tron@2186: /* $Id$ */ tron@2186: rubidium@10429: /** @file smallmap_gui.cpp GUI that shows a small map of the world with metadata like owner or height. */ belugas@6916: truelight@0: #include "stdafx.h" Darkvater@1891: #include "openttd.h" tron@3234: #include "bridge_map.h" tron@3144: #include "clear_map.h" peter1138@3391: #include "industry_map.h" belugas@8417: #include "industry.h" tron@3338: #include "station_map.h" maedhros@6949: #include "landscape.h" darkvater@152: #include "gui.h" rubidium@8603: #include "window_gui.h" tron@3144: #include "tree_map.h" tron@3180: #include "tunnel_map.h" rubidium@8720: #include "viewport_func.h" rubidium@8720: #include "gfx_func.h" rubidium@8750: #include "player_base.h" truelight@0: #include "town.h" tron@2159: #include "variables.h" truelight@7433: #include "blitter/factory.hpp" smatz@8579: #include "tunnelbridge_map.h" rubidium@8610: #include "strings_func.h" rubidium@8619: #include "zoom_func.h" rubidium@8628: #include "core/endian_func.hpp" rubidium@8640: #include "vehicle_base.h" rubidium@8653: #include "sound_func.h" rubidium@8766: #include "settings_type.h" rubidium@10435: #include "window_func.h" smatz@8579: rubidium@8760: #include "table/strings.h" rubidium@8760: #include "table/sprites.h" truelight@0: truelight@867: static const Widget _smallmap_widgets[] = { peter1138@2725: { WWT_CLOSEBOX, RESIZE_NONE, 13, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, rubidium@7841: { WWT_CAPTION, RESIZE_RIGHT, 13, 11, 337, 0, 13, STR_00B0_MAP, STR_018C_WINDOW_TITLE_DRAG_THIS}, rubidium@7841: { WWT_STICKYBOX, RESIZE_LR, 13, 338, 349, 0, 13, 0x0, STR_STICKY_BUTTON}, rubidium@7841: { WWT_PANEL, RESIZE_RB, 13, 0, 349, 14, 157, 0x0, STR_NULL}, rubidium@7841: { WWT_INSET, RESIZE_RB, 13, 2, 347, 16, 155, 0x0, STR_NULL}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 284, 305, 158, 179, SPR_IMG_SHOW_COUNTOURS, STR_0191_SHOW_LAND_CONTOURS_ON_MAP}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 306, 327, 158, 179, SPR_IMG_SHOW_VEHICLES, STR_0192_SHOW_VEHICLES_ON_MAP}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 328, 349, 158, 179, SPR_IMG_INDUSTRY, STR_0193_SHOW_INDUSTRIES_ON_MAP}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 284, 307, 180, 201, SPR_IMG_SHOW_ROUTES, STR_0194_SHOW_TRANSPORT_ROUTES_ON}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 306, 327, 180, 201, SPR_IMG_PLANTTREES, STR_0195_SHOW_VEGETATION_ON_MAP}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 328, 349, 180, 201, SPR_IMG_COMPANY_GENERAL, STR_0196_SHOW_LAND_OWNERS_ON_MAP}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 262, 283, 158, 179, SPR_IMG_SMALLMAP, STR_SMALLMAP_CENTER}, rubidium@7841: { WWT_IMGBTN, RESIZE_LRTB, 13, 262, 283, 180, 201, SPR_IMG_TOWN, STR_0197_TOGGLE_TOWN_NAMES_ON_OFF}, rubidium@7841: { WWT_PANEL, RESIZE_RTB, 13, 0, 261, 158, 201, 0x0, STR_NULL}, belugas@8417: { WWT_PANEL, RESIZE_LRTB, 13, 262, 349, 202, 202, 0x0, STR_NULL}, rubidium@7841: { WWT_PANEL, RESIZE_RTB, 13, 0, 337, 202, 213, 0x0, STR_NULL}, belugas@8417: { WWT_TEXTBTN, RESIZE_TB, 13, 0, 99, 202, 213, STR_MESSAGES_ENABLE_ALL, STR_NULL}, belugas@8417: { WWT_TEXTBTN, RESIZE_TB, 13, 100, 201, 202, 213, STR_MESSAGES_DISABLE_ALL,STR_NULL}, rubidium@7841: { WWT_RESIZEBOX, RESIZE_LRTB, 13, 338, 349, 202, 213, 0x0, STR_RESIZE_BUTTON}, Darkvater@1918: { WIDGETS_END}, truelight@0: }; truelight@0: truelight@0: static int _smallmap_type; truelight@0: static bool _smallmap_show_towns = true; belugas@8417: /* number of used industries */ belugas@8417: static int _smallmap_industry_count; belugas@8417: /* number of industries per column*/ belugas@8417: static uint _industries_per_column; truelight@0: belugas@6971: /** Macro for ordinary entry of LegendAndColor */ glx@8429: #define MK(a,b) {a, b, INVALID_INDUSTRYTYPE, true, false, false} belugas@6971: /** Macro for end of list marker in arrays of LegendAndColor */ glx@8429: #define MKEND() {0, STR_NULL, INVALID_INDUSTRYTYPE, true, true, false} belugas@6971: /** Macro for break marker in arrays of LegendAndColor. belugas@6971: * It will have valid data, though */ glx@8429: #define MS(a,b) {a, b, INVALID_INDUSTRYTYPE, true, false, true} truelight@0: belugas@6971: /** Structure for holding relevant data for legends in small map */ belugas@6971: struct LegendAndColour { belugas@6971: uint16 colour; ///< color of the item on the map belugas@6971: StringID legend; ///< string corresponding to the colored item glx@8429: IndustryType type; ///< type of industry belugas@8417: bool show_on_map; ///< for filtering industries, if true is shown on map in color belugas@8417: bool end; ///< this is the end of the list belugas@8417: bool col_break; ///< perform a break and go one collumn further belugas@6971: }; belugas@6971: belugas@6971: /** Legend text giving the colours to look for on the minimap */ belugas@6971: static const LegendAndColour _legend_land_contours[] = { rubidium@4344: MK(0x5A, STR_00F0_100M), rubidium@4344: MK(0x5C, STR_00F1_200M), rubidium@4344: MK(0x5E, STR_00F2_300M), rubidium@4344: MK(0x1F, STR_00F3_400M), rubidium@4344: MK(0x27, STR_00F4_500M), truelight@193: rubidium@4344: MS(0xD7, STR_00EB_ROADS), rubidium@4344: MK(0x0A, STR_00EC_RAILROADS), rubidium@4344: MK(0x98, STR_00ED_STATIONS_AIRPORTS_DOCKS), rubidium@4344: MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), rubidium@4344: MK(0x0F, STR_00EF_VEHICLES), truelight@0: MKEND() truelight@0: }; truelight@0: belugas@6971: static const LegendAndColour _legend_vehicles[] = { rubidium@4344: MK(0xB8, STR_00F5_TRAINS), rubidium@4344: MK(0xBF, STR_00F6_ROAD_VEHICLES), rubidium@4344: MK(0x98, STR_00F7_SHIPS), rubidium@4344: MK(0x0F, STR_00F8_AIRCRAFT), rubidium@4344: MS(0xD7, STR_00F9_TRANSPORT_ROUTES), rubidium@4344: MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), truelight@0: MKEND() truelight@0: }; truelight@0: belugas@6971: static const LegendAndColour _legend_routes[] = { rubidium@4344: MK(0xD7, STR_00EB_ROADS), rubidium@4344: MK(0x0A, STR_00EC_RAILROADS), rubidium@4344: MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), rubidium@4344: MS(0x56, STR_011B_RAILROAD_STATION), truelight@0: rubidium@4344: MK(0xC2, STR_011C_TRUCK_LOADING_BAY), rubidium@4344: MK(0xBF, STR_011D_BUS_STATION), rubidium@4344: MK(0xB8, STR_011E_AIRPORT_HELIPORT), rubidium@4344: MK(0x98, STR_011F_DOCK), truelight@0: MKEND() truelight@0: }; truelight@0: belugas@6971: static const LegendAndColour _legend_vegetation[] = { rubidium@4344: MK(0x52, STR_0120_ROUGH_LAND), rubidium@4344: MK(0x54, STR_0121_GRASS_LAND), rubidium@4344: MK(0x37, STR_0122_BARE_LAND), rubidium@4344: MK(0x25, STR_0123_FIELDS), rubidium@4344: MK(0x57, STR_0124_TREES), rubidium@4344: MK(0xD0, STR_00FC_FOREST), rubidium@4344: MS(0x0A, STR_0125_ROCKS), truelight@0: rubidium@4344: MK(0xC2, STR_012A_DESERT), rubidium@4344: MK(0x98, STR_012B_SNOW), rubidium@4344: MK(0xD7, STR_00F9_TRANSPORT_ROUTES), rubidium@4344: MK(0xB5, STR_00EE_BUILDINGS_INDUSTRIES), truelight@0: MKEND() truelight@0: }; truelight@0: belugas@6971: static const LegendAndColour _legend_land_owners[] = { rubidium@4344: MK(0xCA, STR_0126_WATER), rubidium@4344: MK(0x54, STR_0127_NO_OWNER), rubidium@4344: MK(0xB4, STR_0128_TOWNS), rubidium@4344: MK(0x20, STR_0129_INDUSTRIES), truelight@0: MKEND() truelight@0: }; truelight@0: #undef MK truelight@0: #undef MS truelight@0: #undef MKEND truelight@0: belugas@7029: /** Allow room for all industries, plus a terminator entry belugas@7029: * This is required in order to have the indutry slots all filled up */ belugas@7029: static LegendAndColour _legend_from_industries[NUM_INDUSTRYTYPES+1]; belugas@8417: /* For connecting industry type to position in industries list(small map legend) */ belugas@8417: static uint _industry_to_list_pos[NUM_INDUSTRYTYPES]; truelight@0: belugas@7029: /** belugas@7029: * Fills an array for the industries legends. belugas@7029: */ belugas@7029: void BuildIndustriesLegend() belugas@7029: { belugas@7029: const IndustrySpec *indsp; belugas@7029: uint j = 0; belugas@8417: uint free_slot, diff; belugas@7029: belugas@7029: /* Add each name */ belugas@7029: for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) { belugas@7029: indsp = GetIndustrySpec(i); belugas@7244: if (indsp->enabled) { belugas@7029: _legend_from_industries[j].legend = indsp->name; belugas@7029: _legend_from_industries[j].colour = indsp->map_colour; glx@8429: _legend_from_industries[j].type = i; belugas@8417: _legend_from_industries[j].show_on_map = true; belugas@8417: _legend_from_industries[j].col_break = false; belugas@7029: _legend_from_industries[j].end = false; belugas@8417: belugas@8417: /* Store widget number for this industry type */ belugas@8417: _industry_to_list_pos[i] = j; belugas@7029: j++; belugas@7029: } belugas@7029: } belugas@7029: /* Terminate the list */ belugas@7029: _legend_from_industries[j].end = true; belugas@8417: belugas@8417: /* Store number of enabled industries */ belugas@8417: _smallmap_industry_count = j; belugas@8417: belugas@8417: _industries_per_column = _smallmap_industry_count / 3; belugas@8417: free_slot = _smallmap_industry_count % 3; belugas@8417: belugas@8417: /* recalculate column break for first two columns(i) */ belugas@8417: diff = 0; belugas@8417: for (int i = 1; i <= 2; i++) { belugas@8417: if (free_slot > 0) diff = diff + 1; belugas@8417: _legend_from_industries[i * _industries_per_column + diff].col_break = true; belugas@8417: if (free_slot > 0) free_slot--; belugas@8417: } belugas@8417: belugas@7029: } belugas@6971: belugas@6971: static const LegendAndColour * const _legend_table[] = { truelight@0: _legend_land_contours, truelight@0: _legend_vehicles, belugas@7029: _legend_from_industries, truelight@0: _legend_routes, truelight@0: _legend_vegetation, truelight@0: _legend_land_owners, truelight@0: }; truelight@0: Darkvater@2984: #define MKCOLOR(x) TO_LE32X(x) truelight@0: truelight@7809: /** truelight@7809: * Height encodings; MAX_TILE_HEIGHT + 1 levels, from 0 to MAX_TILE_HEIGHT truelight@7809: */ truelight@7809: static const uint32 _map_height_bits[] = { truelight@0: MKCOLOR(0x5A5A5A5A), truelight@0: MKCOLOR(0x5A5B5A5B), truelight@0: MKCOLOR(0x5B5B5B5B), truelight@0: MKCOLOR(0x5B5C5B5C), truelight@0: MKCOLOR(0x5C5C5C5C), truelight@0: MKCOLOR(0x5C5D5C5D), truelight@0: MKCOLOR(0x5D5D5D5D), truelight@0: MKCOLOR(0x5D5E5D5E), truelight@0: MKCOLOR(0x5E5E5E5E), truelight@0: MKCOLOR(0x5E5F5E5F), truelight@0: MKCOLOR(0x5F5F5F5F), truelight@0: MKCOLOR(0x5F1F5F1F), truelight@0: MKCOLOR(0x1F1F1F1F), truelight@0: MKCOLOR(0x1F271F27), truelight@0: MKCOLOR(0x27272727), truelight@0: MKCOLOR(0x27272727), truelight@0: }; truelight@7809: assert_compile(lengthof(_map_height_bits) == MAX_TILE_HEIGHT + 1); truelight@0: rubidium@6574: struct AndOr { tron@1511: uint32 mor; tron@1511: uint32 mand; rubidium@6574: }; tron@1511: belugas@4171: static inline uint32 ApplyMask(uint32 colour, const AndOr *mask) tron@1511: { tron@1511: return (colour & mask->mand) | mask->mor; tron@1511: } tron@1511: Darkvater@1918: tron@1511: static const AndOr _smallmap_contours_andor[] = { rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x000A0A00), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x98989898), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x000A0A00), MKCOLOR(0xFF0000FF)}, truelight@0: }; truelight@0: tron@1511: static const AndOr _smallmap_vehicles_andor[] = { rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, truelight@0: }; truelight@0: tron@1511: static const AndOr _smallmap_vegetation_andor[] = { rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00575700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0xCACACACA), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0xB5B5B5B5), MKCOLOR(0x00000000)}, rubidium@4344: {MKCOLOR(0x00000000), MKCOLOR(0xFFFFFFFF)}, rubidium@4344: {MKCOLOR(0x00B5B500), MKCOLOR(0xFF0000FF)}, rubidium@4344: {MKCOLOR(0x00D7D700), MKCOLOR(0xFF0000FF)}, truelight@0: }; truelight@0: Darkvater@1918: typedef uint32 GetSmallMapPixels(TileIndex tile); // typedef callthrough function Darkvater@1918: Darkvater@1918: /** Darkvater@1918: * Draws one column of the small map in a certain mode onto the screen buffer. This Darkvater@1918: * function looks exactly the same for all types Darkvater@1918: * Darkvater@1918: * @param dst Pointer to a part of the screen buffer to write to. Darkvater@1918: * @param xc The X coordinate of the first tile in the column. Darkvater@1918: * @param yc The Y coordinate of the first tile in the column Darkvater@1918: * @param pitch Number of pixels to advance in the screen buffer each time a pixel is written. Darkvater@1918: * @param reps Number of lines to draw Darkvater@1918: * @param mask ? Darkvater@1918: * @param proc Pointer to the colour function Darkvater@1918: * @see GetSmallMapPixels(TileIndex) Darkvater@1918: */ truelight@7374: static void DrawSmallMapStuff(void *dst, uint xc, uint yc, int