.colour = colour;
ss.flags = flags;
ss.x = x;
ss.y = y;
ss.width = width;
return ss.string;
}
/**
* 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 extrDrawa_offs_y Pixel Y offset for the sprite position.
*/
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)
{
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 HighLightStyle GetPartOfAutoLine(int px, int py, const Point &selstart, const Point &selend, HighLightStyle dir)
{
if (!IsInRangeInclusive(selstart.x & ~TILE_UNIT_MASK, selend.x & ~TILE_UNIT_MASK, px)) return HT_DIR_END;
if (!IsInRangeInclusive(selstart.y & ~TILE_UNIT_MASK, selend.y & ~TILE_UNIT_MASK, py)) return HT_DIR_END;
px -= selstart.x & ~TILE_UNIT_MASK;
py -= selstart.y & ~TILE_UNIT_MASK;
switch (dir) {
case HT_DIR_X: return (py == 0) ? HT_DIR_X : HT_DIR_END;
case HT_DIR_Y: return (px == 0) ? HT_DIR_Y : HT_DIR_END;
case HT_DIR_HU: return (px == -py) ? HT_DIR_HU : (px == -py - (int)TILE_SIZE) ? HT_DIR_HL : HT_DIR_END;
case HT_DIR_HL: return (px == -py) ? HT_DIR_HL : (px == -py + (int)TILE_SIZE) ? HT_DIR_HU : HT_DIR_END;
case HT_DIR_VL: return (px == py) ? HT_DIR_VL : (px == py + (int)TILE_SIZE) ? HT_DIR_VR : HT_DIR_END;
case HT_DIR_VR: return (px == py) ? HT_DIR_VR : (px == py - (int)TILE_SIZE) ? HT_DIR_VL : HT_DIR_END;
default: NOT_REACHED(); break;
}
return HT_DIR_END;
}
#include "table/autorail.h"
/**
* Draws autorail highlights.
*
* @param *ti TileInfo Tile that is being drawn
* @param autorail_type \c HT_DIR_XXX, offset into _AutorailTilehSprite[][]
* @param pal Palette to use, -1 to autodetect
*/
static void DrawAutorailSelection(const TileInfo *ti, HighLightStyle autorail_type, PaletteID pal = -1)
{
SpriteID image;
int offset;
FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
if (IsHalftileSlope(ti->tileh)) {
static const HighLightStyle _lower_rail[CORNER_END] = { HT_DIR_VR, HT_DIR_HU, HT_DIR_VL, HT_DIR_HL }; // CORNER_W, CORNER_S, CORNER_E, CORNER_N
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));
}
}
assert(autorail_type < HT_DIR_END);
offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
if (offset >= 0) {
image = SPR_AUTORAIL_BASE + offset;
if (pal == (PaletteID)-1) pal = _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE;
} else {
image = SPR_AUTORAIL_BASE - offset;
if (pal == (PaletteID)-1) pal = PALETTE_SEL_TILE_RED;
}
DrawSelectionSprite(image, pal, ti, 7, foundation_part);
}
// CM moved to cm_highlight.hpp
// enum TileHighlightType : uint8_t {
// THT_NONE,
// THT_WHITE,
// THT_BLUE,
// THT_RED,
// };
const Station *_viewport_highlight_station; ///< Currently selected station for coverage area highlight
const Station *_viewport_highlight_station_rect; ///< Currently selected station for rectangle highlight
const Waypoint *_viewport_highlight_waypoint; ///< Currently selected waypoint for coverage area highlight
const Waypoint *_viewport_highlight_waypoint_rect; ///< Currently selected waypoint for rectangle 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 0 // taken over by citymania highlight
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;
}
#endif
// TODO CM should handle this too
if (_viewport_highlight_station_rect != nullptr) {
if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_station_rect->index) return THT_WHITE;
const StationRect *r = &_viewport_highlight_station_rect->rect;
if (r->PtInExtendedRect(TileX(t), TileY(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_waypoint_rect != nullptr) {
if (IsTileType(t, MP_STATION) && GetStationIndex(t) == _viewport_highlight_waypoint_rect->index) return THT_WHITE;
const StationRect *r = &_viewport_highlight_waypoint_rect->rect;
if (r->PtInExtendedRect(TileX(t), TileY(t))) 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 inside 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 inside 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);
if (citymania::DrawTileSelection(ti, tht)) return;
switch (_thd.drawstyle & HT_DRAG_MASK) {
default: break; // No tile selection active?
case HT_RECT:
if (!is_redsq) {
if (IsInsideSelectedRectangle(ti->x, ti->y)) {
DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
} else if (_thd.outersize.x > 0 &&
/* Check if it's inside the outer area? */
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);
}
}
break;
case HT_POINT:
if (IsInsideSelectedRectangle(ti->x, ti->y)) {
/* 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);
}
break;
case HT_RAIL:
if (ti->tile == TileVirtXY(_thd.pos.x, _thd.pos.y)) {
assert((_thd.drawstyle & HT_DIR_MASK) < HT_DIR_END);
DrawAutorailSelection(ti, _thd.drawstyle & HT_DIR_MASK);
}
break;
case HT_LINE: {
HighLightStyle type = GetPartOfAutoLine(ti->x, ti->y, _thd.selstart, _thd.selend, _thd.drawstyle & HT_DIR_MASK);
if (type < HT_DIR_END) {
DrawAutorailSelection(ti, type, _thd.cm_poly_terra && !_thd.make_square_red ? CM_SPR_PALETTE_ZONING_YELLOW : -1);
} else if (_thd.dir2 < HT_DIR_END) {
type = GetPartOfAutoLine(ti->x, ti->y, _thd.selstart2, _thd.selend2, _thd.dir2);
if (type < HT_DIR_END) DrawAutorailSelection(ti, type, PALETTE_SEL_TILE_BLUE);
}
break;
}
}
}
/**
* 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 = DivTowardsNegativeInf(upper_left.y - upper_left.x, (int)TILE_SIZE) - 1;
int right_column = DivTowardsPositiveInf(upper_right.y - upper_right.x, (int)TILE_SIZE) + 1;
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 = DivTowardsNegativeInf(upper_left.y + upper_left.x, (int)TILE_SIZE) - 1;
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] = LAST_CHILD_NONE;
_vd.last_foundation_child[1] = LAST_CHILD_NONE;
_vd.cm_highlight = citymania::GetTileHighlight(&_cur_ti, tile_type);
_tile_type_procs[tile_type]->draw_tile_proc(&_cur_ti);
_vd.cm_highlight.structure_pal_prio = PAL_NONE;
_vd.cm_highlight.structure_hidden = false;
auto icon = _vd.cm_highlight.get_icon();
if (icon != PAL_NONE) {
_vd.cm_highlight.structure_pal = PAL_NONE;
AddSortableSpriteToDraw(icon, _vd.cm_highlight.icon_pal, _cur_ti, {{}, {1, 1, BB_HEIGHT_UNDER_BRIDGE}, {}});
}
if (_cur_ti.tile != INVALID_TILE) { // CM TODO why is this check here?
_vd.cm_highlight.structure_pal = _vd.cm_highlight.highlight_pal;
citymania::DrawTileZoning(&_cur_ti); // old zoning patch
citymania::DrawTileZoning(&_cur_ti, _vd.cm_highlight, tile_type);
DrawTileSelection(&_cur_ti);
}
}
}
}
_vd.cm_highlight = citymania::TileHighlight();
}
/**
* Add a string to draw in the current viewport.
* @param dpi current viewport area
* @param sign sign position and dimension
* @param flags ViewportStringFlags to control the string's appearance.
* @param colour colour of the sign background; or INVALID_COLOUR if transparent
* @returns Pointer to std::string to filled with sign, or nullptr if string would be outside the viewport bounds.
