OpenTTD
viewport.cpp
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1 /* $Id: viewport.cpp 27148 2015-02-14 12:53:07Z frosch $ */
2 
3 /*
4  * This file is part of OpenTTD.
5  * 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.
6  * 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.
7  * 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 <http://www.gnu.org/licenses/>.
8  */
9 
71 #include "stdafx.h"
72 #include "landscape.h"
73 #include "viewport_func.h"
74 #include "station_base.h"
75 #include "waypoint_base.h"
76 #include "town.h"
77 #include "signs_base.h"
78 #include "signs_func.h"
79 #include "vehicle_base.h"
80 #include "vehicle_gui.h"
81 #include "blitter/factory.hpp"
82 #include "strings_func.h"
83 #include "zoom_func.h"
84 #include "vehicle_func.h"
85 #include "company_func.h"
86 #include "waypoint_func.h"
87 #include "window_func.h"
88 #include "tilehighlight_func.h"
89 #include "window_gui.h"
91 #include "viewport_sprite_sorter.h"
92 #include "bridge_map.h"
93 
94 #include <map>
95 
96 #include "table/strings.h"
97 #include "table/palettes.h"
98 
99 #include "safeguards.h"
100 
101 Point _tile_fract_coords;
102 
103 
104 static const int MAX_TILE_EXTENT_LEFT = ZOOM_LVL_BASE * TILE_PIXELS;
105 static const int MAX_TILE_EXTENT_RIGHT = ZOOM_LVL_BASE * TILE_PIXELS;
106 static const int MAX_TILE_EXTENT_TOP = ZOOM_LVL_BASE * MAX_BUILDING_PIXELS;
107 static const int MAX_TILE_EXTENT_BOTTOM = ZOOM_LVL_BASE * (TILE_PIXELS + 2 * TILE_HEIGHT);
108 
110  StringID string;
111  Colours colour;
112  int32 x;
113  int32 y;
114  uint64 params[2];
115  uint16 width;
116 };
117 
119  SpriteID image;
120  PaletteID pal;
121  const SubSprite *sub;
122  int32 x;
123  int32 y;
124 };
125 
127  SpriteID image;
128  PaletteID pal;
129  const SubSprite *sub;
130  int32 x;
131  int32 y;
132  int next;
133 };
134 
140  FOUNDATION_PART_END
141 };
142 
151 };
152 
157 
160  DrawPixelInfo dpi;
161 
162  StringSpriteToDrawVector string_sprites_to_draw;
163  TileSpriteToDrawVector tile_sprites_to_draw;
164  ParentSpriteToDrawVector parent_sprites_to_draw;
166  ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
167 
168  int *last_child;
169 
171 
172  int foundation[FOUNDATION_PART_END];
174  int *last_foundation_child[FOUNDATION_PART_END];
175  Point foundation_offset[FOUNDATION_PART_END];
176 };
177 
178 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom);
179 
180 static ViewportDrawer _vd;
181 
182 TileHighlightData _thd;
183 static TileInfo *_cur_ti;
184 bool _draw_bounding_boxes = false;
185 bool _draw_dirty_blocks = false;
186 uint _dirty_block_colour = 0;
187 static VpSpriteSorter _vp_sprite_sorter = NULL;
188 
189 static Point MapXYZToViewport(const ViewPort *vp, int x, int y, int z)
190 {
191  Point p = RemapCoords(x, y, z);
192  p.x -= vp->virtual_width / 2;
193  p.y -= vp->virtual_height / 2;
194  return p;
195 }
196 
197 void DeleteWindowViewport(Window *w)
198 {
199  if (w->viewport == NULL) return;
200 
201  delete w->viewport->overlay;
202  free(w->viewport);
203  w->viewport = NULL;
204 }
205 
218 void InitializeWindowViewport(Window *w, int x, int y,
219  int width, int height, uint32 follow_flags, ZoomLevel zoom)
220 {
221  assert(w->viewport == NULL);
222 
223  ViewportData *vp = CallocT<ViewportData>(1);
224 
225  vp->left = x + w->left;
226  vp->top = y + w->top;
227  vp->width = width;
228  vp->height = height;
229 
231 
232  vp->virtual_width = ScaleByZoom(width, zoom);
233  vp->virtual_height = ScaleByZoom(height, zoom);
234 
235  Point pt;
236 
237  if (follow_flags & 0x80000000) {
238  const Vehicle *veh;
239 
240  vp->follow_vehicle = (VehicleID)(follow_flags & 0xFFFFF);
241  veh = Vehicle::Get(vp->follow_vehicle);
242  pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
243  } else {
244  uint x = TileX(follow_flags) * TILE_SIZE;
245  uint y = TileY(follow_flags) * TILE_SIZE;
246 
248  pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
249  }
250 
251  vp->scrollpos_x = pt.x;
252  vp->scrollpos_y = pt.y;
253  vp->dest_scrollpos_x = pt.x;
254  vp->dest_scrollpos_y = pt.y;
255 
256  vp->overlay = NULL;
257 
258  w->viewport = vp;
259  vp->virtual_left = 0; // pt.x;
260  vp->virtual_top = 0; // pt.y;
261 }
262 
263 static Point _vp_move_offs;
264 
265 static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height)
266 {
268  if (left + width > w->left &&
269  w->left + w->width > left &&
270  top + height > w->top &&
271  w->top + w->height > top) {
272 
273  if (left < w->left) {
274  DoSetViewportPosition(w, left, top, w->left - left, height);
275  DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height);
276  return;
277  }
278 
279  if (left + width > w->left + w->width) {
280  DoSetViewportPosition(w, left, top, (w->left + w->width - left), height);
281  DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
282  return;
283  }
284 
285  if (top < w->top) {
286  DoSetViewportPosition(w, left, top, width, (w->top - top));
287  DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top));
288  return;
289  }
290 
291  if (top + height > w->top + w->height) {
292  DoSetViewportPosition(w, left, top, width, (w->top + w->height - top));
293  DoSetViewportPosition(w, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
294  return;
295  }
296 
297  return;
298  }
299  }
300 
301  {
302  int xo = _vp_move_offs.x;
303  int yo = _vp_move_offs.y;
304 
305  if (abs(xo) >= width || abs(yo) >= height) {
306  /* fully_outside */
307  RedrawScreenRect(left, top, left + width, top + height);
308  return;
309  }
310 
311  GfxScroll(left, top, width, height, xo, yo);
312 
313  if (xo > 0) {
314  RedrawScreenRect(left, top, xo + left, top + height);
315  left += xo;
316  width -= xo;
317  } else if (xo < 0) {
318  RedrawScreenRect(left + width + xo, top, left + width, top + height);
319  width += xo;
320  }
321 
322  if (yo > 0) {
323  RedrawScreenRect(left, top, width + left, top + yo);
324  } else if (yo < 0) {
325  RedrawScreenRect(left, top + height + yo, width + left, top + height);
326  }
327  }
328 }
329 
330 static void SetViewportPosition(Window *w, int x, int y)
331 {
332  ViewPort *vp = w->viewport;
333  int old_left = vp->virtual_left;
334  int old_top = vp->virtual_top;
335  int i;
336  int left, top, width, height;
337 
338  vp->virtual_left = x;
339  vp->virtual_top = y;
340 
341  /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
342  * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
343  */
344  old_left = UnScaleByZoomLower(old_left, vp->zoom);
345  old_top = UnScaleByZoomLower(old_top, vp->zoom);
346  x = UnScaleByZoomLower(x, vp->zoom);
347  y = UnScaleByZoomLower(y, vp->zoom);
348 
349  old_left -= x;
350  old_top -= y;
351 
352  if (old_top == 0 && old_left == 0) return;
353 
354  _vp_move_offs.x = old_left;
355  _vp_move_offs.y = old_top;
356 
357  left = vp->left;
358  top = vp->top;
359  width = vp->width;
360  height = vp->height;
361 
362  if (left < 0) {
363  width += left;
364  left = 0;
365  }
366 
367  i = left + width - _screen.width;
368  if (i >= 0) width -= i;
369 
370  if (width > 0) {
371  if (top < 0) {
372  height += top;
373  top = 0;
374  }
375 
376  i = top + height - _screen.height;
377  if (i >= 0) height -= i;
378 
379  if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
380  }
381 }
382 
391 ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
392 {
393  ViewPort *vp = w->viewport;
394 
395  if (vp != NULL &&
396  IsInsideMM(x, vp->left, vp->left + vp->width) &&
397  IsInsideMM(y, vp->top, vp->top + vp->height))
398  return vp;
399 
400  return NULL;
401 }
402 
410 static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y)
411 {
412  Point pt;
413  int a, b;
414  int z;
415 
416  if ( (uint)(x -= vp->left) >= (uint)vp->width ||
417  (uint)(y -= vp->top) >= (uint)vp->height) {
418  Point pt = {-1, -1};
419  return pt;
420  }
421 
422  x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
423  y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
424 
425  a = y - x;
426  b = y + x;
427 
428  /* Bring the coordinates near to a valid range. This is mostly due to the
429  * tiles on the north side of the map possibly being drawn too high due to
430  * the extra height levels. So at the top we allow a number of extra tiles.
431  * This number is based on the tile height and pixels. */
433  a = Clamp(a, -extra_tiles * TILE_SIZE, MapMaxX() * TILE_SIZE - 1);
434  b = Clamp(b, -extra_tiles * TILE_SIZE, MapMaxY() * TILE_SIZE - 1);
435 
436  /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
437  * Now find the Z-world coordinate by fix point iteration.
438  * This is a bit tricky because the tile height is non-continuous at foundations.
439  * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
440  * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
441  * So give it a z-malus of 4 in the first iterations.
