src/viewport_type.h
author convert-repo
Mon, 07 Apr 2008 16:21:55 +0000
changeset 10076 dfd70e42c4ae
parent 8721 b7971ad9bdd9
child 10083 9fb63cf5cc90
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/* $Id$ */
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/** @file viewport_type.h Types related to viewports. */
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#ifndef VIEWPORT_TYPE_H
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#define VIEWPORT_TYPE_H
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#include "core/geometry_type.hpp"
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#include "zoom_type.h"
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#include "window_type.h"
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#include "tile_type.h"
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struct ViewPort {
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	int left,top;                       // screen coordinates for the viewport
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	int width, height;                  // screen width/height for the viewport
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	int virtual_left, virtual_top;      // virtual coordinates
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	int virtual_width, virtual_height;  // these are just width << zoom, height << zoom
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	ZoomLevel zoom;
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};
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enum {
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	ZOOM_IN   = 0,
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	ZOOM_OUT  = 1,
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	ZOOM_NONE = 2, // hack, used to update the button status
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};
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/**
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 * Some values for constructing bounding boxes (BB). The Z positions under bridges are:
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 * z=0..5  Everything that can be built under low bridges.
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 * z=6     reserved, currently unused.
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 * z=7     Z separator between bridge/tunnel and the things under/above it.
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 */
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enum {
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	BB_HEIGHT_UNDER_BRIDGE = 6, ///< Everything that can be built under low bridges, must not exceed this Z height.
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	BB_Z_SEPARATOR  = 7,        ///< Separates the bridge/tunnel from the things under/above it.
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};
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/** Viewport place method (type of highlighted area and placed objects) */
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enum ViewportPlaceMethod {
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	VPM_X_OR_Y          = 0, ///< drag in X or Y direction
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	VPM_FIX_X           = 1, ///< drag only in X axis
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	VPM_FIX_Y           = 2, ///< drag only in Y axis
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	VPM_RAILDIRS        = 3, ///< all rail directions
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	VPM_X_AND_Y         = 4, ///< area of land in X and Y directions
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	VPM_X_AND_Y_LIMITED = 5, ///< area of land of limited size
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	VPM_SIGNALDIRS      = 6, ///< similiar to VMP_RAILDIRS, but with different cursor
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};
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/** Viewport highlight mode (for highlighting tiles below cursor) */
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enum ViewportHighlightMode {
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	VHM_NONE    = 0, ///< default
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	VHM_RECT    = 1, ///< rectangle (stations, depots, ...)
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	VHM_POINT   = 2, ///< point (lower land, raise land, level land, ...)
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	VHM_SPECIAL = 3, ///< special mode used for highlighting while dragging (and for tunnels/docks)
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	VHM_DRAG    = 4, ///< dragging items in the depot windows
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	VHM_RAIL    = 5, ///< rail pieces
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};
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/* highlighting draw styles */
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enum HighLightStyle {
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	HT_NONE   = 0x00,
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	HT_RECT   = 0x80,
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	HT_POINT  = 0x40,
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	HT_LINE   = 0x20,    ///< used for autorail highlighting (longer streches)
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	                     ///< (uses lower bits to indicate direction)
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	HT_RAIL   = 0x10,    ///< autorail (one piece)
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	                     ///< (uses lower bits to indicate direction)
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	HT_DRAG_MASK = 0xF0, ///< masks the drag-type
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	/* lower bits (used with HT_LINE and HT_RAIL):
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	 * (see ASCII art in autorail.h for a visual interpretation) */
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	HT_DIR_X  = 0,    ///< X direction
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	HT_DIR_Y  = 1,    ///< Y direction
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	HT_DIR_HU = 2,    ///< horizontal upper
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	HT_DIR_HL = 3,    ///< horizontal lower
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	HT_DIR_VL = 4,    ///< vertical left
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	HT_DIR_VR = 5,    ///< vertical right
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	HT_DIR_MASK = 0x7 ///< masks the drag-direction
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};
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DECLARE_ENUM_AS_BIT_SET(HighLightStyle);
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struct TileHighlightData {
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	Point size;
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	Point outersize;
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	Point pos;
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	Point offs;
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	Point new_pos;
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	Point new_size;
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	Point new_outersize;
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	Point selend, selstart;
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	byte dirty;
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	byte sizelimit;
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	byte drawstyle;      // lower bits 0-3 are reserved for detailed highlight information information
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	byte new_drawstyle;  // only used in UpdateTileSelection() to as a buffer to compare if there was a change between old and new
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	byte next_drawstyle; // queued, but not yet drawn style
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	ViewportHighlightMode place_mode;
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	bool make_square_red;
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	WindowClass window_class;
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	WindowNumber window_number;
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	ViewportPlaceMethod select_method;
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	byte select_proc;
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	TileIndex redsq;
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};
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#endif /* VIEWPORT_TYPE_H */