*/
std::string *ViewportAddString(const DrawPixelInfo *dpi, const ViewportSign *sign, ViewportStringFlags flags, Colours colour)
{
int left = dpi->left;
int top = dpi->top;
int right = left + dpi->width;
int bottom = top + dpi->height;
bool small = flags.Test(ViewportStringFlag::Small);
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 nullptr;
}
return &AddStringToDraw(sign->center - sign_half_width, sign->top, colour, flags, small ? sign->width_small : sign->width_normal);
}
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;
}
/**
* Add town strings to a viewport.
* @param dpi Current viewport area.
* @param towns List of towns to add.
* @param small Add small versions of strings.
*/
static void ViewportAddTownStrings(DrawPixelInfo *dpi, const std::vector &towns, bool small)
{
ViewportStringFlags flags{};
if (small) flags.Set({ViewportStringFlag::Small, ViewportStringFlag::Shadow});
StringID stringid_town = !small && _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_TOWN_NAME;
StringID stringid_town_city = stringid_town;
if (!small) {
stringid_town_city = _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_CITY_POP : STR_VIEWPORT_TOWN_CITY;
}
for (const Town *t : towns) {
std::string *str = ViewportAddString(dpi, &t->cache.sign, flags, INVALID_COLOUR);
if (str == nullptr) continue;
if (t->larger_town) {
*str = GetString(stringid_town_city, t->index, t->cache.population);
} else {
*str = GetString(stringid_town, t->index, t->cache.population);
}
}
}
/**
* Add sign strings to a viewport.
* @param dpi Current viewport area.
* @param signs List of signs to add.
* @param small Add small versions of strings.
*/
static void ViewportAddSignStrings(DrawPixelInfo *dpi, const std::vector &signs, bool small)
{
ViewportStringFlags flags{};
if (small) flags.Set(ViewportStringFlag::Small);
/* Signs placed by a game script don't have a frame. */
ViewportStringFlags deity_flags{flags};
flags.Set(IsTransparencySet(TO_SIGNS) ? ViewportStringFlag::TransparentRect : ViewportStringFlag::ColourRect);
for (const Sign *si : signs) {
std::string *str = ViewportAddString(dpi, &si->sign, (si->owner == OWNER_DEITY) ? deity_flags : flags,
(si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
if (str == nullptr) continue;
*str = GetString(STR_SIGN_NAME, si->index);
}
}
/**
* Add station strings to a viewport.
* @param dpi Current viewport area.
* @param stations List of stations to add.
* @param small Add small versions of strings.
*/
static void ViewportAddStationStrings(DrawPixelInfo *dpi, const std::vector &stations, bool small)
{
/* Transparent station signs have colour text instead of a colour panel. */
ViewportStringFlags flags{IsTransparencySet(TO_SIGNS) ? ViewportStringFlag::TextColour : ViewportStringFlag::ColourRect};
if (small) flags.Set(ViewportStringFlag::Small);
for (const BaseStation *st : stations) {
std::string *str = ViewportAddString(dpi, &st->sign, flags, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
if (str == nullptr) continue;
if (Station::IsExpected(st)) { /* Station */
*str = GetString(small ? STR_STATION_NAME : STR_VIEWPORT_STATION, st->index, st->facilities);
} else { /* Waypoint */
*str = GetString(STR_WAYPOINT_NAME, st->index);
}
}
}
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(std::get(item.id));
/* If no facilities are present the station is a ghost station. */
StationFacilities facilities = st->facilities;
if (facilities.None()) facilities = STATION_FACILITY_GHOST;
if (!facilities.Any(_facility_display_opt)) break;
/* 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(std::get(item.id));
/* 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(std::get(item.id)));
break;
case ViewportSignKdtreeItem::VKI_SIGN: {
if (!show_signs) break;
const Sign *si = Sign::Get(std::get(item.id));
/* 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();
}
});
/* Small versions of signs are used zoom level 4X and higher. */
bool small = dpi->zoom >= ZoomLevel::Out4x;
/* Layering order (bottom to top): Town names, signs, stations */
ViewportAddTownStrings(dpi, towns, small);
/* Do not draw signs nor station names if they are set invisible */
if (IsInvisibilitySet(TO_SIGNS)) return;
ViewportAddSignStrings(dpi, signs, small);
ViewportAddStationStrings(dpi, stations, small);
}
/**
* 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. If the string is empty then the \a str is used.
*/
void ViewportSign::UpdatePosition(int center, int top, std::string_view str, std::string_view str_small)
{
if (this->width_normal != 0) this->MarkDirty();
this->top = top;
this->width_normal = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(str).width, 2) + WidgetDimensions::scaled.fullbevel.right;
this->center = center;
/* zoomed out version */
if (str_small.empty()) str_small = str;
this->width_small = WidgetDimensions::scaled.fullbevel.left + Align(GetStringBoundingBox(str_small, 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[to_underlying(ZoomLevel::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 = ZoomLevel::Begin; zoom != ZoomLevel::End; zoom++) {
zoomlevels[to_underlying(zoom)].left = this->center - ScaleByZoom(half_width, zoom);
zoomlevels[to_underlying(zoom)].top = this->top - ScaleByZoom(1, zoom);
zoomlevels[to_underlying(zoom)].right = this->center + ScaleByZoom(half_width, zoom);
zoomlevels[to_underlying(zoom)].bottom = this->top + ScaleByZoom(height, zoom);
}
for (const Window *w : Window::Iterate()) {
if (w->viewport == nullptr) continue;
Viewport &vp = *w->viewport;
if (vp.zoom <= maxzoom) {
assert(vp.width != 0);
Rect &zl = zoomlevels[to_underlying(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; // Mark 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 preceding 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 neighbours 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)[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.
*/
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);
PixelColour 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, colour);
dst = blitter->MoveTo(dst, 0, 1);
} while (--bottom > 0);
}
static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
{
for (const StringSpriteToDraw &ss : *sstdv) {
bool small = ss.flags.Test(ViewportStringFlag::Small);
int w = ss.width;
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;
TextColour colour = TC_WHITE;
if (ss.flags.Test(ViewportStringFlag::ColourRect)) {
if (ss.colour != INVALID_COLOUR) DrawFrameRect(x, y, x + w - 1, y + h - 1, ss.colour, {});
colour = TC_BLACK;
} else if (ss.flags.Test(ViewportStringFlag::TransparentRect)) {
DrawFrameRect(x, y, x + w - 1, y + h - 1, ss.colour, FrameFlag::Transparent);
}
if (ss.flags.Test(ViewportStringFlag::TextColour)) {
if (ss.colour != INVALID_COLOUR) colour = GetColourGradient(ss.colour, SHADE_LIGHTER).ToTextColour();
}
int left = x + WidgetDimensions::scaled.fullbevel.left;
int right = x + w - 1 - WidgetDimensions::scaled.fullbevel.right;
int top = y + WidgetDimensions::scaled.fullbevel.top;
int shadow_offset = 0;
if (small && ss.flags.Test(ViewportStringFlag::Shadow)) {
/* Shadow needs to be shifted 1 pixel. */
shadow_offset = WidgetDimensions::scaled.fullbevel.top;
DrawString(left + shadow_offset, right + shadow_offset, top, ss.string, TC_BLACK, SA_HOR_CENTER, false, FS_SMALL);
}
DrawString(left, right, top - shadow_offset, 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 = LAST_CHILD_NONE;
int x = UnScaleByZoomLower(_vd.dpi.left - (vp.virtual_left & mask), vp.zoom) + vp.left;
int y = UnScaleByZoomLower(_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);
citymania::DrawSelectionOverlay(&_vd.dpi);
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 = ZoomLevel::Min;
dp.width = UnScaleByZoom(dp.width, zoom);
dp.height = UnScaleByZoom(dp.height, zoom);
AutoRestoreBackup cur_dpi(_cur_dpi, &dp);
if (vp.overlay != nullptr && vp.overlay->GetCargoMask() != 0 && vp.overlay->GetCompanyMask().Any()) {
/* 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();
}
void ViewportDrawChk(const Viewport &vp, int left, int top, int right, int bottom) {
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
);
}
static inline void ViewportDraw(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;
vp.is_drawn = true;
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.