442  */
443  z = 0;
444 
445  int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
446 
447  for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + max(z, 4) - 4, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, 4) - 4, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
448  for (int malus = 3; malus > 0; malus--) z = GetSlopePixelZ(Clamp(a + max(z, malus) - malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, malus) - malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
449  for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
450 
451  pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
452  pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
453 
454  return pt;
455 }
456 
457 /* When used for zooming, check area below current coordinates (x,y)
458  * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
459  * when you just want the tile, make x = zoom_x and y = zoom_y */
460 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
461 {
462  Window *w;
463  ViewPort *vp;
464  Point pt;
465 
466  if ( (w = FindWindowFromPt(x, y)) != NULL &&
467  (vp = IsPtInWindowViewport(w, x, y)) != NULL)
468  return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
469 
470  pt.y = pt.x = -1;
471  return pt;
472 }
473 
474 Point GetTileBelowCursor()
475 {
476  return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
477 }
478 
479 
480 Point GetTileZoomCenterWindow(bool in, Window * w)
481 {
482  int x, y;
483  ViewPort *vp = w->viewport;
484 
485  if (in) {
486  x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
487  y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
488  } else {
489  x = vp->width - (_cursor.pos.x - vp->left);
490  y = vp->height - (_cursor.pos.y - vp->top);
491  }
492  /* Get the tile below the cursor and center on the zoomed-out center */
493  return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
494 }
495 
504 void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
505 {
506  w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
507  w->SetWidgetDirty(widget_zoom_in);
508 
509  w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
510  w->SetWidgetDirty(widget_zoom_out);
511 }
512 
525 static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub = NULL, int extra_offs_x = 0, int extra_offs_y = 0)
526 {
527  assert((image & SPRITE_MASK) < MAX_SPRITES);
528 
529  TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
530  ts->image = image;
531  ts->pal = pal;
532  ts->sub = sub;
533  Point pt = RemapCoords(x, y, z);
534  ts->x = pt.x + extra_offs_x;
535  ts->y = pt.y + extra_offs_y;
536 }
537 
550 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
551 {
552  assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
553  assert(_vd.foundation[foundation_part] != -1);
554  Point offs = _vd.foundation_offset[foundation_part];
555 
556  /* Change the active ChildSprite list to the one of the foundation */
557  int *old_child = _vd.last_child;
558  _vd.last_child = _vd.last_foundation_child[foundation_part];
559 
560  AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false);
561 
562  /* Switch back to last ChildSprite list */
563  _vd.last_child = old_child;
564 }
565 
579 void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
580 {
581  /* Switch to first foundation part, if no foundation was drawn */
583 
584  if (_vd.foundation[_vd.foundation_part] != -1) {
585  Point pt = RemapCoords(x, y, z);
586  AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
587  } else {
588  AddTileSpriteToDraw(image, pal, _cur_ti->x + x, _cur_ti->y + y, _cur_ti->z + z, sub, extra_offs_x * ZOOM_LVL_BASE, extra_offs_y * ZOOM_LVL_BASE);
589  }
590 }
591 
602 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
603 {
604  DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
605 }
606 
614 void OffsetGroundSprite(int x, int y)
615 {
616  /* Switch to next foundation part */
617  switch (_vd.foundation_part) {
620  break;
623  break;
624  default: NOT_REACHED();
625  }
626 
627  /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
628  if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
629 
630  _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
631  _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
632  _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
633 }
634 
646 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
647 {
648  Point pt = RemapCoords(x, y, z);
649  const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
650 
651  if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
652  pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
653  pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
654  pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
655  return;
656 
657  const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
658  AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub, false);
659 }
660 
686 void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
687 {
688  int32 left, right, top, bottom;
689 
690  assert((image & SPRITE_MASK) < MAX_SPRITES);
691 
692  /* make the sprites transparent with the right palette */
693  if (transparent) {
696  }
697 
699  AddCombinedSprite(image, pal, x, y, z, sub);
700  return;
701  }
702 
703  _vd.last_child = NULL;
704 
705  Point pt = RemapCoords(x, y, z);
706  int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
707 
708  /* Compute screen extents of sprite */
709  if (image == SPR_EMPTY_BOUNDING_BOX) {
710  left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
711  right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
712  top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
713  bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
714  } else {
715  const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
716  left = tmp_left = (pt.x += spr->x_offs);
717  right = (pt.x + spr->width );
718  top = tmp_top = (pt.y += spr->y_offs);
719  bottom = (pt.y + spr->height);
720  }
721 
722  if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
723  /* Compute maximal extents of sprite and its bounding box */
724  left = min(left , RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x);
725  right = max(right , RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1);
726  top = min(top , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y);
727  bottom = max(bottom, RemapCoords(x + w , y + h , z + bb_offset_z).y + 1);
728  }
729 
730  /* Do not add the sprite to the viewport, if it is outside */
731  if (left >= _vd.dpi.left + _vd.dpi.width ||
732  right <= _vd.dpi.left ||
733  top >= _vd.dpi.top + _vd.dpi.height ||
734  bottom <= _vd.dpi.top) {
735  return;
736  }
737 
738  ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
739  ps->x = tmp_x;
740  ps->y = tmp_y;
741 
742  ps->left = tmp_left;
743  ps->top = tmp_top;
744 
745  ps->image = image;
746  ps->pal = pal;
747  ps->sub = sub;
748  ps->xmin = x + bb_offset_x;
749  ps->xmax = x + max(bb_offset_x, w) - 1;
750 
751  ps->ymin = y + bb_offset_y;
752  ps->ymax = y + max(bb_offset_y, h) - 1;
753 
754  ps->zmin = z + bb_offset_z;
755  ps->zmax = z + max(bb_offset_z, dz) - 1;
756 
757  ps->comparison_done = false;
758  ps->first_child = -1;
759 
760  _vd.last_child = &ps->first_child;
761 
763 }
764 
784 {
785  assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
787 }
788 
794 {
795  assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
797 }
798 
808 static bool IsInRangeInclusive(int begin, int end, int check)
809 {
810  if (begin > end) Swap(begin, end);
811  return begin <= check && check <= end;
812 }
813 
820 bool IsInsideRotatedRectangle(int x, int y)
821 {
822  int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
823  int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
824  int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
825  int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
826 
827  /* Check if a and b are between 0 and dist_a or dist_b respectively. */
828  return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
829 }
830 
841 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
842 {
843  assert((image & SPRITE_MASK) < MAX_SPRITES);
844 
845  /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
846  if (_vd.last_child == NULL) return;
847 
848  /* make the sprites transparent with the right palette */
849  if (transparent) {
852  }
853 
854  *_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
855 
856  ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
857  cs->image = image;
858  cs->pal = pal;
859  cs->sub = sub;
860  cs->x = scale ? x * ZOOM_LVL_BASE : x;
861  cs->y = scale ? y * ZOOM_LVL_BASE : y;
862  cs->next = -1;
863 
864  /* Append the sprite to the active ChildSprite list.
865  * If the active ParentSprite is a foundation, update last_foundation_child as well.
866  * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
867  if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
868  if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
869  _vd.last_child = &cs->next;
870 }
871 
872 static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
873 {
874  assert(width != 0);
875  StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
876  ss->string = string;
877  ss->x = x;
878  ss->y = y;
879  ss->params[0] = params_1;
880  ss->params[1] = params_2;
881  ss->width = width;
882  ss->colour = colour;
883 }
884 
885 
897 static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
898 {
899  /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
900  if (_vd.foundation[foundation_part] == -1) {
901  /* draw on real ground */
902  AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
903  } else {
904  /* draw on top of foundation */
905  AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset * ZOOM_LVL_BASE);
906  }
907 }
908 
915 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
916 {
917  if (!IsValidTile(ti->tile)) return;
918 
919  SpriteID sel;
920  if (IsHalftileSlope(ti->tileh)) {
921  Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
922  SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
924 
925  Corner opposite_corner = OppositeCorner(halftile_corner);
926  if (IsSteepSlope(ti->tileh)) {
927  sel = SPR_HALFTILE_SELECTION_DOWN;
928  } else {
929  sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
930  }
931  sel += opposite_corner;
932  } else {
933  sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
934  }
936 }
937 
938 static bool IsPartOfAutoLine(int px, int py)
939 {
940  px -= _thd.selstart.x;
941  py -= _thd.selstart.y;
942 
943  if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false;
944 
945  switch (_thd.drawstyle & HT_DIR_MASK) {
946  case HT_DIR_X: return py == 0; // x direction
947  case HT_DIR_Y: return px == 0; // y direction
948  case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
949  case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
950  case HT_DIR_VL: return px == py || px == py + 16; // vertical left
951  case HT_DIR_VR: return px == py || px == py - 16; // vertical right
952  default:
953  NOT_REACHED();
954  }
955 }
956 
957 /* [direction][side] */
958 static const HighLightStyle _autorail_type[6][2] = {
959  { HT_DIR_X, HT_DIR_X },
960  { HT_DIR_Y, HT_DIR_Y },
961  { HT_DIR_HU, HT_DIR_HL },
962  { HT_DIR_HL, HT_DIR_HU },
963  { HT_DIR_VL, HT_DIR_VR },
964  { HT_DIR_VR, HT_DIR_VL }
965 };
966 
967 #include "table/autorail.h"
968 
975 static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
976 {
977  SpriteID image;
978  PaletteID pal;
979  int offset;
980 
981  FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
982  Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
983  if (IsHalftileSlope(ti->tileh)) {
984  static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
985  Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
986  if (autorail_type != _lower_rail[halftile_corner]) {
987  foundation_part = FOUNDATION_PART_HALFTILE;
988  /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
989  autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
990  }
991  }
992 
993  offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
994  if (offset >= 0) {
995  image = SPR_AUTORAIL_BASE + offset;
996  pal = PAL_NONE;
997  } else {
998  image = SPR_AUTORAIL_BASE - offset;
999  pal = PALETTE_SEL_TILE_RED;
1000  }
1001 
1002  DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
1003 }
1004 
1009 static void DrawTileSelection(const TileInfo *ti)
1010 {
1011  /* Draw a red error square? */
1012  bool is_redsq = _thd.redsq == ti->tile;
1014 
1015  /* No tile selection active? */
1016  if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return;
1017 
1018  if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
1019  if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner;
1020  return;
1021  }
1022 
1023  /* Inside the inner area? */
1024  if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
1025  IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
1026 draw_inner:
1027  if (_thd.drawstyle & HT_RECT) {
1028  if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
1029  } else if (_thd.drawstyle & HT_POINT) {
1030  /* Figure out the Z coordinate for the single dot. */
1031  int z = 0;
1032  FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
1033  if (ti->tileh & SLOPE_N) {
1034  z += TILE_HEIGHT;
1036  }
1037  if (IsHalftileSlope(ti->tileh)) {
1038  Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
1039  if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
1040  if (halftile_corner != CORNER_S) {
1041  foundation_part = FOUNDATION_PART_HALFTILE;
1042  if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
1043  }
1044  }
1045  DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
1046  } else if (_thd.drawstyle & HT_RAIL) {
1047  /* autorail highlight piece under cursor */
1048  HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
1049  assert(type < HT_DIR_END);
1050  DrawAutorailSelection(ti, _autorail_type[type][0]);
1051  } else if (IsPartOfAutoLine(ti->x, ti->y)) {
1052  /* autorail highlighting long line */
1053  HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
1054  uint side;
1055 
1056  if (dir == HT_DIR_X || dir == HT_DIR_Y) {
1057  side = 0;
1058  } else {
1059  TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
1060  side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
1061  }
1062 
1063  DrawAutorailSelection(ti, _autorail_type[dir][side]);
1064  }
1065  return;
1066  }
1067 
1068  /* Check if it's inside the outer area? */
1069  if (!is_redsq && _thd.outersize.x > 0 &&
1070  IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
1071  IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
1072  /* Draw a blue rect. */
1074  return;
1075  }
1076 }
1077 
1086 static inline Point GetTileCoordFromScreenCoord(int x, int y)
1087 {
1088  /* First convert from the screen coordinate system (where the width of tiles
1089  * is twice their height) to the tile coordinate system. That means, turn
1090  * around by 45 degrees and make the tiles quadratic. */
1091  Point tile_coord = InverseRemapCoords(x, y);
1092 
1093  /* Scale from a 16x16-grid to a 1x1-grid as returned by TileX/TileY. */
1094  tile_coord.x /= (int)TILE_SIZE;
1095  tile_coord.y /= (int)TILE_SIZE;
1096 
1097  return tile_coord;
1098 }
1099 
1117 {
1118  Point tile_coord = GetTileCoordFromScreenCoord(x, y);
1119 
1120  /* Expand area to be painted in order to avoid situations
1121  * where south or east of the to be painted point in dpi are tiles
1122  * which will not be painted. */
1123  tile_coord.y--;
1124 
1125  return tile_coord;
1126 }
1127 
1145 {
1146  Point tile_coord = GetTileCoordFromScreenCoord(x, y);
1147 
1148  /* Expand area to be painted to southeast in order to avoid situations
1149  * where north or east of the given to be painted point in dpi are
1150  * tiles which will not be repainted. */
1151  tile_coord.y++;
1152 
1153  return tile_coord;
1154 }
1155 
1162 static int GetViewportY(Point tile)
1163 {
1164  return (tile.y * TILE_SIZE + tile.x * TILE_SIZE - GetTileMaxPixelZOutsideMap(tile.x, tile.y)) << ZOOM_LVL_SHIFT;
1165 }
1166 
1174 static int GetTileColumnFromTileCoord(Point tile_coord)
1175 {
1176  return tile_coord.y - tile_coord.x;
1177 }
1178 
1187 {
1188  Point northern_end;
1189 
1190  if (tile.x < tile.y) {
1191  northern_end.x = 0;
1192  northern_end.y = tile.y - tile.x;
1193  } else {
1194  northern_end.x = tile.x - tile.y;
1195  northern_end.y = 0;
1196  }
1197 
1198  return northern_end;
1199 }
1200 
1211 {
1212  Point distance_to_end;
1213  distance_to_end.x = (int)MapMaxX() - tile.x;
1214  distance_to_end.y = (int)MapMaxY() - tile.y;
1215 
1216  Point southern_end;
1217  if (distance_to_end.x < distance_to_end.y) {
1218  int number_of_steps = min(limit, distance_to_end.x);
1219  southern_end.x = tile.x + number_of_steps;
1220  southern_end.y = tile.y + number_of_steps;
1221  } else {
1222  int number_of_steps = min(limit, distance_to_end.y);
1223  southern_end.x = tile.x + number_of_steps;
1224  southern_end.y = tile.y + number_of_steps;
1225  }
1226 
1227  return southern_end;
1228 }
1229 
1238 {
1239  return GetSouthernEndOfColumnWithLimit(tile, UINT32_MAX);
1240 }
1241 
1249 static Point GetMiddleTile(Point upper_tile, Point lower_tile)
1250 {
1251  Point middle_tile;
1252  middle_tile.x = (lower_tile.x + upper_tile.x) / 2;
1253  middle_tile.y = (lower_tile.y + upper_tile.y) / 2;
1254  return middle_tile;
1255 }
1256 
1287 int GetRowAtTile(int viewport_y, Point tile, bool bridge_correct)
1288 {
1289  Point northern_tile = GetNorthernEndOfColumn(tile);
1290  Point southern_tile = GetSouthernEndOfColumn(tile);
1291 
1292  int northern_tile_viewport_y = GetViewportY(northern_tile);
1293  int southern_tile_viewport_y = GetViewportY(southern_tile);
1294 
1295  if (northern_tile_viewport_y >= viewport_y) {
1296  /* We are north of the map, search tile by tile with direction north. */
1297  while (northern_tile_viewport_y >= viewport_y) {
1298  northern_tile.x--;
1299  northern_tile.y--;
1300  northern_tile_viewport_y = GetViewportY(northern_tile);
1301  }
1302  return northern_tile.x + northern_tile.y;
1303  }
1304 
1305  if (southern_tile_viewport_y <= viewport_y) {
1306  /* We are south of the map, search tile by tile with direction south. */
1307  while (southern_tile_viewport_y <= viewport_y) {
1308  southern_tile.x++;
1309  southern_tile.y++;
1310  southern_tile_viewport_y = GetViewportY(southern_tile);
1311  }
1312  return southern_tile.x + southern_tile.y;
1313  }
1314 
1315  /*
1316  * We are inside the map. The searched tile is at most
1317  * <maximum heightlevel / 4> tiles south of the given tile (as one tile
1318  * painted on the screen needs as much vertical space as painting a tile
1319  * by 4 heightlevels ascended). Add one to avoid rounding errors to the
1320  * wrong side.
1321  *
1322  * Invariant in the code below: The searched tile shown at viewport_y
1323  * always is between upper_tile and lower_tile.
1324  */
1325  Point upper_tile = tile;
1327  int middle_bound;
1328 
1329  do {
1330  Point middle_tile = GetMiddleTile(upper_tile, lower_tile);
1331  middle_bound = GetViewportY(middle_tile);
1332 
1333  if (middle_bound >= viewport_y) {
1334  /* The tile shown at viewport_y is somewhere in the upper half of
1335  * the currently observed section. */
1336  lower_tile = middle_tile;
1337  } else {
1338  /* The tile shown at viewport_y is somewhere in the lower half of
1339  * the currently observed section. */
1340  upper_tile = middle_tile;
1341  }
1342  }
1343  while (lower_tile.y - upper_tile.y > 1);
1344 
1345  /* Now our interval has length 1, so only contains two tiles, and we take the upper one.
1346  * However, there is one problem left: Tiles being located southwards, containing a high bridge.
1347  * They may, though not high enough in terms of landscape, intersect the drawing area with parts
1348  * of the bridge.
1349  * Luckily, there is a guaranteed upper bound for bridge height, thus we know how far we have to
1350  * search southwards whether such a bridge exists.
1351  */
1352  int correction_step = 0;
1353  if (bridge_correct) {
1354  /* Calculate, how many tiles below upper_tile, a worst case bridge intersecting upper_tile in
1355  * terms of painting can be located. Lets inspect that formula in detail:
1356  * ... - 5: The magic constant near the beginning of ViewportAddLandscape accounts for 5 harmless heightlevels a bridge can have. Thus subtract them.
1357  * ... / 2: Four heightlevels account for one tile height. On the other hand, if landscape ascends from upper_tile southwards, this can account for
1358  * as many additional heightlevels as we step southwards. In combination: A division by two gains the number of tiles to step southwards.
1359  * ... + 1: Avoid rounding errors, and fall back to the safe side.
1360  */
1361  int worst_case_steps_southwards = max(0, ((int)_settings_game.construction.max_bridge_height - 5) / 2 + 1);
1362  for (int n = 0; n < worst_case_steps_southwards; n++) {
1363  TileIndex potential_bridge_tile = TileXY(upper_tile.x + n, upper_tile.y + n);
1364  if (IsValidTile(potential_bridge_tile) && IsBridgeAbove(potential_bridge_tile)) {
1365  /* There is a bridge. */
1366  TileIndex bridge_start = GetNorthernBridgeEnd(potential_bridge_tile);
1367  int bridge_height = GetBridgeHeight(bridge_start);
1368  int upper_tile_height = GetTileZ(TileXY(upper_tile.x, upper_tile.y));
1369 
1370  /* Start at the bridge level, descend by the number of heightlevels equivalent to our steps southwards (in worst case), subtract the harmless
1371  * bridge heightlevels, and compare whether we are still above the height of the upper_tile. If yes, we need to paint that tile, to avoid glitches.
1372  */
1373  if (bridge_height - 2 * n - 1 > upper_tile_height) {
1374  correction_step = n;
1375  }
1376  }
1377  }
1378  }
1379 
1380  /* The biggest recorded correction_step defines, which tile we actually return. */
1381  upper_tile.x += correction_step;
1382  upper_tile.y += correction_step;
1383 
1384  /* Returns its row. */
1385  return upper_tile.x + upper_tile.y;
1386 }
1387 
1403 static Point GetBottomTileOfColumn(Point upper_tile, Point lower_right_tile)
1404 {
1405  int upper_row = upper_tile.x + upper_tile.y;
1406  int lower_row = lower_right_tile.x + lower_right_tile.y;
1407 
1408  assert(upper_row <= lower_row);
1409 
1410  int number_of_rows = lower_row - upper_row;
1411 
1412  if (number_of_rows % 2 != 0) {
1413  /* Avoid 0.5 being rounded down to zero; painting too much is better than
1414  * painting too little. */
1415  number_of_rows++;
1416  }
1417 
1418  Point bottom_tile;
1419  bottom_tile.x = upper_tile.x + number_of_rows / 2;
1420  bottom_tile.y = upper_tile.y + number_of_rows / 2;
1421 
1422  int bottom_row = bottom_tile.x + bottom_tile.y;
1423 
1424  assert(bottom_row >= lower_row);
1425 
1426  return bottom_tile;
1427 }
1428 
1433 {
1434  assert(_vd.dpi.top <= _vd.dpi.top + _vd.dpi.height);
1435  assert(_vd.dpi.left <= _vd.dpi.left + _vd.dpi.width);
1436 
1437  /* The upper and lower edge of the viewport part to paint. Add some number
1438  * of pixels to the lower end in order to ensure that we also take tiles
1439  * south of the given area, but with high buildings intersecting the area.
1440  * Subtract some pixels from the upper end in order to avoid glitches at the
1441  * upper end of the top be painted area. */
1442  int viewport_top = _vd.dpi.top - 16;
1443  int viewport_bottom = _vd.dpi.top + _vd.dpi.height + 116;
1444 
1445  /* First get the position of the tile at the upper left / lower right edge,
1446  * for now ignoring the height. (i.e. assuming height zero.) */
1447  Point upper_left_tile = GetMinTileCoordsIgnoringHeight(_vd.dpi.left, viewport_top);
1448  Point lower_right_tile = GetMaxTileCoordsIgnoringHeight(_vd.dpi.left + _vd.dpi.width, viewport_bottom);
1449 
1450  /* Calculate the bounding columns. We won't need to draw anything
1451  * left / right of them. */
1452  int left_column = GetTileColumnFromTileCoord(upper_left_tile);
1453  /* Correction to avoid glitches when approaching the left edge of the map. */
1454  left_column--;
1455  int right_column = GetTileColumnFromTileCoord(lower_right_tile);
1456  right_column++;
1457 
1458  /* For each column, calculate the top and the bottom row. These are the
1459  * bounding rows for that specific column. */
1460  int *top_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile.
1461  int *bottom_row = AllocaM(int, right_column - left_column + 1); // Pre-allocate memory for visual studio/express to be able to compile.
1462  int min_top_row = MapMaxX() + MapMaxY();
1463  int max_bottom_row = 0;
1464  Point top_tile_of_column = upper_left_tile;
1465 
1466  /* And now for each column, determine the top and the bottom row we must paint. */
1467  bool south_east_direction = false;
1468  for (int x = left_column; x <= right_column; x++) {
1469  Point bottom_tile_of_column = GetBottomTileOfColumn(top_tile_of_column, lower_right_tile);
1470 
1471  /* And then actually find out the top and the bottom row. Note that
1472  * top_tile_of_column and bottom_tile_of_column may be outside the map here.
1473  * This possibility is needed, otherwise we couldn't paint the black area
1474  * outside the map (and in particular the edge of map) properly.
1475  * Subtract three / add one to avoid glitches. */
1476  top_row[x - left_column] = GetRowAtTile(viewport_top, top_tile_of_column, false);
1477 
1478  top_row[x - left_column] -= 3;
1479  bottom_row[x - left_column] = GetRowAtTile(viewport_bottom, bottom_tile_of_column, true);
1480  bottom_row[x - left_column]++;
1481 
1482  /* We never paint things in rows < min_top_row or > max_bottom_row. */
1483  min_top_row = min(min_top_row, top_row[x - left_column]);
1484  max_bottom_row = max(max_bottom_row, bottom_row[x - left_column]);
1485 
1486  /* Go to next column in the east. */
1487  if (south_east_direction) {
1488  top_tile_of_column.y++;
1489  } else {
1490  top_tile_of_column.x--;
1491  }
1492 
1493  /* Switch between directions southeast and northeast. */
1494  south_east_direction = !south_east_direction;
1495  }
1496 
1497  for (int row = min_top_row; row <= max_bottom_row; row++) {
1498  for (int column = left_column; column <= right_column; column++) {
1499  /* For each column, we only paint the interval top_row .. bottom_row.