* @param delta_ms Milliseconds since the last update.
*/
void UpdateViewportPosition(Window *w, uint32_t delta_ms)
{
ViewportData &vp = *w->viewport;
if (vp.follow_vehicle != VehicleID::Invalid()) {
const Vehicle *veh = Vehicle::Get(vp.follow_vehicle);
Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
vp.scrollpos_x = pt.x;
vp.scrollpos_y = pt.y;
SetViewportPosition(w, pt.x, pt.y);
} else {
/* Ensure the destination location is within the map */
ClampViewportToMap(vp, &vp.dest_scrollpos_x, &vp.dest_scrollpos_y);
int delta_x = vp.dest_scrollpos_x - vp.scrollpos_x;
int delta_y = vp.dest_scrollpos_y - vp.scrollpos_y;
int current_x = vp.scrollpos_x;
int current_y = vp.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);
}
vp.scrollpos_x += delta_x_clamped;
vp.scrollpos_y += delta_y_clamped;
} else {
vp.scrollpos_x = vp.dest_scrollpos_x;
vp.scrollpos_y = vp.dest_scrollpos_y;
}
update_overlay = (vp.scrollpos_x == vp.dest_scrollpos_x &&
vp.scrollpos_y == vp.dest_scrollpos_y);
}
ClampViewportToMap(vp, &vp.scrollpos_x, &vp.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 == vp.scrollpos_x && current_y == vp.scrollpos_y) {
vp.scrollpos_x = vp.dest_scrollpos_x;
vp.scrollpos_y = vp.dest_scrollpos_y;
}
SetViewportPosition(w, vp.scrollpos_x, vp.scrollpos_y);
if (update_overlay) RebuildViewportOverlay(w);
}
}
void UpdateViewportSizeZoom(Viewport &vp)
{
vp.dirty_blocks_per_column = CeilDiv(vp.height, vp.GetDirtyBlockHeight());
vp.dirty_blocks_per_row = CeilDiv(vp.width, vp.GetDirtyBlockWidth());
uint size = vp.dirty_blocks_per_row * vp.dirty_blocks_per_column;
vp.dirty_blocks.assign(size, false);
UpdateViewportDirtyBlockLeftMargin(vp);
// if (vp->zoom >= ZOOM_LVL_DRAW_MAP) {
// memset(vp->map_draw_vehicles_cache.done_hash_bits, 0, sizeof(vp->map_draw_vehicles_cache.done_hash_bits));
// vp->map_draw_vehicles_cache.vehicle_pixels.assign(vp->ScreenArea(), false);
// if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 32) {
// vp->land_pixel_cache.assign(vp->ScreenArea() * 4, 0xD7);
// } else {
// vp->land_pixel_cache.assign(vp->ScreenArea(), 0xD7);
// }
// } else {
// vp->map_draw_vehicles_cache.vehicle_pixels.clear();
// vp->land_pixel_cache.clear();
// vp->land_pixel_cache.shrink_to_fit();
// }
// vp->update_vehicles = true;
// FillViewportCoverageRect();
}
/**
* 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(Viewport &vp, int left, int top, int right, int bottom)
{
/* Rounding wrt. zoom-out level */
right += (1 << to_underlying(vp.zoom)) - 1;
bottom += (1 << to_underlying(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;
int x = std::max(0, UnScaleByZoomLower(left, vp.zoom) - vp.dirty_block_left_margin) >> vp.GetDirtyBlockWidthShift();
int y = UnScaleByZoomLower(top, vp.zoom) >> vp.GetDirtyBlockHeightShift();
int w = (std::max(0, UnScaleByZoomLower(right, vp.zoom) - 1 - vp.dirty_block_left_margin) >> vp.GetDirtyBlockWidthShift()) + 1 - x;
int h = ((UnScaleByZoom(bottom, vp.zoom) - 1) >> vp.GetDirtyBlockHeightShift()) + 1 - y;
// TODO somehow JGRPP avoids these checks
if (w < 0 || h < 0) return false;
if (x >= (int)vp.dirty_blocks_per_row) return false;
if (y >= (int)vp.dirty_blocks_per_column) return false;
h -= std::max((int)y + (int)h - (int)vp.dirty_blocks_per_column, 0);
w -= std::max((int)x + (int)w - (int)vp.dirty_blocks_per_row, 0);
uint column_skip = vp.dirty_blocks_per_column - h;
uint pos = (x * vp.dirty_blocks_per_column) + y;
for (int i = 0; i < w; i++) {
for (int j = 0; j < h; j++) {
vp.dirty_blocks[pos] = true;
pos++;
}
pos += column_skip;
}
vp.is_dirty = true;
/*if (unlikely(vp->zoom >= ZOOM_LVL_DRAW_MAP && !(flags & VMDF_NOT_LANDSCAPE))) {
uint l = UnScaleByZoomLower(left, vp->zoom);
uint t = UnScaleByZoomLower(top, vp->zoom);
uint w = UnScaleByZoom(right, vp->zoom) - l;
uint h = UnScaleByZoom(bottom, vp->zoom) - t;
uint bitdepth = BlitterFactory::GetCurrentBlitter()->GetScreenDepth() / 8;
uint8 *land_cache = vp->land_pixel_cache.data() + ((l + (t * vp->width)) * bitdepth);
while (--h) {
memset(land_cache, 0xD7, (size_t)w * bitdepth);
land_cache += vp->width * bitdepth;
}
}*/
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. #ZoomLevel::Min)
* @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZoomLevel::Min)
* @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZoomLevel::Min)
* @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZoomLevel::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 (Window *w : Window::Iterate()) {
auto &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 = 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
*/
/* CM 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 || _thd.outersize.y != 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
*/
bool CheckClickOnViewportSign(const Viewport &vp, int x, int y, const ViewportSign *sign)
{
bool small = (vp.zoom >= ZoomLevel::Out4x);
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(std::get(item.id));
if (!show_competitors && _local_company != st->owner && st->owner != OWNER_NONE) break;
StationFacilities facilities = st->facilities;
if (facilities.None()) facilities = STATION_FACILITY_GHOST;
if (!facilities.Any(_facility_display_opt)) break;
if (CheckClickOnViewportSign(vp, x, y, &st->sign)) last_st = st;
break;
}
case ViewportSignKdtreeItem::VKI_WAYPOINT:
if (!show_waypoints) break;
st = BaseStation::Get(std::get(item.id));
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(std::get(item.id));
if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) last_t = t;
break;
case ViewportSignKdtreeItem::VKI_SIGN:
if (!show_signs) break;
si = Sign::Get(std::get(item.id));
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) {
if (citymania::_fn_mod) citymania::TownExecuteAction(last_t, TownAction::BuildStatue); // CM
else 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 = 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 = 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 = 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 = 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, bool double_click)
{
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 || _thd.place_mode == CM_HT_BLUEPRINT_PLACE) {
if (_thd.place_mode & HT_POLY) {
/* In polyline mode double-clicking on a single white line, finishes current polyline.
* If however the user double-clicks on a line that has a white and a blue section,
* both lines (white and blue) will be constructed consecutively. */
static bool stop_snap_on_double_click = false;
if (double_click && stop_snap_on_double_click) {
SetRailSnapMode(RSM_NO_SNAP);
return true;
}
stop_snap_on_double_click = !(_thd.drawstyle & HT_LINE) || (_thd.dir2 == HT_DIR_END);
}
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 (citymania::_fn_mod && 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().Any() &&
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->CancelFollow(*w);
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.new_offs.x = ox * TILE_SIZE;
_thd.new_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 && citymania::_fn_mod && _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);
}
static HighLightStyle CalcPolyrailDrawstyle(Point pt, bool dragging);
/** Update size of the area occupied by the blue part of rail track highlight (polyline mode). */
static inline void CalcNewPolylineOutersize()
{
/* use the 'outersize' to mark the second (blue) part of a polyline selection */
if (_thd.dir2 < HT_DIR_END) {
/* get bounds of the second part */
int outer_x1 = _thd.selstart2.x & ~TILE_UNIT_MASK;
int outer_y1 = _thd.selstart2.y & ~TILE_UNIT_MASK;
int outer_x2 = _thd.selend2.x & ~TILE_UNIT_MASK;
int outer_y2 = _thd.selend2.y & ~TILE_UNIT_MASK;
if (outer_x1 > outer_x2) std::swap(outer_x1, outer_x2);
if (outer_y1 > outer_y2) std::swap(outer_y1, outer_y2);
/* include the first part */
outer_x1 = std::min(outer_x1, _thd.new_pos.x);
outer_y1 = std::min(outer_y1, _thd.new_pos.y);
outer_x2 = std::max(outer_x2, _thd.new_pos.x + _thd.new_size.x - TILE_SIZE);
outer_y2 = std::max(outer_y2, _thd.new_pos.y + _thd.new_size.y - TILE_SIZE);
/* write new values */
_thd.new_offs.x = outer_x1 - _thd.new_pos.x;
_thd.new_offs.y = outer_y1 - _thd.new_pos.y;
_thd.new_outersize.x = outer_x2 - outer_x1 + TILE_SIZE - _thd.new_size.x;
_thd.new_outersize.y = outer_y2 - outer_y1 + TILE_SIZE - _thd.new_size.y;
} else {
_thd.new_offs.x = 0;
_thd.new_offs.y = 0;
_thd.new_outersize.x = 0;
_thd.new_outersize.y = 0;
}
}
/**
* 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) std::swap(x1, x2);
if (y1 >= y2) std::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:
case HT_LINE:
/* HT_POLY */
if (_thd.place_mode & HT_POLY) {
RailSnapMode snap_mode = GetRailSnapMode();
if (snap_mode == RSM_NO_SNAP ||
(snap_mode == RSM_SNAP_TO_TILE && GetRailSnapTile() == TileVirtXY(pt.x, pt.y))) {
new_drawstyle = GetAutorailHT(pt.x, pt.y);
_thd.new_offs.x = 0;
_thd.new_offs.y = 0;
_thd.new_outersize.x = 0;
_thd.new_outersize.y = 0;
_thd.dir2 = HT_DIR_END;
} else {
new_drawstyle = CalcPolyrailDrawstyle(pt, false);
if (new_drawstyle != HT_NONE) {
x1 = _thd.selstart.x & ~TILE_UNIT_MASK;
y1 = _thd.selstart.y & ~TILE_UNIT_MASK;
int x2 = _thd.selend.x & ~TILE_UNIT_MASK;
int y2 = _thd.selend.y & ~TILE_UNIT_MASK;
if (x1 > x2) std::swap(x1, x2);
if (y1 > y2) std::swap(y1, y2);
_thd.new_pos.x = x1;
_thd.new_pos.y = y1;
_thd.new_size.x = x2 - x1 + TILE_SIZE;
_thd.new_size.y = y2 - y1 + TILE_SIZE;
}
}
_thd.cm_new_poly_terra = _settings_client.gui.cm_enable_polyrail_terraform && citymania::_fn_mod;
break;
}
/* HT_RAIL */
if (_thd.place_mode & HT_RAIL) {
/* Draw one highlighted tile in any direction */
new_drawstyle = GetAutorailHT(pt.x, pt.y);
break;
}
/* 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;
_thd.selend.x = x1;
_thd.selend.y = y1;
_thd.dir2 = HT_DIR_END;
break;
default:
NOT_REACHED();
}
_thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
_thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
}
}
if (new_drawstyle & HT_LINE) CalcNewPolylineOutersize();
new_drawstyle = citymania::UpdateTileSelection(new_drawstyle);
/* 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.offs.x != _thd.new_offs.x || _thd.offs.y != _thd.new_offs.y ||
_thd.outersize.x != _thd.new_outersize.x ||
_thd.outersize.y != _thd.new_outersize.y ||
_thd.cm_poly_terra != _thd.cm_new_poly_terra ||
_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.offs = _thd.new_offs;
_thd.outersize = _thd.new_outersize;
_thd.cm_poly_terra = _thd.cm_new_poly_terra;
_thd.diagonal = new_diagonal;
_thd.dirty = 0xff;
/* Draw the new tile selection? */
if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
}
citymania::UpdateActiveTool();
}
/**
* Displays the measurement tooltips when selecting multiple tiles
* @param text String to be displayed
*/
static inline void ShowMeasurementTooltips(EncodedString &&text, TooltipCloseCondition close_cond = TCC_EXIT_VIEWPORT)
{
if (!_settings_client.gui.measure_tooltip) return;
GuiShowTooltips(_thd.GetCallbackWnd(), std::move(text), close_cond);
}
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;
_current_snap_lock.x = -1;
if ((_thd.place_mode & HT_POLY) != 0 && GetRailSnapMode() == RSM_NO_SNAP) {
SetRailSnapMode(RSM_SNAP_TO_TILE);
SetRailSnapTile(tile);
}
} 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 && _settings_client.gui.measure_tooltip /* CM check (TODO why) */ ) {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_LENGTH, distance));
} 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) std::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) std::swap(h0, h1);
return (int)(h1 - h0) * TILE_HEIGHT_STEP;
}
/**
* Show a tooltip indicating the length of highlighted rail track.
* @param style Style of the highlight.
* @param start_tile Tile where selection starts.
* @param end_tile Tile where selection ends.
* @param close_cond Close condition of the tooltip.
* @param show_single_tile_length Show a tooltip also when the length is 1 tile.
*/
static void ShowLengthMeasurement(HighLightStyle style, TileIndex start_tile, TileIndex end_tile, TooltipCloseCondition close_cond = TCC_NONE, bool show_single_tile_length = false)
{
EncodedString str;
if (_settings_client.gui.measure_tooltip) {
uint distance = DistanceManhattan(start_tile, end_tile) + 1;
if (show_single_tile_length || distance != 1) {
int heightdiff = CalcHeightdiff(style, distance, start_tile, end_tile);
/* 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 ((style & HT_DIR_MASK) != HT_DIR_X && (style & HT_DIR_MASK) != HT_DIR_Y) {
distance = CeilDiv(distance, 2);
}
if (heightdiff != 0) str = GetEncodedString(STR_MEASURE_LENGTH_HEIGHTDIFF, distance, heightdiff);
else str = GetEncodedString(STR_MEASURE_LENGTH, distance);
}
if (!str.empty()) ShowMeasurementTooltips(std::move(str), close_cond);
}
}
/**
* 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;
}
static const uint X_DIRS = (1 << DIR_NE) | (1 << DIR_SW);
static const uint Y_DIRS = (1 << DIR_SE) | (1 << DIR_NW);
static const uint HORZ_DIRS = (1 << DIR_W) | (1 << DIR_E);
// static const uint VERT_DIRS = (1 << DIR_N) | (1 << DIR_S);
/**
* Convert a given point and a given #Direction to best matching #Trackdir.
*
* For example, #DIR_N will be converted to #TRACKDIR_LEFT_N if the point
* is on left tile half or #TRACKDIR_RIGHT_N if the point is on right half.
*
* @param pt The point expressed in inner-tile world "units".
* @param dir The direction.
* @return The matching #Trackdir.