1500  * Due to the division by two below, even and odd values of row + column map to
1501  * the same (x,y) combinations. Thus, we only paint one of them. */
1502  if (((row + column) % 2 == 0) &&
1503  (top_row[column - left_column] <= row) &&
1504  (row <= bottom_row[column - left_column])) {
1505  TileType tile_type;
1506  TileInfo tile_info;
1507  _cur_ti = &tile_info;
1508 
1509  /* column = y - x; row = x + y; now solve the equation system
1510  * for x and y. */
1511  int x = (row - column) / 2;
1512  int y = (row + column) / 2;
1513  tile_info.x = x;
1514  tile_info.y = y;
1515 
1516  /* For some strange reason, those fields inside tile_info are uints. However,
1517  * in the old code their copies in an int variable where compared against zero. */
1518  if (0 < x && x < (int)MapMaxX() && 0 < y && y < (int)MapMaxY()) {
1519  /* We are inside the map => paint landscape. */
1520  tile_info.tile = TileXY(tile_info.x, tile_info.y);
1521  tile_info.tileh = GetTilePixelSlope(tile_info.tile, &tile_info.z);
1522  tile_type = GetTileType(tile_info.tile);
1523  } else {
1524  /* We are outside the map => paint black. */
1525  tile_info.tile = INVALID_TILE;
1526  tile_info.tileh = GetTilePixelSlopeOutsideMap(tile_info.x, tile_info.y, &tile_info.z);
1527  tile_type = MP_VOID;
1528  }
1529 
1530  /* Scale to 16x16 tiles, needed for the drawing procedures called below. */
1531  tile_info.x *= TILE_SIZE;
1532  tile_info.y *= TILE_SIZE;
1533 
1535  _vd.foundation[0] = -1;
1536  _vd.foundation[1] = -1;
1537  _vd.last_foundation_child[0] = NULL;
1538  _vd.last_foundation_child[1] = NULL;
1539 
1540  _tile_type_procs[tile_type]->draw_tile_proc(&tile_info);
1541  DrawTileSelection(&tile_info);
1542  }
1543  }
1544  }
1545 }
1546 
1557 void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, uint64 params_1, uint64 params_2, Colours colour)
1558 {
1559  bool small = dpi->zoom >= small_from;
1560 
1561  int left = dpi->left;
1562  int top = dpi->top;
1563  int right = left + dpi->width;
1564  int bottom = top + dpi->height;
1565 
1566  int sign_height = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
1567  int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
1568 
1569  if (bottom < sign->top ||
1570  top > sign->top + sign_height ||
1571  right < sign->center - sign_half_width ||
1572  left > sign->center + sign_half_width) {
1573  return;
1574  }
1575 
1576  if (!small) {
1577  AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
1578  } else {
1579  int shadow_offset = 0;
1580  if (string_small_shadow != STR_NULL) {
1581  shadow_offset = 4;
1582  AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
1583  }
1584  AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
1585  colour, sign->width_small | 0x8000);
1586  }
1587 }
1588 
1589 static void ViewportAddTownNames(DrawPixelInfo *dpi)
1590 {
1591  if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
1592 
1593  const Town *t;
1594  FOR_ALL_TOWNS(t) {
1596  _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
1597  STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK,
1598  t->index, t->cache.population);
1599  }
1600 }
1601 
1602 
1603 static void ViewportAddStationNames(DrawPixelInfo *dpi)
1604 {
1605  if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
1606 
1607  const BaseStation *st;
1608  FOR_ALL_BASE_STATIONS(st) {
1609  /* Check whether the base station is a station or a waypoint */
1610  bool is_station = Station::IsExpected(st);
1611 
1612  /* Don't draw if the display options are disabled */
1613  if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
1614 
1615  /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
1616  if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
1617 
1619  is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT,
1620  (is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT) + 1, STR_NULL,
1621  st->index, st->facilities, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
1622  }
1623 }
1624 
1625 
1626 static void ViewportAddSigns(DrawPixelInfo *dpi)
1627 {
1628  /* Signs are turned off or are invisible */
1630 
1631  const Sign *si;
1632  FOR_ALL_SIGNS(si) {
1633  /* Don't draw if sign is owned by another company and competitor signs should be hidden.
1634  * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
1635  * companies can leave OWNER_NONE signs after them. */
1636  if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
1637 
1638  ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
1639  STR_WHITE_SIGN,
1640  (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
1641  si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
1642  }
1643 }
1644 
1651 void ViewportSign::UpdatePosition(int center, int top, StringID str)
1652 {
1653  if (this->width_normal != 0) this->MarkDirty();
1654 
1655  this->top = top;
1656 
1657  char buffer[DRAW_STRING_BUFFER];
1658 
1659  GetString(buffer, str, lastof(buffer));
1660  this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
1661  this->center = center;
1662 
1663  /* zoomed out version */
1664  this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer, FS_SMALL).width, 2) + VPSM_RIGHT;
1665 
1666  this->MarkDirty();
1667 }
1668 
1676 {
1677  Rect zoomlevels[ZOOM_LVL_COUNT];
1678 
1679  for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
1680  /* FIXME: This doesn't switch to width_small when appropriate. */
1681  zoomlevels[zoom].left = this->center - ScaleByZoom(this->width_normal / 2 + 1, zoom);
1682  zoomlevels[zoom].top = this->top - ScaleByZoom(1, zoom);
1683  zoomlevels[zoom].right = this->center + ScaleByZoom(this->width_normal / 2 + 1, zoom);
1684  zoomlevels[zoom].bottom = this->top + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, zoom);
1685  }
1686 
1687  Window *w;
1688  FOR_ALL_WINDOWS_FROM_BACK(w) {
1689  ViewPort *vp = w->viewport;
1690  if (vp != NULL && vp->zoom <= maxzoom) {
1691  assert(vp->width != 0);
1692  Rect &zl = zoomlevels[vp->zoom];
1693  MarkViewportDirty(vp, zl.left, zl.top, zl.right, zl.bottom);
1694  }
1695  }
1696 }
1697 
1698 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
1699 {
1700  const TileSpriteToDraw *tsend = tstdv->End();
1701  for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
1702  DrawSpriteViewport(ts->image, ts->pal, ts->x, ts->y, ts->sub);
1703  }
1704 }
1705 
1708 {
1709  return true;
1710 }
1711 
1714 {
1715  ParentSpriteToDraw **psdvend = psdv->End();
1716  ParentSpriteToDraw **psd = psdv->Begin();
1717  while (psd != psdvend) {
1718  ParentSpriteToDraw *ps = *psd;
1719 
1720  if (ps->comparison_done) {
1721  psd++;
1722  continue;
1723  }
1724 
1725  ps->comparison_done = true;
1726 
1727  for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
1728  ParentSpriteToDraw *ps2 = *psd2;
1729 
1730  if (ps2->comparison_done) continue;
1731 
1732  /* Decide which comparator to use, based on whether the bounding
1733  * boxes overlap
1734  */
1735  if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
1736  ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
1737  ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
1738  /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
1739  * the screen and with higher Z elevation, are drawn in front.
1740  * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
1741  * i.e. X=(left+right)/2, etc.
1742  * However, since we only care about order, don't actually divide / 2
1743  */
1744  if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
1745  ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
1746  continue;
1747  }
1748  } else {
1749  /* We only change the order, if it is definite.
1750  * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
1751  * That is: If one partial order says ps behind ps2, do not change the order.
1752  */
1753  if (ps->xmax < ps2->xmin ||
1754  ps->ymax < ps2->ymin ||
1755  ps->zmax < ps2->zmin) {
1756  continue;
1757  }
1758  }
1759 
1760  /* Move ps2 in front of ps */
1761  ParentSpriteToDraw *temp = ps2;
1762  for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
1763  *psd3 = *(psd3 - 1);
1764  }
1765  *psd = temp;
1766  }
1767  }
1768 }
1769 
1770 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
1771 {
1772  const ParentSpriteToDraw * const *psd_end = psd->End();
1773  for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1774  const ParentSpriteToDraw *ps = *it;
1775  if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
1776 
1777  int child_idx = ps->first_child;
1778  while (child_idx >= 0) {
1779  const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
1780  child_idx = cs->next;
1781  DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
1782  }
1783  }
1784 }
1785 
1791 {
1792  const ParentSpriteToDraw * const *psd_end = psd->End();
1793  for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
1794  const ParentSpriteToDraw *ps = *it;
1795  Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
1796  Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
1797  Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
1798  Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin ); // bottom front corner
1799 
1800  DrawBox( pt1.x, pt1.y,
1801  pt2.x - pt1.x, pt2.y - pt1.y,
1802  pt3.x - pt1.x, pt3.y - pt1.y,
1803  pt4.x - pt1.x, pt4.y - pt1.y);
1804  }
1805 }
1806 
1811 {
1813  const DrawPixelInfo *dpi = _cur_dpi;
1814  void *dst;
1815  int right = UnScaleByZoom(dpi->width, dpi->zoom);
1816  int bottom = UnScaleByZoom(dpi->height, dpi->zoom);
1817 
1818  int colour = _string_colourmap[_dirty_block_colour & 0xF];
1819 
1820  dst = dpi->dst_ptr;
1821 
1822  byte bo = UnScaleByZoom(dpi->left + dpi->top, dpi->zoom) & 1;
1823  do {
1824  for (int i = (bo ^= 1); i < right; i += 2) blitter->SetPixel(dst, i, 0, (uint8)colour);
1825  dst = blitter->MoveTo(dst, 0, 1);
1826  } while (--bottom > 0);
1827 }
1828 
1829 static void ViewportDrawStrings(ZoomLevel zoom, const StringSpriteToDrawVector *sstdv)
1830 {
1831  const StringSpriteToDraw *ssend = sstdv->End();
1832  for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
1833  TextColour colour = TC_BLACK;
1834  bool small = HasBit(ss->width, 15);
1835  int w = GB(ss->width, 0, 15);
1836  int x = UnScaleByZoom(ss->x, zoom);
1837  int y = UnScaleByZoom(ss->y, zoom);
1838  int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
1839 
1840  SetDParam(0, ss->params[0]);
1841  SetDParam(1, ss->params[1]);
1842 
1843  if (ss->colour != INVALID_COLOUR) {
1844  /* Do not draw signs nor station names if they are set invisible */
1845  if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
1846 
1847  if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
1848  /* Don't draw the rectangle.
1849  * Real colours need the TC_IS_PALETTE_COLOUR flag.