*/
Trackdir PointDirToTrackdir(const Point &pt, Direction dir)
{
Trackdir ret;
if (IsDiagonalDirection(dir)) {
ret = DiagDirToDiagTrackdir(DirToDiagDir(dir));
} else {
int x = pt.x & TILE_UNIT_MASK;
int y = pt.y & TILE_UNIT_MASK;
int ns = x + y;
int we = y - x;
if (HasBit(HORZ_DIRS, dir)) {
ret = TrackDirectionToTrackdir(ns < (int)TILE_SIZE ? TRACK_UPPER : TRACK_LOWER, dir);
} else {
ret = TrackDirectionToTrackdir(we < 0 ? TRACK_LEFT : TRACK_RIGHT, dir);
}
}
return ret;
}
/**
* Try to fit a pair of rail track lines (polyline) based on a given end point
* (mouse cursor position) and a given snap point (begin point).
*
* @param pt The end point expressed in inner-tile world "units".
* @param start The snap point, begin of the lines.
* @param[out] ret Coordinates of the lines (if found).
* @return Whether the lines were found.
*/
static bool FindPolyline(const Point &pt, const LineSnapPoint &start, RailPolyline *ret) {
/* relative coordinates of the mouse point (offset against the snap point) */
int x = pt.x - start.x;
int y = pt.y - start.y;
int we = y - x;
int ns = x + y;
/* in-tile alignment of the snap point (there are two variants: [0, 8] or [8, 0]) */
uint align_x = start.x & TILE_UNIT_MASK;
uint align_y = start.y & TILE_UNIT_MASK;
assert((align_x == TILE_SIZE / 2 && align_y == 0 && !(start.dirs & X_DIRS)) || (align_x == 0 && align_y == TILE_SIZE / 2 && !(start.dirs & Y_DIRS)));
/* absolute distance between points (in tiles) */
uint d_x = abs(RoundDivSU(x < 0 ? x - align_y : x + align_y, TILE_SIZE));
uint d_y = abs(RoundDivSU(y < 0 ? y - align_x : y + align_x, TILE_SIZE));
uint d_ns = abs(RoundDivSU(ns, TILE_SIZE));
uint d_we = abs(RoundDivSU(we, TILE_SIZE));
/* Find on which quadrant is the mouse point (relatively to the snap point).
* Numeration (clockwise like in Direction):
* ortho diag
* \ 2 / 2 | 3
* \ / --+---> [we]
* 1 X 3 1 | 0
* / \ v
* [x] 0 [y] [ns] */
uint ortho_quadrant = 2 * (x < 0) + ((x < 0) != (y < 0)); // implicit cast: false/true --> 0/1
uint diag_quadrant = 2 * (ns < 0) + ((ns < 0) != (we < 0));
/* direction from the snap point to the mouse point */
Direction ortho_line_dir = ChangeDir(DIR_S, (DirDiff)(2 * ortho_quadrant)); // DIR_S is the middle of the ortho quadrant no. 0
Direction diag_line_dir = ChangeDir(DIR_SE, (DirDiff)(2 * diag_quadrant)); // DIR_SE is the middle of the diag quadrant no. 0
if (!HasBit(start.dirs, ortho_line_dir) && !HasBit(start.dirs, diag_line_dir)) return false;
/* length of booth segments of auto line (choosing orthogonal direction first) */
uint ortho_len = 0, ortho_len2 = 0;
if (HasBit(start.dirs, ortho_line_dir)) {
bool is_len_even = (align_x != 0) ? d_x >= d_y : d_x <= d_y;
ortho_len = 2 * std::min(d_x, d_y) - (int)is_len_even;
assert((int)ortho_len >= 0);
if (d_ns == 0 || d_we == 0) { // just single segment?
ortho_len++;
} else {
ortho_len2 = abs((int)d_x - (int)d_y) + (int)is_len_even;
}
}
/* length of booth segments of auto line (choosing diagonal direction first) */
uint diag_len = 0, diag_len2 = 0;
if (HasBit(start.dirs, diag_line_dir)) {
if (d_x == 0 || d_y == 0) { // just single segment?
diag_len = d_x + d_y;
} else {
diag_len = std::min(d_ns, d_we);
diag_len2 = d_x + d_y - diag_len;
}
}
/* choose the best variant */
if (ortho_len != 0 && diag_len != 0) {
/* in the first place, choose this line whose first segment ends up closer
* to the mouse point (thus the second segment is shorter) */
int cmp = ortho_len2 - diag_len2;
/* if equal, choose the shorter line */
if (cmp == 0) cmp = ortho_len - diag_len;
/* finally look at small "units" and choose the line which is closer to the mouse point */
if (cmp == 0) cmp = std::min(abs(we), abs(ns)) - std::min(abs(x), abs(y));
/* based on comparison, disable one of variants */
if (cmp > 0) {
ortho_len = 0;
} else {
diag_len = 0;
}
}
/* store results */
if (ortho_len != 0) {
ret->first_dir = ortho_line_dir;
ret->first_len = ortho_len;
ret->second_dir = (ortho_len2 != 0) ? diag_line_dir : INVALID_DIR;
ret->second_len = ortho_len2;
} else if (diag_len != 0) {
ret->first_dir = diag_line_dir;
ret->first_len = diag_len;
ret->second_dir = (diag_len2 != 0) ? ortho_line_dir : INVALID_DIR;
ret->second_len = diag_len2;
} else {
return false;
}
ret->start = start;
return true;
}
/**
* Calculate squared euclidean distance between two points.
* @param a the first point
* @param b the second point
* @return |b - a| ^ 2
*/
static inline uint SqrDist(const Point &a, const Point &b)
{
return (b.x - a.x) * (b.x - a.x) + (b.y - a.y) * (b.y - a.y);
}
/**
* Find best matching pair of lines (polyline).
*
* @param pt The end point (mouse cursor position) expressed in inner-tile world "units".
* @param snap_points Array of snapping points, the best one will be chosen.
* @param num_points Length of the array.
* @param[out] ret Coordinates of the polyline (if found).
* @return The chosen snapping point or NULL if no matching line was found.
*/
static LineSnapPoint *FindBestPolyline(const Point &pt, LineSnapPoint *snap_points, uint num_points, RailPolyline *ret)
{
/* Find the best polyline (a pair of two lines - the white one and the blue
* one) led from any of saved snap points to the mouse cursor. */
LineSnapPoint *best_snap_point = NULL; // the best polyline we found so far is led from this snap point
for (int i = 0; i < (int)num_points; i++) {
/* try to fit a polyline */
RailPolyline polyline;
if (!FindPolyline(pt, snap_points[i], &polyline)) continue; // skip non-matching snap points
/* check whether we've found a better polyline */
if (best_snap_point != NULL) {
/* firstly choose shorter polyline (the one with smaller amount of
* track pieces composing booth the white and the blue line) */
uint cur_len = polyline.first_len + polyline.second_len;
uint best_len = ret->first_len + ret->second_len;
if (cur_len > best_len) continue;
/* secondly choose that polyline which has longer first (white) line */
if (cur_len == best_len && polyline.first_len < ret->first_len) continue;
/* finally check euclidean distance to snap points and choose the
* one which is closer */
if (cur_len == best_len && polyline.first_len == ret->first_len && SqrDist(pt, snap_points[i]) >= SqrDist(pt, *best_snap_point)) continue;
}
/* save the found polyline */
*ret = polyline;
best_snap_point = &snap_points[i];
}
return best_snap_point;
}
/** 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 -= (int)TILE_SIZE;
} else {
y += (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) {
y -= (int)TILE_SIZE;
} else {
x -= (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 0 // CityMania does smth else
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;
if (distance == 1) {
HideMeasurementTooltips();
} else {
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);
}
if (heightdiff == 0) {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_LENGTH, distance));
} else {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_LENGTH_HEIGHTDIFF, distance, heightdiff));
}
}
}
#endif
_thd.selend.x = x;
_thd.selend.y = y;
_thd.next_drawstyle = b;
/* CityMania code start */
_thd.dir2 = HT_DIR_END;
ShowLengthMeasurement(b, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
/* CityMania code end */
}
/**
* Calculate how tiles should be highlighted (polyline mode).
* @param pt Current mouse cursor position expressed in inner-tile world "units".
* @param dragging Whether currently drag-dropping, in this case direction of rail track line is locked.
* @return New highlight style.
*/
static HighLightStyle CalcPolyrailDrawstyle(Point pt, bool dragging)
{
RailSnapMode snap_mode = GetRailSnapMode();
/* are we only within one tile? */
if (snap_mode == RSM_SNAP_TO_TILE && GetRailSnapTile() == TileVirtXY(pt.x, pt.y)) {
_thd.selend.x = pt.x;
_thd.selend.y = pt.y;
return GetAutorailHT(pt.x, pt.y);
}
/* find the best track */
RailPolyline line;
bool lock_snapping = dragging && snap_mode == RSM_SNAP_TO_RAIL;
if (!lock_snapping) _current_snap_lock.x = -1;
const LineSnapPoint *snap_point;
if (_current_snap_lock.x != -1) {
snap_point = FindBestPolyline(pt, &_current_snap_lock, 1, &line);
} else if (snap_mode == RSM_SNAP_TO_TILE) {
snap_point = FindBestPolyline(pt, _tile_snap_points.data(), _tile_snap_points.size(), &line);
} else {
assert(snap_mode == RSM_SNAP_TO_RAIL);
snap_point = FindBestPolyline(pt, _rail_snap_points.data(), _rail_snap_points.size(), &line);
}
if (snap_point == NULL) return HT_NONE; // no match
if (lock_snapping && _current_snap_lock.x == -1) {
/* lock down the snap point */
_current_snap_lock = *snap_point;
_current_snap_lock.dirs &= (1 << line.first_dir) | (1 << ReverseDir(line.first_dir));
}
TileIndexDiffC first_dir = TileIndexDiffCByDir(line.first_dir);
_thd.selstart.x = line.start.x;
_thd.selstart.y = line.start.y;
_thd.selend.x = _thd.selstart.x + line.first_len * first_dir.x * (IsDiagonalDirection(line.first_dir) ? TILE_SIZE : TILE_SIZE / 2);
_thd.selend.y = _thd.selstart.y + line.first_len * first_dir.y * (IsDiagonalDirection(line.first_dir) ? TILE_SIZE : TILE_SIZE / 2);
_thd.selstart2.x = _thd.selend.x;
_thd.selstart2.y = _thd.selend.y;
_thd.selstart.x += first_dir.x;
_thd.selstart.y += first_dir.y;
_thd.selend.x -= first_dir.x;
_thd.selend.y -= first_dir.y;
Trackdir seldir = PointDirToTrackdir(_thd.selstart, line.first_dir);
_thd.cm_poly_dir = seldir;
_thd.selstart.x &= ~TILE_UNIT_MASK;
_thd.selstart.y &= ~TILE_UNIT_MASK;
if (line.second_len != 0) {
TileIndexDiffC second_dir = TileIndexDiffCByDir(line.second_dir);
_thd.selend2.x = _thd.selstart2.x + line.second_len * second_dir.x * (IsDiagonalDirection(line.second_dir) ? TILE_SIZE : TILE_SIZE / 2);
_thd.selend2.y = _thd.selstart2.y + line.second_len * second_dir.y * (IsDiagonalDirection(line.second_dir) ? TILE_SIZE : TILE_SIZE / 2);
_thd.selstart2.x += second_dir.x;
_thd.selstart2.y += second_dir.y;
_thd.selend2.x -= second_dir.x;
_thd.selend2.y -= second_dir.y;
Trackdir seldir2 = PointDirToTrackdir(_thd.selstart2, line.second_dir);
_thd.selstart2.x &= ~TILE_UNIT_MASK;
_thd.selstart2.y &= ~TILE_UNIT_MASK;
_thd.dir2 = (HighLightStyle)TrackdirToTrack(seldir2);
_thd.cm_poly_dir2 = seldir2;
} else {
_thd.dir2 = HT_DIR_END;
_thd.cm_poly_dir2 = INVALID_TRACKDIR;
}
HighLightStyle ret = HT_LINE | (HighLightStyle)TrackdirToTrack(seldir);
ShowLengthMeasurement(ret, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y), TCC_HOVER, true);
return ret;
}
/**
* 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;
}
if ((_thd.place_mode & HT_POLY) && GetRailSnapMode() != RSM_NO_SNAP) {
Point pt = { x, y };
_thd.next_drawstyle = CalcPolyrailDrawstyle(pt, true);
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 0 // CM (polyrail)
if (_settings_client.gui.measure_tooltip) {
TileIndex t0 = TileVirtXY(sx, sy);
TileIndex t1 = TileVirtXY(x, y);
uint distance = DistanceManhattan(t0, t1) + 1;
if (distance == 1) {
HideMeasurementTooltips();
} else {
/* 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);
if (heightdiff == 0) {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_LENGTH, distance));
} else {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_LENGTH_HEIGHTDIFF, distance, heightdiff));
}
}
}
#endif
/* 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; */
ShowLengthMeasurement(HT_LINE | style, TileVirtXY(sx, sy), TileVirtXY(x, y));
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) {
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;
/* 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);
dx -= (style & HT_POINT ? 1 : 0);
dy -= (style & HT_POINT ? 1 : 0);
if (heightdiff == 0) {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_AREA, dx, dy));
} else {
ShowMeasurementTooltips(GetEncodedString(STR_MEASURE_AREA_HEIGHTDIFF, dx, dy, heightdiff));
}
}
}
break;
default: NOT_REACHED();
}
_thd.selend.x = x;
_thd.selend.y = y;
_thd.dir2 = HT_DIR_END;
}
/**
* 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, ViewportDragDropSelectionProcess cm_process)
{
SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number, cm_process);
}
#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, ViewportDragDropSelectionProcess cm_process)
{
citymania::ResetActiveTool();
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.select_proc = cm_process;
_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, CM_DDSP_NONE);
citymania::ResetActiveTool();
}
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 const 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(DoCommandFlags 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.Test(DoCommandFlag::Execute)) {
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_station_rect != nullptr) {
if (!_viewport_highlight_station_rect->IsInUse()) {
_viewport_highlight_station_rect = nullptr;
}
MarkWholeScreenDirty();
}
if (_viewport_highlight_waypoint != nullptr) {
if (!_viewport_highlight_waypoint->IsInUse()) {
_viewport_highlight_waypoint = nullptr;
}
MarkWholeScreenDirty();
}
if (_viewport_highlight_waypoint_rect != nullptr) {
if (!_viewport_highlight_waypoint_rect->IsInUse()) {
_viewport_highlight_waypoint_rect = nullptr;
}
MarkWholeScreenDirty();
}
}
static void SetWindowDirtyForViewportCatchment()
{
if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index);
if (_viewport_highlight_station_rect != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station_rect->index);
if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index);
if (_viewport_highlight_waypoint_rect != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint_rect->index);
if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index);
}
static void ClearViewportCatchment()
{
MarkCatchmentTilesDirty();
_viewport_highlight_station = nullptr;
_viewport_highlight_station_rect = nullptr;
_viewport_highlight_waypoint = nullptr;
_viewport_highlight_waypoint_rect = 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();
/* Mark tiles dirty for redrawing and update selected station if a different station is already highlighted. */
if (sel && _viewport_highlight_station != st) {
ClearViewportCatchment();
_viewport_highlight_station = st;
MarkCatchmentTilesDirty();
/* Mark tiles dirty for redrawing and clear station selection if deselecting highlight. */
} else if (!sel && _viewport_highlight_station == st) {
MarkCatchmentTilesDirty();
_viewport_highlight_station = nullptr;
}
/* Redraw the currently selected station window */
if (_viewport_highlight_station != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station->index);
}
/**
* Select or deselect station for rectangle area highlight.