1850  * Otherwise colours from _string_colourmap are assumed. */
1851  colour = (TextColour)_colour_gradient[ss->colour][6] | TC_IS_PALETTE_COLOUR;
1852  } else {
1853  /* Draw the rectangle if 'transparent station signs' is off,
1854  * or if we are drawing a general text sign (STR_WHITE_SIGN). */
1855  DrawFrameRect(
1856  x, y, x + w, y + h, ss->colour,
1858  );
1859  }
1860  }
1861 
1862  DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_HOR_CENTER);
1863  }
1864 }
1865 
1866 void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
1867 {
1868  DrawPixelInfo *old_dpi = _cur_dpi;
1869  _cur_dpi = &_vd.dpi;
1870 
1871  _vd.dpi.zoom = vp->zoom;
1872  int mask = ScaleByZoom(-1, vp->zoom);
1873 
1875 
1876  _vd.dpi.width = (right - left) & mask;
1877  _vd.dpi.height = (bottom - top) & mask;
1878  _vd.dpi.left = left & mask;
1879  _vd.dpi.top = top & mask;
1880  _vd.dpi.pitch = old_dpi->pitch;
1881  _vd.last_child = NULL;
1882 
1883  int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
1884  int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
1885 
1886  _vd.dpi.dst_ptr = BlitterFactory::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
1887 
1889  ViewportAddVehicles(&_vd.dpi);
1890 
1891  ViewportAddTownNames(&_vd.dpi);
1892  ViewportAddStationNames(&_vd.dpi);
1893  ViewportAddSigns(&_vd.dpi);
1894 
1895  DrawTextEffects(&_vd.dpi);
1896 
1897  if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
1898 
1899  ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
1900  for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
1901  *_vd.parent_sprites_to_sort.Append() = it;
1902  }
1903 
1904  _vp_sprite_sorter(&_vd.parent_sprites_to_sort);
1905  ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
1906 
1907  if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
1908  if (_draw_dirty_blocks) ViewportDrawDirtyBlocks();
1909 
1910  DrawPixelInfo dp = _vd.dpi;
1911  ZoomLevel zoom = _vd.dpi.zoom;
1912  dp.zoom = ZOOM_LVL_NORMAL;
1913  dp.width = UnScaleByZoom(dp.width, zoom);
1914  dp.height = UnScaleByZoom(dp.height, zoom);
1915  _cur_dpi = &dp;
1916 
1917  if (vp->overlay != NULL && vp->overlay->GetCargoMask() != 0 && vp->overlay->GetCompanyMask() != 0) {
1918  /* translate to window coordinates */
1919  dp.left = x;
1920  dp.top = y;
1921  vp->overlay->Draw(&dp);
1922  }
1923 
1924  if (_vd.string_sprites_to_draw.Length() != 0) {
1925  /* translate to world coordinates */
1926  dp.left = UnScaleByZoom(_vd.dpi.left, zoom);
1927  dp.top = UnScaleByZoom(_vd.dpi.top, zoom);
1928  ViewportDrawStrings(zoom, &_vd.string_sprites_to_draw);
1929  }
1930 
1931  _cur_dpi = old_dpi;
1932 
1933  _vd.string_sprites_to_draw.Clear();
1934  _vd.tile_sprites_to_draw.Clear();
1935  _vd.parent_sprites_to_draw.Clear();
1937  _vd.child_screen_sprites_to_draw.Clear();
1938 }
1939 
1944 static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
1945 {
1946  if (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE) {
1947  if ((bottom - top) > (right - left)) {
1948  int t = (top + bottom) >> 1;
1949  ViewportDrawChk(vp, left, top, right, t);
1950  ViewportDrawChk(vp, left, t, right, bottom);
1951  } else {
1952  int t = (left + right) >> 1;
1953  ViewportDrawChk(vp, left, top, t, bottom);
1954  ViewportDrawChk(vp, t, top, right, bottom);
1955  }
1956  } else {
1957  ViewportDoDraw(vp,
1958  ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
1959  ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
1960  ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
1961  ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
1962  );
1963  }
1964 }
1965 
1966 static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
1967 {
1968  if (right <= vp->left || bottom <= vp->top) return;
1969 
1970  if (left >= vp->left + vp->width) return;
1971 
1972  if (left < vp->left) left = vp->left;
1973  if (right > vp->left + vp->width) right = vp->left + vp->width;
1974 
1975  if (top >= vp->top + vp->height) return;
1976 
1977  if (top < vp->top) top = vp->top;
1978  if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
1979 
1980  ViewportDrawChk(vp, left, top, right, bottom);
1981 }
1982 
1987 {
1988  DrawPixelInfo *dpi = _cur_dpi;
1989 
1990  dpi->left += this->left;
1991  dpi->top += this->top;
1992 
1993  ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
1994 
1995  dpi->left -= this->left;
1996  dpi->top -= this->top;
1997 }
1998 
2007 typedef bool ContinueMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit);
2008 
2010 static inline bool ContinueLowerMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter > 0 && sy > sy_limit; }
2012 static inline bool ContinueUpperMapEdgeSearch(int iter, int iter_limit, int sy, int sy_limit) { return iter < iter_limit && sy < sy_limit; }
2013 
2027 static int SearchMapEdge(Point &curr_tile, int &iter, int iter_limit, int offset, int sy_limit, ContinueMapEdgeSearch continue_criteria)
2028 {
2029  int sy;
2030  do {
2031  iter = Clamp(iter + offset, 0, iter_limit);
2032  sy = GetViewportY(curr_tile);
2033  } while (continue_criteria(iter, iter_limit, sy, sy_limit));
2034 
2035  return iter;
2036 }
2037 
2052 static inline int ClampXYToMap(Point &curr_tile, int &iter, int iter_limit, int start, int &other_ref, int other_value, int vp_value, int other_limit, int vp_top, int vp_bottom)
2053 {
2054  bool upper_edge = other_value < _settings_game.construction.max_heightlevel / 4;
2055 
2056  /*
2057  * First get an estimate of the tiles relevant for us at that edge. Relevant in the sense
2058  * "at least close to the visible area". Thus, we don't look at exactly each tile, inspecting
2059  * e.g. every tenth should be enough. After all, the desired screen limit is set such that
2060  * the bordermost tiles are painted in the middle of the screen when one hits the limit,
2061  * i.e. it is no harm if there is some small error in that calculation
2062  */
2063 
2064  other_ref = upper_edge ? 0 : other_limit;
2065  iter = start;
2066  int min_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? -10 : +10, vp_top, upper_edge ? ContinueLowerMapEdgeSearch : ContinueUpperMapEdgeSearch);
2067  iter = start;
2068  int max_iter = SearchMapEdge(curr_tile, iter, iter_limit, upper_edge ? +10 : -10, vp_bottom, upper_edge ? ContinueUpperMapEdgeSearch : ContinueLowerMapEdgeSearch);
2069 
2070  max_iter = min(max_iter + _settings_game.construction.max_heightlevel / 4, iter_limit);
2071  min_iter = min(min_iter, max_iter);
2072 
2073  /* Now, calculate the highest heightlevel of these tiles. Again just as an estimate. */
2074  int max_heightlevel_at_edge = 0;
2075  for (iter = min_iter; iter <= max_iter; iter += 10) {
2076  max_heightlevel_at_edge = max(max_heightlevel_at_edge, (int)TileHeight(TileXY(curr_tile.x, curr_tile.y)));
2077  }
2078 
2079  /* Based on that heightlevel, calculate the limit. For the upper edge a tile with height zero would
2080  * get a limit of zero, on the other side it depends on the number of tiles along the axis. */
2081  return upper_edge ?
2082  max(vp_value, -max_heightlevel_at_edge * (int)(TILE_HEIGHT * 2 * ZOOM_LVL_BASE)) :
2083  min(vp_value, (other_limit * TILE_SIZE * 4 - max_heightlevel_at_edge * TILE_HEIGHT * 2) * ZOOM_LVL_BASE);
2084 }
2085 
2086 static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
2087 {
2088  int original_y = y;
2089 
2090  /* Centre of the viewport is hot spot */
2091  x += vp->virtual_width / 2;
2092  y += vp->virtual_height / 2;
2093 
2094  /* Convert viewport coordinates to map coordinates
2095  * Calculation is scaled by 4 to avoid rounding errors */
2096  int vx = -x + y * 2;
2097  int vy = x + y * 2;
2098 
2099  /* Find out which tile corresponds to (vx,vy) if one assumes height zero. The cast is necessary to prevent C++ from
2100  * converting the result to an uint, which gives an overflow instead of a negative result... */
2101  int tx = vx / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2102  int ty = vy / (int)(TILE_SIZE * 4 * ZOOM_LVL_BASE);
2103 
2104  Point curr_tile;
2105  vx = ClampXYToMap(curr_tile, curr_tile.y, MapMaxY(), ty, curr_tile.x, tx, vx, MapMaxX(), original_y, original_y + vp->virtual_height);
2106  vy = ClampXYToMap(curr_tile, curr_tile.x, MapMaxX(), tx, curr_tile.y, ty, vy, MapMaxY(), original_y, original_y + vp->virtual_height);
2107 
2108  /* Convert map coordinates to viewport coordinates */
2109  x = (-vx + vy) / 2;
2110  y = ( vx + vy) / 4;
2111 
2112  /* Remove centering */
2113  x -= vp->virtual_width / 2;
2114  y -= vp->virtual_height / 2;
2115 }
2116 
2122 {
2123  const ViewPort *vp = w->viewport;
2124 
2126  const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
2127  Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
2128 
2129  w->viewport->scrollpos_x = pt.x;
2130  w->viewport->scrollpos_y = pt.y;
2131  SetViewportPosition(w, pt.x, pt.y);
2132  } else {
2133  /* Ensure the destination location is within the map */
2134  ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
2135 
2136  int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
2137  int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
2138 
2139  bool update_overlay = false;
2140  if (delta_x != 0 || delta_y != 0) {
2142  int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
2143  /* Not at our desired position yet... */
2144  w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
2145  w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
2146  } else {
2149  }
2150  update_overlay = (w->viewport->scrollpos_x == w->viewport->dest_scrollpos_x &&
2152  }
2153 
2154  ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2155 
2156  SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
2157  if (update_overlay) RebuildViewportOverlay(w);
2158  }
2159 }
2160 
2170 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom)
2171 {
2172  /* Rounding wrt. zoom-out level */
2173  right += (1 << vp->zoom) - 1;
2174  bottom += (1 << vp->zoom) - 1;
2175 
2176  right -= vp->virtual_left;
2177  if (right <= 0) return;
2178 
2179  bottom -= vp->virtual_top;
2180  if (bottom <= 0) return;
2181 
2182  left = max(0, left - vp->virtual_left);
2183 
2184  if (left >= vp->virtual_width) return;
2185 
2186  top = max(0, top - vp->virtual_top);
2187 
2188  if (top >= vp->virtual_height) return;
2189 
2191  UnScaleByZoomLower(left, vp->zoom) + vp->left,
2192  UnScaleByZoomLower(top, vp->zoom) + vp->top,
2193  UnScaleByZoom(right, vp->zoom) + vp->left + 1,
2194  UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
2195  );
2196 }
2197 
2206 void MarkAllViewportsDirty(int left, int top, int right, int bottom)
2207 {
2208  Window *w;
2209  FOR_ALL_WINDOWS_FROM_BACK(w) {
2210  ViewPort *vp = w->viewport;
2211  if (vp != NULL) {
2212  assert(vp->width != 0);
2213  MarkViewportDirty(vp, left, top, right, bottom);
2214  }
2215  }
2216 }
2217 
2218 void ConstrainAllViewportsZoom()
2219 {
2220  Window *w;
2221  FOR_ALL_WINDOWS_FROM_FRONT(w) {
2222  if (w->viewport == NULL) continue;
2223 
2225  if (zoom != w->viewport->zoom) {
2226  while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
2227  while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
2228  }
2229  }
2230 }
2231 
2238 {
2239  Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, TilePixelHeight(tile));
2241  pt.x - MAX_TILE_EXTENT_LEFT,
2242  pt.y - MAX_TILE_EXTENT_TOP,
2243  pt.x + MAX_TILE_EXTENT_RIGHT,
2244  pt.y + MAX_TILE_EXTENT_BOTTOM);
2245 }
2246 
2254 {
2255  Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, TilePixelHeightOutsideMap(x, y));
2257  pt.x - MAX_TILE_EXTENT_LEFT,
2258  pt.y, // no buildings outside of map
2259  pt.x + MAX_TILE_EXTENT_RIGHT,
2260  pt.y + MAX_TILE_EXTENT_BOTTOM);
2261 }
2262 
2271 {
2272  int x_size = _thd.size.x;
2273  int y_size = _thd.size.y;
2274 
2275  if (!_thd.diagonal) { // Selecting in a straight rectangle (or a single square)
2276  int x_start = _thd.pos.x;
2277  int y_start = _thd.pos.y;
2278 
2279  if (_thd.outersize.x != 0) {
2280  x_size += _thd.outersize.x;
2281  x_start += _thd.offs.x;
2282  y_size += _thd.outersize.y;
2283  y_start += _thd.offs.y;
2284  }
2285 
2286  x_size -= TILE_SIZE;
2287  y_size -= TILE_SIZE;
2288 
2289  assert(x_size >= 0);
2290  assert(y_size >= 0);
2291 
2292  int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
2293  int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
2294 
2295  x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
2296  y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
2297 
2298  /* make sure everything is multiple of TILE_SIZE */
2299  assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
2300 
2301  /* How it works:
2302  * Suppose we have to mark dirty rectangle of 3x4 tiles:
2303  * x
2304  * xxx
2305  * xxxxx
2306  * xxxxx
2307  * xxx
2308  * x
2309  * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
2310  * 1) x 2) x
2311  * xxx Oxx
2312  * Oxxxx xOxxx
2313  * xxxxx Oxxxx
2314  * xxx xxx
2315  * x x
2316  * And so forth...
2317  */
2318 
2319  int top_x = x_end; // coordinates of top dirty tile
2320  int top_y = y_start;
2321  int bot_x = top_x; // coordinates of bottom dirty tile
2322  int bot_y = top_y;
2323 
2324  do {
2325  /* topmost dirty point */
2326  TileIndex top_tile = TileVirtXY(top_x, top_y);
2327  Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
2328 
2329  /* bottommost point */
2330  TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
2331  Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
2332 
2333  /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
2334  * tile height/slope affects only the 'y' on-screen coordinate! */
2335 
2336  int l = top.x - TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of left side of the dirty rectangle
2337  int t = top.y; // 'y' coordinate of top side of the dirty rectangle
2338  int r = top.x + TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of right side of the dirty rectangle
2339  int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
2340 
2341  static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
2342 
2343  /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
2344  MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
2345 
2346  /* haven't we reached the topmost tile yet? */
2347  if (top_x != x_start) {
2348  top_x -= TILE_SIZE;
2349  } else {
2350  top_y += TILE_SIZE;
2351  }
2352 
2353  /* the way the bottom tile changes is different when we reach the bottommost tile */
2354  if (bot_y != y_end) {
2355  bot_y += TILE_SIZE;
2356  } else {
2357  bot_x -= TILE_SIZE;
2358  }
2359  } while (bot_x >= top_x);
2360  } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
2361  /* a_size, b_size describe a rectangle with rotated coordinates */
2362  int a_size = x_size + y_size, b_size = x_size - y_size;
2363 
2364  int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2365  int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
2366 
2367  for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
2368  for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
2369  uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
2370  uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
2371 
2372  if (x < MapMaxX() && y < MapMaxY()) {
2373  MarkTileDirtyByTile(TileXY(x, y));
2374  }
2375  }
2376  }
2377  }
2378 }
2379 
2380 
2381 void SetSelectionRed(bool b)
2382 {
2383  _thd.make_square_red = b;
2385 }
2386 
2395 static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
2396 {
2397  bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
2398  int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
2399  int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
2400 
2401  x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
2402  y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
2403 
2404  return y >= sign->top && y < sign->top + sign_height &&
2405  x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
2406 }
2407 
2408 static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
2409 {
2410  if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
2411 
2412  const Town *t;
2413  FOR_ALL_TOWNS(t) {
2414  if (CheckClickOnViewportSign(vp, x, y, &t->cache.sign)) {
2415  ShowTownViewWindow(t->index);
2416  return true;
2417  }
2418  }
2419 
2420  return false;
2421 }
2422 
2423 static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
2424 {
2425  if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
2426 
2427  const BaseStation *st;
2428  FOR_ALL_BASE_STATIONS(st) {
2429  /* Check whether the base station is a station or a waypoint */
2430  bool is_station = Station::IsExpected(st);
2431 
2432  /* Don't check if the display options are disabled */
2433  if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
2434 
2435  /* Don't check if competitor signs are not shown and the sign isn't owned by the local company */
2436  if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
2437 
2438  if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
2439  if (is_station) {
2441  } else {
2443  }
2444  return true;
2445  }
2446  }
2447 
2448  return false;
2449 }
2450 
2451 
2452 static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
2453 {
2454  /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
2456 
2457  const Sign *si;
2458  FOR_ALL_SIGNS(si) {
2459  /* If competitor signs are hidden, don't check signs that aren't owned by local company */
2460  if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
2461  if (si->owner == OWNER_DEITY && _game_mode != GM_EDITOR) continue;
2462 
2463  if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
2464  HandleClickOnSign(si);
2465  return true;
2466  }
2467  }
2468 
2469  return false;
2470 }
2471 
2472 
2473 static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
2474 {
2475  Point pt = TranslateXYToTileCoord(vp, x, y);
2476 
2477  if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
2478  return true;
2479 }
2480 
2481 static void PlaceObject()
2482 {
2483  Point pt;
2484  Window *w;
2485 
2486  pt = GetTileBelowCursor();
2487  if (pt.x == -1) return;
2488 
2489  if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
2490  pt.x += TILE_SIZE / 2;
2491  pt.y += TILE_SIZE / 2;
2492  }
2493 
2494  _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
2495  _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
2496 
2497  w = _thd.GetCallbackWnd();
2498  if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
2499 }
2500 
2501 
2502 bool HandleViewportClicked(const ViewPort *vp, int x, int y)
2503 {
2504  const Vehicle *v = CheckClickOnVehicle(vp, x, y);
2505 
2506  if (_thd.place_mode & HT_VEHICLE) {
2507  if (v != NULL && VehicleClicked(v)) return true;
2508  }
2509 
2510  /* Vehicle placement mode already handled above. */
2511  if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2512  PlaceObject();
2513  return true;
2514  }
2515 
2516  if (CheckClickOnTown(vp, x, y)) return true;
2517  if (CheckClickOnStation(vp, x, y)) return true;
2518  if (CheckClickOnSign(vp, x, y)) return true;
2519  bool result = CheckClickOnLandscape(vp, x, y);
2520 
2521  if (v != NULL) {
2522  DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
2524  v = v->First();
2525  if (_ctrl_pressed && v->owner == _local_company) {
2526  StartStopVehicle(v, true);
2527  } else {
2529  }
2530  }
2531  return true;
2532  }
2533  return result;
2534 }
2535 
2536 void RebuildViewportOverlay(Window *w)
2537 {
2538  if (w->viewport->overlay != NULL &&
2539  w->viewport->overlay->GetCompanyMask() != 0 &&
2540  w->viewport->overlay->GetCargoMask() != 0) {
2541  w->viewport->overlay->RebuildCache();
2542  w->SetDirty();
2543  }
2544 }
2545 
2555 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
2556 {
2557  /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
2558  if (z == -1) {
2559  if ( x >= 0 && x <= (int)MapSizeX() * (int)TILE_SIZE - 1
2560  && y >= 0 && y <= (int)MapSizeY() * (int)TILE_SIZE - 1) {
2561  z = GetSlopePixelZ(x, y);
2562  } else {
2564  }
2565  }
2566 
2567  Point pt = MapXYZToViewport(w->viewport, x, y, z);
2569 
2570  if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
2571 
2572  if (instant) {
2573  w->viewport->scrollpos_x = pt.x;
2574  w->viewport->scrollpos_y = pt.y;
2575  RebuildViewportOverlay(w);
2576  }
2577 
2578  w->viewport->dest_scrollpos_x = pt.x;
2579  w->viewport->dest_scrollpos_y = pt.y;
2580  return true;
2581 }
2582 
2590 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
2591 {
2592  return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
2593 }
2594 
2601 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
2602 {
2603  return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
2604 }
2605 
2611 {
2612  TileIndex old;
2613 
2614  old = _thd.redsq;
2615  _thd.redsq = tile;
2616 
2617  if (tile != old) {
2618  if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
2619  if (old != INVALID_TILE) MarkTileDirtyByTile(old);
2620  }
2621 }
2622 
2628 void SetTileSelectSize(int w, int h)
2629 {
2630  _thd.new_size.x = w * TILE_SIZE;
2631  _thd.new_size.y = h * TILE_SIZE;
2632  _thd.new_outersize.x = 0;
2633  _thd.new_outersize.y = 0;
2634 }
2635 
2636 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
2637 {
2638  _thd.offs.x = ox * TILE_SIZE;
2639  _thd.offs.y = oy * TILE_SIZE;
2640  _thd.new_outersize.x = sx * TILE_SIZE;
2641  _thd.new_outersize.y = sy * TILE_SIZE;
2642 }
2643 
2645 static HighLightStyle GetAutorailHT(int x, int y)
2646 {
2647  return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
2648 }
2649 
2654 {
2655  this->pos.x = 0;
2656  this->pos.y = 0;
2657  this->new_pos.x = 0;
2658  this->new_pos.y = 0;
2659 }
2660 
2666 {
2667  return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
2668 }
2669 
2675 {
2676  return FindWindowById(this->window_class, this->window_number);
2677 }
2678 
2679 
2680 
2689 {
2690  int x1;
2691  int y1;
2692 
2693  HighLightStyle new_drawstyle = HT_NONE;
2694  bool new_diagonal = false;
2695 
2696  if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
2697  x1 = _thd.selend.x;
2698  y1 = _thd.selend.y;
2699  if (x1 != -1) {
2700  int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
2701  int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
2702  x1 &= ~TILE_UNIT_MASK;
2703  y1 &= ~TILE_UNIT_MASK;
2704 
2705  if (_thd.IsDraggingDiagonal()) {
2706  new_diagonal = true;
2707  } else {
2708  if (x1 >= x2) Swap(x1, x2);
2709  if (y1 >= y2) Swap(y1, y2);
2710  }
2711  _thd.new_pos.x = x1;
2712  _thd.new_pos.y = y1;
2713  _thd.new_size.x = x2 - x1;
2714  _thd.new_size.y = y2 - y1;
2715  if (!new_diagonal) {
2716  _thd.new_size.x += TILE_SIZE;
2717  _thd.new_size.y += TILE_SIZE;
2718  }
2719  new_drawstyle = _thd.next_drawstyle;
2720  }
2721  } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
2722  Point pt = GetTileBelowCursor();
2723  x1 = pt.x;
2724  y1 = pt.y;
2725  if (x1 != -1) {
2726  switch (_thd.place_mode & HT_DRAG_MASK) {
2727  case HT_RECT:
2728  new_drawstyle = HT_RECT;
2729  break;
2730  case HT_POINT:
2731  new_drawstyle = HT_POINT;
2732  x1 += TILE_SIZE / 2;
2733  y1 += TILE_SIZE / 2;
2734  break;
2735  case HT_RAIL:
2736  /* Draw one highlighted tile in any direction */
2737  new_drawstyle = GetAutorailHT(pt.x, pt.y);
2738  break;
2739  case HT_LINE:
2740  switch (_thd.place_mode & HT_DIR_MASK) {
2741  case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
2742  case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
2743 
2744  case HT_DIR_HU:
2745  case HT_DIR_HL:
2746  new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
2747  break;
2748 
2749  case HT_DIR_VL:
2750  case HT_DIR_VR:
2751  new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
2752  break;
2753 
2754  default: NOT_REACHED();
2755  }
2756  _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
2757  _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
2758  break;
2759  default:
2760  NOT_REACHED();
2761  break;
2762  }
2763  _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
2764  _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
2765  }
2766  }
2767 
2768  /* redraw selection */
2769  if (_thd.drawstyle != new_drawstyle ||
2770  _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
2771  _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
2772  _thd.outersize.x != _thd.new_outersize.x ||
2773  _thd.outersize.y != _thd.new_outersize.y ||
2774  _thd.diagonal != new_diagonal) {
2775  /* Clear the old tile selection? */
2777 
2778  _thd.drawstyle = new_drawstyle;
2779  _thd.pos = _thd.new_pos;
2780  _thd.size = _thd.new_size;
2781  _thd.outersize = _thd.new_outersize;
2782  _thd.diagonal = new_diagonal;
2783  _thd.dirty = 0xff;
2784 
2785  /* Draw the new tile selection? */
2786  if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
2787  }
2788 }
2789 