* Selecting a station will deselect a town.
* @param *st Station in question
* @param sel Select or deselect given station
*/
void SetViewportStationRect(const Station *st, bool sel)
{
SetWindowDirtyForViewportCatchment();
/* Mark tiles dirty for redrawing and update selected station if a different station is already highlighted. */
if (sel && _viewport_highlight_station_rect != st) {
ClearViewportCatchment();
_viewport_highlight_station_rect = st;
MarkCatchmentTilesDirty();
/* Mark tiles dirty for redrawing and clear station selection if deselecting highlight. */
} else if (!sel && _viewport_highlight_station_rect == st) {
MarkCatchmentTilesDirty();
_viewport_highlight_station_rect = nullptr;
}
/* Redraw the currently selected station window */
if (_viewport_highlight_station_rect != nullptr) SetWindowDirty(WC_STATION_VIEW, _viewport_highlight_station_rect->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();
/* Mark tiles dirty for redrawing and update selected waypoint if a different waypoint is already highlighted. */
if (sel && _viewport_highlight_waypoint != wp) {
ClearViewportCatchment();
_viewport_highlight_waypoint = wp;
MarkCatchmentTilesDirty();
/* Mark tiles dirty for redrawing and clear waypoint selection if deselecting highlight. */
} else if (!sel && _viewport_highlight_waypoint == wp) {
MarkCatchmentTilesDirty();
_viewport_highlight_waypoint = nullptr;
}
/* Redraw the currently selected waypoint window */
if (_viewport_highlight_waypoint != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint->index);
}
/**
* Select or deselect waypoint for rectangle area highlight.
* Selecting a waypoint will deselect a town.
* @param *wp Waypoint in question
* @param sel Select or deselect given waypoint
*/
void SetViewportWaypointRect(const Waypoint *wp, bool sel)
{
SetWindowDirtyForViewportCatchment();
/* Mark tiles dirty for redrawing and update selected waypoint if a different waypoint is already highlighted. */
if (sel && _viewport_highlight_waypoint_rect != wp) {
ClearViewportCatchment();
_viewport_highlight_waypoint_rect = wp;
MarkCatchmentTilesDirty();
/* Mark tiles dirty for redrawing and clear waypoint selection if deselecting highlight. */
} else if (!sel && _viewport_highlight_waypoint_rect == wp) {
MarkCatchmentTilesDirty();
_viewport_highlight_waypoint_rect = nullptr;
}
/* Redraw the currently selected waypoint window */
if (_viewport_highlight_waypoint_rect != nullptr) SetWindowDirty(WC_WAYPOINT_VIEW, _viewport_highlight_waypoint_rect->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();
/* Mark tiles dirty for redrawing and update selected town if a different town is already highlighted. */
if (sel && _viewport_highlight_town != t) {
ClearViewportCatchment();
_viewport_highlight_town = t;
MarkWholeScreenDirty();
/* Mark tiles dirty for redrawing and clear town selection if deselecting highlight. */
} else if (!sel && _viewport_highlight_town == t) {
_viewport_highlight_town = nullptr;
MarkWholeScreenDirty();
}
/* Redraw the currently selected town window */
if (_viewport_highlight_town != nullptr) SetWindowDirty(WC_TOWN_VIEW, _viewport_highlight_town->index);
}
/**
* Cancel viewport vehicle following, and raise follow location widget if needed.
* @param viewport_window Window of this viewport.
*/
void ViewportData::CancelFollow(const Window &viewport_window)
{
if (this->follow_vehicle == VehicleID::Invalid()) return;
if (viewport_window.window_class == WC_MAIN_WINDOW) {
/* We're cancelling follow in the main viewport, so we need to check for a vehicle view window
* to raise the location follow widget. */
Window *vehicle_window = FindWindowById(WC_VEHICLE_VIEW, this->follow_vehicle);
if (vehicle_window != nullptr) vehicle_window->RaiseWidgetWhenLowered(WID_VV_LOCATION);
}
this->follow_vehicle = VehicleID::Invalid();
}
/*
* Construct a rail snapping point based on a spot where a rail tracks segment
* has been placed.
*
* The snapping point will allow to stick new segment of tracks to the line that
* was placed before.
*
* @param tile Tile where the placed segment ended.
* @param exit_dir Tile side at which the segment ended.
* @param bidirectional Whether to allow to reverse at this point
* (e.g. reversing after a bridges/tunnels is undesired).
* @param extended If not \c NULL, the snapping point will be extended over
* a bridge/tunnel/station etc. if the last placed segment touches such
* an object. Additional snapping point may be stored under \a extended
* if needed, otherwise it will be set to { -1, -1, 0 }.
* @return New rail snapping point.
*/
static LineSnapPoint LineSnapPointAtRailTrackEndpoint(TileIndex tile, DiagDirection exit_dir, bool bidirectional, LineSnapPoint *extended)
{
LineSnapPoint ret;
ret.x = (TILE_SIZE / 2) * (uint)(2 * TileX(tile) + TileIndexDiffCByDiagDir(exit_dir).x + 1);
ret.y = (TILE_SIZE / 2) * (uint)(2 * TileY(tile) + TileIndexDiffCByDiagDir(exit_dir).y + 1);
ret.dirs = 0;
if (extended != NULL) {
extended->x = -1;
extended->y = -1;
extended->dirs = 0;
}
/* Check whether to extend the snap point over a tunnel/bridge/station etc. */
tile = TileAddByDiagDir(tile, exit_dir);
if (extended != NULL && !IsTileType(tile, MP_RAILWAY) && !IsTileType(tile, MP_ROAD) &&
TrackStatusToTrackBits(GetTileTrackStatus(tile, TRANSPORT_RAIL, INVALID_DIAGDIR)) == AxisToTrackBits(DiagDirToAxis(exit_dir)) &&
IsTileOwner(tile, _local_company)) {
/* Check if this is a tunnel/bridge and move the tile to the other end if so. */
if (IsTileType(tile, MP_TUNNELBRIDGE) && GetTunnelBridgeDirection(tile) == exit_dir) tile = GetOtherTunnelBridgeEnd(tile);
LineSnapPoint ex = LineSnapPointAtRailTrackEndpoint(tile, exit_dir, false, extended);
if (!bidirectional) return ex; // if we are interested in forward direction only then return just the extended point
*extended = ex; // otherwise return two points, extended with forward direction and base with reverse direction
} else {
/* Add forward direction. */
SetBit(ret.dirs, DiagDirToDir(exit_dir));
}
/* Add reverse direction. */
if (bidirectional) SetBit(ret.dirs, ReverseDir(DiagDirToDir(exit_dir)));
/* Add 45 degree rotated directions. */
ret.dirs |= std::rotr(ret.dirs, DIRDIFF_45LEFT);
ret.dirs |= std::rotr(ret.dirs, DIRDIFF_45RIGHT);
return ret;
}
/**
* Store the position of lastly built rail track; for highlighting purposes.
*
* In "polyline" highlighting mode, the stored end point will be used as a snapping point for new
* tracks allowing to place multi-segment polylines.