2797 static inline void ShowMeasurementTooltips(StringID str, uint paramcount, const uint64 params[], TooltipCloseCondition close_cond = TCC_LEFT_CLICK)
2798 {
2799  if (!_settings_client.gui.measure_tooltip) return;
2800  GuiShowTooltips(_thd.GetCallbackWnd(), str, paramcount, params, close_cond);
2801 }
2802 
2805 {
2806  _thd.select_method = method;
2807  _thd.select_proc = process;
2808  _thd.selend.x = TileX(tile) * TILE_SIZE;
2809  _thd.selstart.x = TileX(tile) * TILE_SIZE;
2810  _thd.selend.y = TileY(tile) * TILE_SIZE;
2811  _thd.selstart.y = TileY(tile) * TILE_SIZE;
2812 
2813  /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
2814  * In effect, placement starts from the centre of a tile
2815  */
2816  if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
2817  _thd.selend.x += TILE_SIZE / 2;
2818  _thd.selend.y += TILE_SIZE / 2;
2819  _thd.selstart.x += TILE_SIZE / 2;
2820  _thd.selstart.y += TILE_SIZE / 2;
2821  }
2822 
2823  HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
2824  if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
2825  _thd.place_mode = HT_SPECIAL | others;
2826  _thd.next_drawstyle = HT_RECT | others;
2827  } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
2828  _thd.place_mode = HT_SPECIAL | others;
2829  _thd.next_drawstyle = _thd.drawstyle | others;
2830  } else {
2831  _thd.place_mode = HT_SPECIAL | others;
2832  _thd.next_drawstyle = HT_POINT | others;
2833  }
2835 }
2836 
2837 void VpSetPlaceSizingLimit(int limit)
2838 {
2839  _thd.sizelimit = limit;
2840 }
2841 
2848 {
2849  uint64 distance = DistanceManhattan(from, to) + 1;
2850 
2851  _thd.selend.x = TileX(to) * TILE_SIZE;
2852  _thd.selend.y = TileY(to) * TILE_SIZE;
2853  _thd.selstart.x = TileX(from) * TILE_SIZE;
2854  _thd.selstart.y = TileY(from) * TILE_SIZE;
2855  _thd.next_drawstyle = HT_RECT;
2856 
2857  /* show measurement only if there is any length to speak of */
2858  if (distance > 1) ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1, &distance, TCC_HOVER);
2859 }
2860 
2861 static void VpStartPreSizing()
2862 {
2863  _thd.selend.x = -1;
2865 }
2866 
2872 {
2873  int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
2874  int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
2875  int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
2876  int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
2877 
2878  switch (mode) {
2879  default: NOT_REACHED();
2880  case 0: // end piece is lower right
2881  if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2882  if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2883  return HT_DIR_Y;
2884 
2885  case 1:
2886  if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2887  if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2888  return HT_DIR_Y;
2889 
2890  case 2:
2891  if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
2892  if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
2893  return HT_DIR_X;
2894 
2895  case 3:
2896  if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
2897  if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
2898  return HT_DIR_X;
2899  }
2900 }
2901 
2915 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
2916 {
2917  uint start_x = TileX(start_tile);
2918  uint start_y = TileY(start_tile);
2919  uint end_x = TileX(end_tile);
2920  uint end_y = TileY(end_tile);
2921 
2922  switch (style & HT_DRAG_MASK) {
2923  case HT_RAIL:
2924  case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
2925 
2926  case HT_RECT:
2927  case HT_POINT: return (end_x != start_x && end_y < start_y);
2928  default: NOT_REACHED();
2929  }
2930 
2931  return false;
2932 }
2933 
2949 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
2950 {
2951  bool swap = SwapDirection(style, start_tile, end_tile);
2952  uint h0, h1; // Start height and end height.
2953 
2954  if (start_tile == end_tile) return 0;
2955  if (swap) Swap(start_tile, end_tile);
2956 
2957  switch (style & HT_DRAG_MASK) {
2958  case HT_RECT: {
2959  static const TileIndexDiffC heightdiff_area_by_dir[] = {
2960  /* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
2961  /* End */ {0, 1}, /* Dragging east */ {1, 1} // Dragging south
2962  };
2963 
2964  /* In the case of an area we can determine whether we were dragging south or
2965  * east by checking the X-coordinates of the tiles */
2966  byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
2967  start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
2968  end_tile = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
2969  /* FALL THROUGH */
2970  }
2971 
2972  case HT_POINT:
2973  h0 = TileHeight(start_tile);
2974  h1 = TileHeight(end_tile);
2975  break;
2976  default: { // All other types, this is mostly only line/autorail
2977  static const HighLightStyle flip_style_direction[] = {
2979  };
2980  static const TileIndexDiffC heightdiff_line_by_dir[] = {
2981  /* Start */ {1, 0}, {1, 1}, /* HT_DIR_X */ {0, 1}, {1, 1}, // HT_DIR_Y
2982  /* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
2983  /* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
2984 
2985  /* Start */ {0, 1}, {0, 0}, /* HT_DIR_X */ {1, 0}, {0, 0}, // HT_DIR_Y
2986  /* End */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
2987  /* End */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
2988  };
2989 
2990  distance %= 2; // we're only interested if the distance is even or uneven
2991  style &= HT_DIR_MASK;
2992 
2993  /* To handle autorail, we do some magic to be able to use a lookup table.
2994  * Firstly if we drag the other way around, we switch start&end, and if needed
2995  * also flip the drag-position. Eg if it was on the left, and the distance is even
2996  * that means the end, which is now the start is on the right */
2997  if (swap && distance == 0) style = flip_style_direction[style];
2998 
2999  /* Use lookup table for start-tile based on HighLightStyle direction */
3000  byte style_t = style * 2;
3001  assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
3002  h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
3003  uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
3004  h0 = max(h0, ht);
3005 
3006  /* Use lookup table for end-tile based on HighLightStyle direction
3007  * flip around side (lower/upper, left/right) based on distance */
3008  if (distance == 0) style_t = flip_style_direction[style] * 2;
3009  assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
3010  h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
3011  ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
3012  h1 = max(h1, ht);
3013  break;
3014  }
3015  }
3016 
3017  if (swap) Swap(h0, h1);
3018  return (int)(h1 - h0) * TILE_HEIGHT_STEP;
3019 }
3020 
3021 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
3022 
3029 static void CheckUnderflow(int &test, int &other, int mult)
3030 {
3031  if (test >= 0) return;
3032 
3033  other += mult * test;
3034  test = 0;
3035 }
3036 
3044 static void CheckOverflow(int &test, int &other, int max, int mult)
3045 {
3046  if (test <= max) return;
3047 
3048  other += mult * (test - max);
3049  test = max;
3050 }
3051 
3053 static void CalcRaildirsDrawstyle(int x, int y, int method)
3054 {
3055  HighLightStyle b;
3056 
3057  int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
3058  int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
3059  uint w = abs(dx) + TILE_SIZE;
3060  uint h = abs(dy) + TILE_SIZE;
3061 
3062  if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
3063  /* We 'force' a selection direction; first four rail buttons. */
3064  method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
3065  int raw_dx = _thd.selstart.x - _thd.selend.x;
3066  int raw_dy = _thd.selstart.y - _thd.selend.y;
3067  switch (method) {
3068  case VPM_FIX_X:
3069  b = HT_LINE | HT_DIR_Y;
3070  x = _thd.selstart.x;
3071  break;
3072 
3073  case VPM_FIX_Y:
3074  b = HT_LINE | HT_DIR_X;
3075  y = _thd.selstart.y;
3076  break;
3077 
3078  case VPM_FIX_HORIZONTAL:
3079  if (dx == -dy) {
3080  /* We are on a straight horizontal line. Determine the 'rail'
3081  * to build based the sub tile location. */
3083  } else {
3084  /* We are not on a straight line. Determine the rail to build
3085  * based on whether we are above or below it. */
3086  b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
3087 
3088  /* Calculate where a horizontal line through the start point and
3089  * a vertical line from the selected end point intersect and
3090  * use that point as the end point. */
3091  int offset = (raw_dx - raw_dy) / 2;
3092  x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
3093  y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
3094 
3095  /* 'Build' the last half rail tile if needed */
3096  if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
3097  if (dx + dy >= (int)TILE_SIZE) {
3098  x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3099  } else {
3100  y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3101  }
3102  }
3103 
3104  /* Make sure we do not overflow the map! */
3105  CheckUnderflow(x, y, 1);
3106  CheckUnderflow(y, x, 1);
3107  CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
3108  CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
3109  assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
3110  }
3111  break;
3112 
3113  case VPM_FIX_VERTICAL:
3114  if (dx == dy) {
3115  /* We are on a straight vertical line. Determine the 'rail'
3116  * to build based the sub tile location. */
3117  b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3118  } else {
3119  /* We are not on a straight line. Determine the rail to build
3120  * based on whether we are left or right from it. */
3121  b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3122 
3123  /* Calculate where a vertical line through the start point and
3124  * a horizontal line from the selected end point intersect and
3125  * use that point as the end point. */
3126  int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
3127  x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
3128  y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
3129 
3130  /* 'Build' the last half rail tile if needed */
3131  if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
3132  if (dx - dy < 0) {
3133  y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3134  } else {
3135  x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
3136  }
3137  }
3138 
3139  /* Make sure we do not overflow the map! */
3140  CheckUnderflow(x, y, -1);
3141  CheckUnderflow(y, x, -1);
3142  CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
3143  CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
3144  assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
3145  }
3146  break;
3147 
3148  default:
3149  NOT_REACHED();
3150  }
3151  } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
3152  if (method & VPM_RAILDIRS) {
3153  b = GetAutorailHT(x, y);
3154  } else { // rect for autosignals on one tile
3155  b = HT_RECT;
3156  }
3157  } else if (h == TILE_SIZE) { // Is this in X direction?
3158  if (dx == (int)TILE_SIZE) { // 2x1 special handling
3159  b = (Check2x1AutoRail(3)) | HT_LINE;
3160  } else if (dx == -(int)TILE_SIZE) {
3161  b = (Check2x1AutoRail(2)) | HT_LINE;
3162  } else {
3163  b = HT_LINE | HT_DIR_X;
3164  }
3165  y = _thd.selstart.y;
3166  } else if (w == TILE_SIZE) { // Or Y direction?
3167  if (dy == (int)TILE_SIZE) { // 2x1 special handling
3168  b = (Check2x1AutoRail(1)) | HT_LINE;
3169  } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
3170  b = (Check2x1AutoRail(0)) | HT_LINE;
3171  } else {
3172  b = HT_LINE | HT_DIR_Y;
3173  }
3174  x = _thd.selstart.x;
3175  } else if (w > h * 2) { // still count as x dir?
3176  b = HT_LINE | HT_DIR_X;
3177  y = _thd.selstart.y;
3178  } else if (h > w * 2) { // still count as y dir?
3179  b = HT_LINE | HT_DIR_Y;
3180  x = _thd.selstart.x;
3181  } else { // complicated direction
3182  int d = w - h;
3183  _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
3184  _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
3185 
3186  /* four cases. */
3187  if (x > _thd.selstart.x) {
3188  if (y > _thd.selstart.y) {
3189  /* south */
3190  if (d == 0) {
3191  b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3192  } else if (d >= 0) {
3193  x = _thd.selstart.x + h;
3194  b = HT_LINE | HT_DIR_VL;
3195  } else {
3196  y = _thd.selstart.y + w;
3197  b = HT_LINE | HT_DIR_VR;
3198  }
3199  } else {
3200  /* west */
3201  if (d == 0) {
3203  } else if (d >= 0) {
3204  x = _thd.selstart.x + h;
3205  b = HT_LINE | HT_DIR_HL;
3206  } else {
3207  y = _thd.selstart.y - w;
3208  b = HT_LINE | HT_DIR_HU;
3209  }
3210  }
3211  } else {
3212  if (y > _thd.selstart.y) {
3213  /* east */
3214  if (d == 0) {
3216  } else if (d >= 0) {
3217  x = _thd.selstart.x - h;
3218  b = HT_LINE | HT_DIR_HU;
3219  } else {
3220  y = _thd.selstart.y + w;
3221  b = HT_LINE | HT_DIR_HL;
3222  }
3223  } else {
3224  /* north */
3225  if (d == 0) {
3226  b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
3227  } else if (d >= 0) {
3228  x = _thd.selstart.x - h;
3229  b = HT_LINE | HT_DIR_VR;
3230  } else {
3231  y = _thd.selstart.y - w;
3232  b = HT_LINE | HT_DIR_VL;
3233  }
3234  }
3235  }
3236  }
3237 
3239  TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
3240  TileIndex t1 = TileVirtXY(x, y);
3241  uint distance = DistanceManhattan(t0, t1) + 1;
3242  byte index = 0;
3243  uint64 params[2];
3244 
3245  if (distance != 1) {
3246  int heightdiff = CalcHeightdiff(b, distance, t0, t1);
3247  /* If we are showing a tooltip for horizontal or vertical drags,
3248  * 2 tiles have a length of 1. To bias towards the ceiling we add
3249  * one before division. It feels more natural to count 3 lengths as 2 */
3250  if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
3251  distance = CeilDiv(distance, 2);
3252  }
3253 
3254  params[index++] = distance;
3255  if (heightdiff != 0) params[index++] = heightdiff;
3256  }
3257 
3258  ShowMeasurementTooltips(measure_strings_length[index], index, params);
3259  }
3260 
3261  _thd.selend.x = x;
3262  _thd.selend.y = y;
3263  _thd.next_drawstyle = b;
3264 }
3265 
3274 {
3275  int sx, sy;
3276  HighLightStyle style;
3277 
3278  if (x == -1) {
3279  _thd.selend.x = -1;
3280  return;
3281  }
3282 
3283  /* Special handling of drag in any (8-way) direction */
3284  if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
3285  _thd.selend.x = x;
3286  _thd.selend.y = y;
3287  CalcRaildirsDrawstyle(x, y, method);
3288  return;
3289  }
3290 
3291  /* Needed so level-land is placed correctly */
3292  if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
3293  x += TILE_SIZE / 2;
3294  y += TILE_SIZE / 2;
3295  }
3296 
3297  sx = _thd.selstart.x;
3298  sy = _thd.selstart.y;
3299 
3300  int limit = 0;
3301 
3302  switch (method) {
3303  case VPM_X_OR_Y: // drag in X or Y direction
3304  if (abs(sy - y) < abs(sx - x)) {
3305  y = sy;
3306  style = HT_DIR_X;
3307  } else {
3308  x = sx;
3309  style = HT_DIR_Y;
3310  }
3311  goto calc_heightdiff_single_direction;
3312 
3313  case VPM_X_LIMITED: // Drag in X direction (limited size).
3314  limit = (_thd.sizelimit - 1) * TILE_SIZE;
3315  /* FALL THROUGH */
3316 
3317  case VPM_FIX_X: // drag in Y direction
3318  x = sx;
3319  style = HT_DIR_Y;
3320  goto calc_heightdiff_single_direction;
3321 
3322  case VPM_Y_LIMITED: // Drag in Y direction (limited size).
3323  limit = (_thd.sizelimit - 1) * TILE_SIZE;
3324  /* FALL THROUGH */
3325 
3326  case VPM_FIX_Y: // drag in X direction
3327  y = sy;
3328  style = HT_DIR_X;
3329 
3330 calc_heightdiff_single_direction:;
3331  if (limit > 0) {
3332  x = sx + Clamp(x - sx, -limit, limit);
3333  y = sy + Clamp(y - sy, -limit, limit);
3334  }
3336  TileIndex t0 = TileVirtXY(sx, sy);
3337  TileIndex t1 = TileVirtXY(x, y);
3338  uint distance = DistanceManhattan(t0, t1) + 1;
3339  byte index = 0;
3340  uint64 params[2];
3341 
3342  if (distance != 1) {
3343  /* With current code passing a HT_LINE style to calculate the height
3344  * difference is enough. However if/when a point-tool is created
3345  * with this method, function should be called with new_style (below)
3346  * instead of HT_LINE | style case HT_POINT is handled specially
3347  * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
3348  int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
3349 
3350  params[index++] = distance;
3351  if (heightdiff != 0) params[index++] = heightdiff;
3352  }
3353 
3354  ShowMeasurementTooltips(measure_strings_length[index], index, params);
3355  }
3356  break;
3357 
3358  case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
3359  limit = (_thd.sizelimit - 1) * TILE_SIZE;
3360  x = sx + Clamp(x - sx, -limit, limit);
3361  y = sy + Clamp(y - sy, -limit, limit);
3362  /* FALL THROUGH */
3363 
3364  case VPM_X_AND_Y: // drag an X by Y area
3366  static const StringID measure_strings_area[] = {
3367  STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
3368  };
3369 
3370  TileIndex t0 = TileVirtXY(sx, sy);
3371  TileIndex t1 = TileVirtXY(x, y);
3372  uint dx = Delta(TileX(t0), TileX(t1)) + 1;
3373  uint dy = Delta(TileY(t0), TileY(t1)) + 1;
3374  byte index = 0;
3375  uint64 params[3];
3376 
3377  /* If dragging an area (eg dynamite tool) and it is actually a single
3378  * row/column, change the type to 'line' to get proper calculation for height */
3379  style = (HighLightStyle)_thd.next_drawstyle;
3380  if (_thd.IsDraggingDiagonal()) {
3381  /* Determine the "area" of the diagonal dragged selection.
3382  * We assume the area is the number of tiles along the X
3383  * edge and the number of tiles along the Y edge. However,
3384  * multiplying these two numbers does not give the exact
3385  * number of tiles; basically we are counting the black
3386  * squares on a chess board and ignore the white ones to
3387  * make the tile counts at the edges match up. There is no
3388  * other way to make a proper count though.
3389  *
3390  * First convert to the rotated coordinate system. */
3391  int dist_x = TileX(t0) - TileX(t1);
3392  int dist_y = TileY(t0) - TileY(t1);
3393  int a_max = dist_x + dist_y;
3394  int b_max = dist_y - dist_x;
3395 
3396  /* Now determine the size along the edge, but due to the
3397  * chess board principle this counts double. */
3398  a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
3399  b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
3400 
3401  /* We get a 1x1 on normal 2x1 rectangles, due to it being
3402  * a seen as two sides. As the result for actual building
3403  * will be the same as non-diagonal dragging revert to that
3404  * behaviour to give it a more normally looking size. */
3405  if (a_max != 1 || b_max != 1) {
3406  dx = a_max;
3407  dy = b_max;
3408  }
3409  } else if (style & HT_RECT) {
3410  if (dx == 1) {
3411  style = HT_LINE | HT_DIR_Y;
3412  } else if (dy == 1) {
3413  style = HT_LINE | HT_DIR_X;
3414  }
3415  }
3416 
3417  if (dx != 1 || dy != 1) {
3418  int heightdiff = CalcHeightdiff(style, 0, t0, t1);
3419 
3420  params[index++] = dx - (style & HT_POINT ? 1 : 0);
3421  params[index++] = dy - (style & HT_POINT ? 1 : 0);
3422  if (heightdiff != 0) params[index++] = heightdiff;
3423  }
3424 
3425  ShowMeasurementTooltips(measure_strings_area[index], index, params);
3426  }
3427  break;
3428 
3429  default: NOT_REACHED();
3430  }
3431 
3432  _thd.selend.x = x;
3433  _thd.selend.y = y;
3434 }
3435 
3441 {
3443 
3444  /* stop drag mode if the window has been closed */
3445  Window *w = _thd.GetCallbackWnd();
3446  if (w == NULL) {
3447  ResetObjectToPlace();
3448  return ES_HANDLED;
3449  }
3450 
3451  /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
3452  if (_left_button_down) {
3453  w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
3454  return ES_HANDLED;
3455  }
3456 
3457  /* mouse button released..
3458  * keep the selected tool, but reset it to the original mode. */
3460  HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
3461  if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
3462  _thd.place_mode = HT_RECT | others;
3463  } else if (_thd.select_method & VPM_SIGNALDIRS) {
3464  _thd.place_mode = HT_RECT | others;
3465  } else if (_thd.select_method & VPM_RAILDIRS) {
3466  _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others);
3467  } else {
3468  _thd.place_mode = HT_POINT | others;
3469  }
3470  SetTileSelectSize(1, 1);
3471 
3472  w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
3473 
3474  return ES_HANDLED;
3475 }
3476 
3477 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
3478 {
3479  SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
3480 }
3481 
3482 #include "table/animcursors.h"
3483 
3484 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
3485 {
3486  if (_thd.window_class != WC_INVALID) {
3487  /* Undo clicking on button and drag & drop */
3488  Window *w = _thd.GetCallbackWnd();
3489  /* Call the abort function, but set the window class to something
3490  * that will never be used to avoid infinite loops. Setting it to
3491  * the 'next' window class must not be done because recursion into
3492  * this function might in some cases reset the newly set object to
3493  * place or not properly reset the original selection. */
3494  _thd.window_class = WC_INVALID;
3495  if (w != NULL) w->OnPlaceObjectAbort();
3496  }
3497 
3498  /* Mark the old selection dirty, in case the selection shape or colour changes */
3500 
3501  SetTileSelectSize(1, 1);
3502 
3503  _thd.make_square_red = false;
3504 
3505  if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
3506  mode = HT_NONE;
3508  } else {
3510  }
3511 
3512  _thd.place_mode = mode;
3513  _thd.window_class = window_class;
3514  _thd.window_number = window_num;
3515 
3516  if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
3517  VpStartPreSizing();
3518  }
3519 
3520  if ((icon & ANIMCURSOR_FLAG) != 0) {
3521  SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
3522  } else {
3523  SetMouseCursor(icon, pal);
3524  }
3525 
3526 }
3527 
3528 void ResetObjectToPlace()
3529 {
3530  SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
3531 }
3532 
3533 Point GetViewportStationMiddle(const ViewPort *vp, const Station *st)
3534 {
3535  int x = TileX(st->xy) * TILE_SIZE;
3536  int y = TileY(st->xy) * TILE_SIZE;
3537  int z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
3538 
3539  Point p = RemapCoords(x, y, z);
3540  p.x = UnScaleByZoom(p.x - vp->virtual_left, vp->zoom) + vp->left;
3541  p.y = UnScaleByZoom(p.y - vp->virtual_top, vp->zoom) + vp->top;
3542  return p;
3543 }
3544 
3549 };
3550 
3553 #ifdef WITH_SSE
3554  { &ViewportSortParentSpritesSSE41Checker, &ViewportSortParentSpritesSSE41 },
3555 #endif
3557 };
3558 
3561 {
3562  for (uint i = 0; i < lengthof(_vp_sprite_sorters); i++) {
3563  if (_vp_sprite_sorters[i].fct_checker()) {
3564  _vp_sprite_sorter = _vp_sprite_sorters[i].fct_sorter;
3565  break;
3566  }
3567  }
3568  assert(_vp_sprite_sorter != NULL);
3569 }