*
* @param start_tile tile where the track starts
* @param end_tile tile where the track ends
* @param start_track track piece on the start_tile
* @param bidirectional_exit whether to allow to highlight next track in any direction; otherwise new track will have to fallow the stored one (usefull when placing tunnels and bridges)
*/
void StoreRailPlacementEndpoints(TileIndex start_tile, TileIndex end_tile, Track start_track, bool bidirectional_exit)
{
if (start_tile != INVALID_TILE && end_tile != INVALID_TILE) {
/* calculate trackdirs at booth ends of the track */
Trackdir exit_trackdir_at_start = TrackToTrackdir(start_track);
Trackdir exit_trackdir_at_end = ReverseTrackdir(TrackToTrackdir(start_track));
if (start_tile != end_tile) { // multi-tile case
/* determine proper direction (pointing outside of the track) */
uint distance = DistanceManhattan(start_tile, end_tile);
if (distance > DistanceManhattan(TileAddByDiagDir(start_tile, TrackdirToExitdir(exit_trackdir_at_start)), end_tile)) {
std::swap(exit_trackdir_at_start, exit_trackdir_at_end);
}
/* determine proper track on the end tile - switch between upper/lower or left/right based on the length */
if (distance % 2 != 0) exit_trackdir_at_end = NextTrackdir(exit_trackdir_at_end);
}
LineSnapPoint snap_start, snap_start_ex, snap_end, snap_end_ex;
snap_start = LineSnapPointAtRailTrackEndpoint(start_tile, TrackdirToExitdir(exit_trackdir_at_start), bidirectional_exit, &snap_start_ex);
snap_end = LineSnapPointAtRailTrackEndpoint(end_tile, TrackdirToExitdir(exit_trackdir_at_end), bidirectional_exit, &snap_end_ex);
/* Find if we already had these coordinates before. */
bool had_start = false;
bool had_end = false;
for (auto &snap: _rail_snap_points) {
had_start |= (snap.x == snap_start.x && snap.y == snap_start.y);
had_end |= (snap.x == snap_end.x && snap.y == snap_end.y);
}
/* Create new snap point set. */
if (had_start && had_end) {
/* just stop snapping, don't forget snap points */
SetRailSnapMode(RSM_NO_SNAP);
} else {
/* include only new points */
_rail_snap_points.clear();
if (!had_start) {
_rail_snap_points.push_back(snap_start);
if (snap_start_ex.dirs != 0) _rail_snap_points.push_back(snap_start_ex);
}
if (!had_end) {
_rail_snap_points.push_back(snap_end);
if (snap_end_ex.dirs != 0) _rail_snap_points.push_back(snap_end_ex);
}
SetRailSnapMode(RSM_SNAP_TO_RAIL);
}
}
}
/**
* Store the position of lastly built rail station; for highlighting purposes.
*
* In "polyline" highlighting mode, the stored end points will be used as snapping points for new tracks.
*
* @param ta Station area.
* @param station_axis Station axis.
*/
void StoreRailStationPlacementEndpoints(const TileArea &ta, Axis station_axis)
{
uint start_x = TileX(ta.tile);
uint start_y = TileY(ta.tile);
uint end_x = start_x + ta.w - 1;
uint end_y = start_y + ta.h - 1;
_rail_snap_points.clear();
if (station_axis == AXIS_X) {
for (uint y = start_y; y <= end_y; y++) {
_rail_snap_points.push_back(LineSnapPointAtRailTrackEndpoint(TileXY(start_x, y), DIAGDIR_NE, false, NULL));
_rail_snap_points.push_back(LineSnapPointAtRailTrackEndpoint(TileXY(end_x, y), DIAGDIR_SW, false, NULL));
}
} else {
for (uint x = start_x; x <= end_x; x++) {
_rail_snap_points.push_back(LineSnapPointAtRailTrackEndpoint(TileXY(x, start_y), DIAGDIR_NW, false, NULL));
_rail_snap_points.push_back(LineSnapPointAtRailTrackEndpoint(TileXY(x, end_y), DIAGDIR_SE, false, NULL));
}
}
}
/**
* Get current rail track snapping mode.
* @return Current snapping mode.
*
* @note This function will return #RSM_NO_SNAP if there are no snapping points
* set (yet), even thought the snapping was set to some different mode.
*/
RailSnapMode GetRailSnapMode()
{
if (_rail_snap_mode == RSM_SNAP_TO_TILE && _tile_snap_points.empty()) return RSM_NO_SNAP;
if (_rail_snap_mode == RSM_SNAP_TO_RAIL && _rail_snap_points.empty()) return RSM_NO_SNAP;
return _rail_snap_mode;
}
/**
* Set current current rail track snapping mode.
* @param mode New snapping mode.
*/
void SetRailSnapMode(RailSnapMode mode)
{
_rail_snap_mode = mode;
if ((_thd.place_mode & HT_POLY) && (GetRailSnapMode() == RSM_NO_SNAP)) {
SetTileSelectSize(1, 1);
}
}
/**
* Get the tile that is set to be a snapping point for rail tracks (used when
* #RSM_SNAP_TO_TILE mode is active).
*
* @return The tile.
*/
static TileIndex GetRailSnapTile()
{
if (_tile_snap_points.empty()) return INVALID_TILE;
return TileVirtXY(_tile_snap_points[DIAGDIR_NE].x, _tile_snap_points[DIAGDIR_NE].y);
}
/**
* Set the tile that is meant to be a snapping point for rail tracks (used when
* #RSM_SNAP_TO_TILE mode is active).
*
* @param tile The tile.
*/
static void SetRailSnapTile(TileIndex tile)
{
_tile_snap_points.clear();
if (tile == INVALID_TILE) return;
for (DiagDirection dir = DIAGDIR_BEGIN; dir < DIAGDIR_END; dir++) {
auto point = LineSnapPointAtRailTrackEndpoint(tile, dir, false, NULL);
point.dirs = std::rotr(point.dirs, DIRDIFF_REVERSE);
_tile_snap_points.push_back(point);
}
}
/** Clear all stored rail snapping points and reset the snapping mode. */
void ResetRailPlacementEndpoints()
{
_rail_snap_mode = RSM_NO_SNAP;
_tile_snap_points.clear();
_rail_snap_points.clear();
_current_snap_lock.x = -1;
}
namespace citymania {
void (*DrawTileSelectionRect)(const TileInfo *ti, PaletteID pal) = &::DrawTileSelectionRect;
void (*DrawAutorailSelection)(const TileInfo *ti, HighLightStyle autorail_type, PaletteID pal) = &::DrawAutorailSelection;
HighLightStyle (*GetPartOfAutoLine)(int px, int py, const Point &selstart, const Point &selend, HighLightStyle dir) = &::GetPartOfAutoLine;
auto ViewportAddLandscape = &::ViewportAddLandscape;
auto ViewportAddVehicles = &::ViewportAddVehicles;
auto ViewportAddKdtreeSigns = &::ViewportAddKdtreeSigns;
auto ViewportDrawTileSprites = &::ViewportDrawTileSprites;
DrawPixelInfo *old_dpi;
void ViewportExportDrawBegin(const Viewport &vp, int left, int top, int right, int bottom) {
old_dpi = _cur_dpi;
_cur_dpi = &_vd.dpi;
_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 = old_dpi->pitch;
_vd.last_child = LAST_CHILD_NONE;
ViewportAddLandscape();
ViewportAddVehicles(&_vd.dpi);
ViewportAddKdtreeSigns(&_vd.dpi);
// DrawTextEffects(&_vd.dpi);
for (auto &psd : _vd.parent_sprites_to_draw) {
_vd.parent_sprites_to_sort.push_back(&psd);
}
_vp_sprite_sorter(&_vd.parent_sprites_to_sort);
}
void ViewportExportDrawEnd() {
_cur_dpi = old_dpi;
_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();
}
TileSpriteToDrawVector &ViewportExportGetTileSprites() {
return _vd.tile_sprites_to_draw;
}
ParentSpriteToSortVector &ViewportExportGetSortedParentSprites() {
return _vd.parent_sprites_to_sort;
}
ChildScreenSpriteToDrawVector &ViewportExportGetChildSprites() {
return _vd.child_screen_sprites_to_draw;
}
}