pitch, int reps, uint32 mask, GetSmallMapPixels *proc) Darkvater@1918: { truelight@7433: Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); truelight@7985: void *dst_ptr_abs_end = blitter->MoveTo(_screen.dst_ptr, 0, _screen.height); truelight@7985: void *dst_ptr_end = blitter->MoveTo(dst_ptr_abs_end, -4, 0); Darkvater@1918: Darkvater@1918: do { belugas@6916: /* check if the tile (xc,yc) is within the map range */ Darkvater@1919: if (xc < MapMaxX() && yc < MapMaxY()) { belugas@6916: /* check if the dst pointer points to a pixel inside the screen buffer */ truelight@7985: if (dst < _screen.dst_ptr) continue; truelight@7985: if (dst >= dst_ptr_abs_end) continue; truelight@7985: truelight@7985: uint32 val = proc(TileXY(xc, yc)) & mask; truelight@7985: uint8 *val8 = (uint8 *)&val; truelight@7985: truelight@7985: if (dst <= dst_ptr_end) { truelight@7985: blitter->SetPixelIfEmpty(dst, 0, 0, val8[0]); truelight@7985: blitter->SetPixelIfEmpty(dst, 1, 0, val8[1]); truelight@7985: blitter->SetPixelIfEmpty(dst, 2, 0, val8[2]); truelight@7985: blitter->SetPixelIfEmpty(dst, 3, 0, val8[3]); truelight@7985: } else { truelight@7985: /* It happens that there are only 1, 2 or 3 pixels left to fill, so in that special case, write till the end of the video-buffer */ truelight@7985: int i = 0; truelight@7985: do { truelight@7985: blitter->SetPixelIfEmpty(dst, 0, 0, val8[i]); truelight@7985: } while (i++, dst = blitter->MoveTo(dst, 1, 0), dst < dst_ptr_abs_end); truelight@7985: } Darkvater@1918: } belugas@6916: /* switch to next tile in the column */ truelight@7433: } while (xc++, yc++, dst = blitter->MoveTo(dst, pitch, 0), --reps != 0); Darkvater@1918: } Darkvater@1918: tron@1516: tron@1516: static inline TileType GetEffectiveTileType(TileIndex tile) truelight@0: { tron@1516: TileType t = GetTileType(tile); truelight@0: truelight@0: if (t == MP_TUNNELBRIDGE) { smatz@8584: TransportType tt = GetTunnelBridgeTransportType(tile); tron@3180: tron@3180: switch (tt) { tron@3180: case TRANSPORT_RAIL: t = MP_RAILWAY; break; rubidium@7866: case TRANSPORT_ROAD: t = MP_ROAD; break; tron@3180: default: t = MP_WATER; break; truelight@0: } truelight@0: } tron@1516: return t; tron@1516: } tron@1516: Darkvater@1918: /** Darkvater@1918: * Return the color a tile would be displayed with in the small map in mode "Contour". Darkvater@1918: * @param tile The tile of which we would like to get the color. Darkvater@1918: * @return The color of tile in the small map in mode "Contour" Darkvater@1918: */ tron@1516: static inline uint32 GetSmallMapContoursPixels(TileIndex tile) tron@1516: { tron@1516: TileType t = GetEffectiveTileType(tile); truelight@0: tron@1511: return tron@1511: ApplyMask(_map_height_bits[TileHeight(tile)], &_smallmap_contours_andor[t]); truelight@0: } truelight@0: Darkvater@1918: /** Darkvater@1918: * Return the color a tile would be displayed with in the small map in mode "Vehicles". Darkvater@1918: * belugas@6979: * @param tile The tile of which we would like to get the color. Darkvater@1918: * @return The color of tile in the small map in mode "Vehicles" Darkvater@1918: */ tron@1515: static inline uint32 GetSmallMapVehiclesPixels(TileIndex tile) truelight@0: { tron@1516: TileType t = GetEffectiveTileType(tile); truelight@0: tron@1511: return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]); truelight@0: } truelight@0: Darkvater@1918: /** Darkvater@1918: * Return the color a tile would be displayed with in the small map in mode "Industries". Darkvater@1918: * Darkvater@1918: * @param tile The tile of which we would like to get the color. Darkvater@1918: * @return The color of tile in the small map in mode "Industries" Darkvater@1918: */ tron@1515: static inline uint32 GetSmallMapIndustriesPixels(TileIndex tile) truelight@0: { tron@1516: TileType t = GetEffectiveTileType(tile); truelight@0: truelight@0: if (t == MP_INDUSTRY) { belugas@8417: /* If industry is allowed to be seen, use its color on the map */ belugas@8417: if (_legend_from_industries[_industry_to_list_pos[GetIndustryByTile(tile)->type]].show_on_map) { belugas@8417: return GetIndustrySpec(GetIndustryByTile(tile)->type)->map_colour * 0x01010101; belugas@8417: } else { belugas@8417: /* otherwise, return the color of the clear tiles, which will make it disappear */ belugas@8417: return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[MP_CLEAR]); belugas@8417: } truelight@0: } Darkvater@1918: Darkvater@1918: return ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]); truelight@0: } truelight@0: Darkvater@1918: /** Darkvater@1918: * Return the color a tile would be displayed with in the small map in mode "Routes". Darkvater@1918: * belugas@6979: * @param tile The tile of which we would like to get the color. Darkvater@1918: * @return The color of tile in the small map in mode "Routes" Darkvater@1918: */ tron@1515: static inline uint32 GetSmallMapRoutesPixels(TileIndex tile) truelight@0: { tron@1516: TileType t = GetEffectiveTileType(tile); truelight@0: uint32 bits; truelight@0: truelight@0: if (t == MP_STATION) { tron@3338: switch (GetStationType(tile)) { tron@3338: case STATION_RAIL: bits = MKCOLOR(0x56565656); break; tron@3338: case STATION_AIRPORT: bits = MKCOLOR(0xB8B8B8B8); break; tron@3338: case STATION_TRUCK: bits = MKCOLOR(0xC2C2C2C2); break; tron@3338: case STATION_BUS: bits = MKCOLOR(0xBFBFBFBF); break; tron@3338: case STATION_DOCK: bits = MKCOLOR(0x98989898); break; tron@3338: default: bits = MKCOLOR(0xFFFFFFFF); break; tron@3338: } truelight@0: } else { belugas@6916: /* ground color */ tron@1511: bits = ApplyMask(MKCOLOR(0x54545454), &_smallmap_contours_andor[t]); truelight@0: } truelight@0: return bits; truelight@0: } truelight@0: truelight@0: tron@2955: static const uint32 _vegetation_clear_bits[] = { Darkvater@1918: MKCOLOR(0x54545454), ///< full grass Darkvater@1918: MKCOLOR(0x52525252), ///< rough land Darkvater@1918: MKCOLOR(0x0A0A0A0A), ///< rocks Darkvater@1918: MKCOLOR(0x25252525), ///< fields Darkvater@1918: MKCOLOR(0x98989898), ///< snow Darkvater@1918: MKCOLOR(0xC2C2C2C2), ///< desert Darkvater@1918: MKCOLOR(0x54545454), ///< unused Darkvater@1918: MKCOLOR(0x54545454), ///< unused truelight@0: }; truelight@0: tron@1515: static inline uint32 GetSmallMapVegetationPixels(TileIndex tile) truelight@0: { tron@1516: TileType t = GetEffectiveTileType(tile); truelight@0: uint32 bits; truelight@0: tron@1515: switch (t) { tron@1515: case MP_CLEAR: tron@3447: if (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) { tron@2955: bits = MKCOLOR(0x37373737); tron@2955: } else { tron@2955: bits = _vegetation_clear_bits[GetClearGround(tile)]; tron@2955: } tron@1515: break; tron@1515: tron@1515: case MP_INDUSTRY: belugas@7253: bits = GetIndustrySpec(GetIndustryByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOR(0xD0D0D0D0) : MKCOLOR(0xB5B5B5B5); tron@1515: break; tron@1515: tron@1515: case MP_TREES: tron@3441: if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) { rubidium@10775: bits = (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOR(0x98575798) : MKCOLOR(0xC25757C2); tron@2951: } else { tron@1515: bits = MKCOLOR(0x54575754); tron@2951: } tron@1515: break; tron@1515: tron@1515: default: tron@1515: bits = ApplyMask(MKCOLOR(0x54545454), &_smallmap_vehicles_andor[t]); tron@1515: break; truelight@0: } truelight@0: truelight@0: return bits; truelight@0: } truelight@0: truelight@0: Darkvater@4846: static uint32 _owner_colors[OWNER_END + 1]; truelight@0: Darkvater@1918: /** Darkvater@1918: * Return the color a tile would be displayed with in the small map in mode "Owner". Darkvater@1918: * belugas@6979: * @param tile The tile of which we would like to get the color. Darkvater@1918: * @return The color of tile in the small map in mode "Owner" Darkvater@1918: */ tron@1515: static inline uint32 GetSmallMapOwnerPixels(TileIndex tile) truelight@0: { tron@2368: Owner o; truelight@0: tron@2368: switch (GetTileType(tile)) { Darkvater@4846: case MP_INDUSTRY: o = OWNER_END; break; tron@2368: case MP_HOUSE: o = OWNER_TOWN; break; tron@2368: default: o = GetTileOwner(tile); break; frosch@10689: /* FIXME: For MP_ROAD there are multiple owners. frosch@10689: * GetTileOwner returns the rail owner (level crossing) resp. the owner of ROADTYPE_ROAD (normal road), frosch@10689: * even if there are no ROADTYPE_ROAD bits on the tile. frosch@10689: */ truelight@0: } truelight@0: tron@2368: return _owner_colors[o]; truelight@0: } truelight@0: truelight@0: truelight@0: static const uint32 _smallmap_mask_left[3] = { truelight@0: MKCOLOR(0xFF000000), truelight@0: MKCOLOR(0xFFFF0000), truelight@0: MKCOLOR(0xFFFFFF00), truelight@0: }; truelight@0: tron@1515: static const uint32 _smallmap_mask_right[] = { truelight@0: MKCOLOR(0x000000FF), truelight@0: MKCOLOR(0x0000FFFF), truelight@0: MKCOLOR(0x00FFFFFF), truelight@0: }; truelight@0: truelight@0: /* each tile has 4 x pixels and 1 y pixel */ truelight@0: Darkvater@1918: static GetSmallMapPixels *_smallmap_draw_procs[] = { Darkvater@1918: GetSmallMapContoursPixels, Darkvater@1918: GetSmallMapVehiclesPixels, Darkvater@1918: GetSmallMapIndustriesPixels, Darkvater@1918: GetSmallMapRoutesPixels, Darkvater@1918: GetSmallMapVegetationPixels, Darkvater@1918: GetSmallMapOwnerPixels, truelight@0: }; truelight@0: truelight@0: static const byte _vehicle_type_colors[6] = { truelight@0: 184, 191, 152, 15, 215, 184 truelight@0: }; truelight@0: truelight@0: truelight@0: static void DrawVertMapIndicator(int x, int y, int x2, int y2) truelight@0: { tron@2951: GfxFillRect(x, y, x2, y + 3, 69); tron@2951: GfxFillRect(x, y2 - 3, x2, y2, 69); truelight@0: } truelight@0: truelight@0: static void DrawHorizMapIndicator(int x, int y, int x2, int y2) truelight@0: { tron@2951: GfxFillRect(x, y, x + 3, y2, 69); tron@2951: GfxFillRect(x2 - 3, y, x2, y2, 69); truelight@0: } truelight@0: belugas@8415: enum SmallMapWindowWidgets { belugas@8415: SM_WIDGET_MAP = 4, belugas@8415: SM_WIDGET_CONTOUR, belugas@8415: SM_WIDGET_VEHICLES, belugas@8415: SM_WIDGET_INDUSTRIES, belugas@8415: SM_WIDGET_ROUTES, belugas@8415: SM_WIDGET_VEGETATION, belugas@8415: SM_WIDGET_OWNERS, belugas@8415: SM_WIDGET_CENTERMAP, belugas@8415: SM_WIDGET_TOGGLETOWNNAME, belugas@8415: SM_WIDGET_LEGEND, belugas@8417: SM_WIDGET_BUTTONSPANEL, belugas@8417: SM_WIDGET_BOTTOMPANEL, belugas@8417: SM_WIDGET_ENABLEINDUSTRIES, belugas@8417: SM_WIDGET_DISABLEINDUSTRIES, belugas@8417: SM_WIDGET_RESIZEBOX, belugas@8415: }; belugas@8415: glx@10512: class SmallMapWindow : public Window truelight@0: { glx@10512: enum SmallMapType { glx@10512: SMT_CONTOUR, glx@10512: SMT_VEHICLES, glx@10512: SMT_INDUSTRY, glx@10512: SMT_OWNER = 5, glx@10512: }; truelight@193: glx@10512: enum { glx@10512: BASE_NB_PER_COLUMN = 6, glx@10512: }; truelight@0: glx@10512: int32 scroll_x; glx@10512: int32 scroll_y; glx@10512: int32 subscroll; peter1138@10773: uint8 refresh; truelight@0: glx@10512: public: glx@10512: /** glx@10512: * Draws the small map. glx@10512: * glx@10512: * Basically, the small map is draw column of pixels by column of pixels. The pixels glx@10512: * are drawn directly into the screen buffer. The final map is drawn in multiple passes. glx@10512: * The passes are: glx@10512: *
  1. The colors of tiles in the different modes.
  2. glx@10512: *
  3. Town names (optional)
glx@10512: * glx@10512: * @param dpi pointer to pixel to write onto glx@10512: * @param w pointer to Window struct glx@10512: * @param type type of map requested (vegetation, owners, routes, etc) glx@10512: * @param show_towns true if the town names should be displayed, false if not. glx@10512: */ glx@10512: void DrawSmallMap(DrawPixelInfo *dpi, int type, bool show_towns) glx@10512: { glx@10512: Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter(); glx@10512: DrawPixelInfo *old_dpi; glx@10512: int dx,dy, x, y, x2, y2; glx@10512: void *ptr; glx@10512: int tile_x; glx@10512: int tile_y; glx@10512: ViewPort *vp; truelight@0: glx@10512: old_dpi = _cur_dpi; glx@10512: _cur_dpi = dpi; tron@1515: glx@10512: /* clear it */ glx@10512: GfxFillRect(dpi->left, dpi->top, dpi->left + dpi->width - 1, dpi->top + dpi->height - 1, 0); glx@10512: glx@10512: /* setup owner table */ glx@10512: if (type == SMT_OWNER) { glx@10512: const Player *p; glx@10512: glx@10512: /* fill with some special colors */ glx@10512: _owner_colors[OWNER_TOWN] = MKCOLOR(0xB4B4B4B4); glx@10512: _owner_colors[OWNER_NONE] = MKCOLOR(0x54545454); glx@10512: _owner_colors[OWNER_WATER] = MKCOLOR(0xCACACACA); glx@10512: _owner_colors[OWNER_END] = MKCOLOR(0x20202020); /* industry */ glx@10512: glx@10512: /* now fill with the player colors */ glx@10512: FOR_ALL_PLAYERS(p) { glx@10512: if (p->is_active) { glx@10512: _owner_colors[p->index] = glx@10512: _colour_gradient[p->player_color][5] * 0x01010101; glx@10512: } glx@10512: } truelight@0: } truelight@0: glx@10512: tile_x = this->scroll_x / TILE_SIZE; glx@10512: tile_y = this->scroll_y / TILE_SIZE; truelight@0: glx@10512: dx = dpi->left + this->subscroll; glx@10512: tile_x -= dx / 4; glx@10512: tile_y += dx / 4; glx@10512: dx &= 3; glx@10512: glx@10512: dy = dpi->top; glx@10512: tile_x += dy / 2; glx@10512: tile_y += dy / 2; glx@10512: glx@10512: if (dy & 1) { glx@10512: tile_x++; glx@10512: dx += 2; glx@10512: if (dx > 3) { glx@10512: dx -= 4; glx@10512: tile_x--; glx@10512: tile_y++; glx@10512: } truelight@0: } truelight@0: glx@10512: ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0); glx@10512: x = - dx - 4; glx@10512: y = 0; truelight@0: glx@10512: for (;;) { glx@10512: uint32 mask = 0xFFFFFFFF; glx@10512: int reps; glx@10512: int t; truelight@0: glx@10512: /* distance from left edge */ glx@10512: if (x < 0) { glx@10512: if (x < -3) goto skip_column; glx@10512: /* mask to use at the left edge */ glx@10512: mask = _smallmap_mask_left[x + 3]; glx@10512: } glx@10512: glx@10512: /* distance from right edge */ glx@10512: t = dpi->width - x; glx@10512: if (t < 4) { glx@10512: if (t <= 0) break; /* exit loop */ glx@10512: /* mask to use at the right edge */ glx@10512: mask &= _smallmap_mask_right[t - 1]; glx@10512: } glx@10512: glx@10512: /* number of lines */ glx@10512: reps = (dpi->height - y + 1) / 2; glx@10512: if (reps > 0) { glx@10512: DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[type]); glx@10512: } glx@10512: glx@10512: skip_column: glx@10512: if (y == 0) { glx@10512: tile_y++; glx@10512: y++; glx@10512: ptr = blitter->MoveTo(ptr, 0, 1); glx@10512: } else { glx@10512: tile_x--; glx@10512: y--; glx@10512: ptr = blitter->MoveTo(ptr, 0, -1); glx@10512: } glx@10512: ptr = blitter->MoveTo(ptr, 2, 0); glx@10512: x += 2; glx@10512: } glx@10512: glx@10512: /* draw vehicles? */ glx@10512: if (type == SMT_CONTOUR || type == SMT_VEHICLES) { glx@10512: Vehicle *v; glx@10512: bool skip; glx@10512: byte color; glx@10512: glx@10512: FOR_ALL_VEHICLES(v) { glx@10512: if (v->type != VEH_EFFECT && glx@10512: (v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) { glx@10512: /* Remap into flat coordinates. */ glx@10512: Point pt = RemapCoords( glx@10512: v->x_pos / TILE_SIZE - this->scroll_x / TILE_SIZE, // divide each one separately because (a-b)/c != a/c-b/c in integer world glx@10512: v->y_pos / TILE_SIZE - this->scroll_y / TILE_SIZE, // dtto glx@10512: 0); glx@10512: x = pt.x; glx@10512: y = pt.y; glx@10512: glx@10512: /* Check if y is out of bounds? */ glx@10512: y -= dpi->top; glx@10512: if (!IsInsideMM(y, 0, dpi->height)) continue; glx@10512: glx@10512: /* Default is to draw both pixels. */ glx@10512: skip = false; glx@10512: glx@10512: /* Offset X coordinate */ glx@10512: x -= this->subscroll + 3 + dpi->left; glx@10512: glx@10512: if (x < 0) { glx@10512: /* if x+1 is 0, that means we're on the very left edge, glx@10512: * and should thus only draw a single pixel */ glx@10512: if (++x != 0) continue; glx@10512: skip = true; glx@10512: } else if (x >= dpi->width - 1) { glx@10512: /* Check if we're at the very right edge, and if so draw only a single pixel */ glx@10512: if (x != dpi->width - 1) continue; glx@10512: skip = true; glx@10512: } glx@10512: glx@10512: /* Calculate pointer to pixel and the color */ glx@10512: color = (type == SMT_VEHICLES) ? _vehicle_type_colors[v->type] : 0xF; glx@10512: glx@10512: /* And draw either one or two pixels depending on clipping */ glx@10512: blitter->SetPixel(dpi->dst_ptr, x, y, color); glx@10512: if (!skip) blitter->SetPixel(dpi->dst_ptr, x + 1, y, color); glx@10512: } glx@10512: } glx@10512: } glx@10512: glx@10512: if (show_towns) { glx@10512: const Town *t; glx@10512: glx@10512: FOR_ALL_TOWNS(t) { glx@10512: /* Remap the town coordinate */ truelight@0: Point pt = RemapCoords( glx@10512: (int)(TileX(t->xy) * TILE_SIZE - this->scroll_x) / TILE_SIZE, glx@10512: (int)(TileY(t->xy) * TILE_SIZE - this->scroll_y) / TILE_SIZE, truelight@0: 0); glx@10512: x = pt.x - this->subscroll + 3 - (t->sign.width_2 >> 1); truelight@0: y = pt.y; truelight@0: glx@10512: /* Check if the town sign is within bounds */ glx@10512: if (x + t->sign.width_2 > dpi->left && glx@10512: x < dpi->left + dpi->width && glx@10512: y + 6 > dpi->top && glx@10512: y < dpi->top + dpi->height) { glx@10512: /* And draw it. */ glx@10512: SetDParam(0, t->index); glx@10512: DrawString(x, y, STR_2056, TC_WHITE); truelight@0: } truelight@0: } truelight@0: } glx@10512: glx@10512: /* Draw map indicators */ glx@10512: { glx@10512: Point pt; glx@10512: glx@10512: /* Find main viewport. */ glx@10512: vp = FindWindowById(WC_MAIN_WINDOW,0)->viewport; glx@10512: glx@10512: pt = RemapCoords(this->scroll_x, this->scroll_y, 0); glx@10512: glx@10512: x = vp->virtual_left - pt.x; glx@10512: y = vp->virtual_top - pt.y; glx@10512: x2 = (x + vp->virtual_width) / TILE_SIZE; glx@10512: y2 = (y + vp->virtual_height) / TILE_SIZE; glx@10512: x /= TILE_SIZE; glx@10512: y /= TILE_SIZE; glx@10512: glx@10512: x -= this->subscroll; glx@10512: x2 -= this->subscroll; glx@10512: glx@10512: DrawVertMapIndicator(x, y, x, y2); glx@10512: DrawVertMapIndicator(x2, y, x2, y2); glx@10512: glx@10512: DrawHorizMapIndicator(x, y, x2, y); glx@10512: DrawHorizMapIndicator(x, y2, x2, y2); glx@10512: } glx@10512: _cur_dpi = old_dpi; truelight@0: } truelight@0: glx@10512: void SmallMapCenterOnCurrentPos() glx@10512: { glx@10512: int x, y; glx@10512: ViewPort *vp; glx@10512: vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport; tron@1515: glx@10512: x = ((vp->virtual_width - (this->widget[SM_WIDGET_MAP].right - this->widget[SM_WIDGET_MAP].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4; glx@10512: y = ((vp->virtual_height - (this->widget[SM_WIDGET_MAP].bottom - this->widget[SM_WIDGET_MAP].top ) * TILE_SIZE) / 2 + vp->virtual_top ) / 2 - TILE_SIZE * 2; glx@10512: this->scroll_x = (y - x) & ~0xF; glx@10512: this->scroll_y = (x + y) & ~0xF; glx@10512: this->SetDirty(); glx@10512: } truelight@193: rubidium@10525: SmallMapWindow(const WindowDesc *desc, int window_number) : Window(desc, window_number) glx@10512: { glx@10512: /* Resize the window to fit industries list */ glx@10512: if (_industries_per_column > BASE_NB_PER_COLUMN) { glx@10512: uint diff = ((_industries_per_column - BASE_NB_PER_COLUMN) * BASE_NB_PER_COLUMN) + 1; glx@10512: glx@10512: this->height = this->height + diff; glx@10512: glx@10512: Widget *wi = &this->widget[SM_WIDGET_LEGEND]; // label panel glx@10512: wi->bottom = wi->bottom + diff; glx@10512: glx@10512: wi = &this->widget[SM_WIDGET_BUTTONSPANEL]; // filler panel under smallmap buttons glx@10512: wi->bottom = wi->bottom + diff - 1; glx@10512: glx@10512: /* Change widget position glx@10512: * - footer panel glx@10512: * - enable all industry glx@10512: * - disable all industry glx@10512: * - resize window button glx@10512: */ glx@10512: for (uint i = SM_WIDGET_BOTTOMPANEL; i <= SM_WIDGET_RESIZEBOX; i++) { glx@10512: wi = &this->widget[i]; glx@10512: wi->top = wi->top + diff; glx@10512: wi->bottom = wi->bottom + diff; truelight@0: } truelight@0: } glx@10512: glx@10512: this->LowerWidget(_smallmap_type + SMT_OWNER); glx@10512: this->SetWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME, _smallmap_show_towns); glx@10512: glx@10512: this->SmallMapCenterOnCurrentPos(); glx@10512: this->FindWindowPlacementAndResize(desc); glx@10512: } glx@10512: glx@10512: virtual void OnPaint() glx@10512: { glx@10512: const LegendAndColour *tbl; glx@10512: int x, y, y_org; glx@10512: uint diff; glx@10512: DrawPixelInfo new_dpi; glx@10512: glx@10512: /* Hide Enable all/Disable all buttons if is not industry type small map*/ glx@10512: this->SetWidgetHiddenState(SM_WIDGET_ENABLEINDUSTRIES, _smallmap_type != SMT_INDUSTRY); glx@10512: this->SetWidgetHiddenState(SM_WIDGET_DISABLEINDUSTRIES, _smallmap_type != SMT_INDUSTRY); glx@10512: glx@10512: /* draw the window */ glx@10512: SetDParam(0, STR_00E5_CONTOURS + _smallmap_type); rubidium@10595: this->DrawWidgets(); glx@10512: glx@10512: tbl = _legend_table[_smallmap_type]; glx@10512: glx@10512: /* difference in window size */ glx@10512: diff = (_industries_per_column > BASE_NB_PER_COLUMN) ? ((_industries_per_column - BASE_NB_PER_COLUMN) * BASE_NB_PER_COLUMN) + 1 : 0; glx@10512: glx@10512: x = 4; glx@10512: y_org = this->height - 44 - 11 - diff; glx@10512: y = y_org; glx@10512: glx@10512: for (;;) { glx@10512: if (_smallmap_type == SMT_INDUSTRY) { glx@10512: /* Industry name must be formated, since it's not in tiny font in the specs. glx@10512: * So, draw with a parameter and use the STR_SMALLMAP_INDUSTRY string, which is tiny font.*/ glx@10512: SetDParam(0, tbl->legend); glx@10512: assert(tbl->type < NUM_INDUSTRYTYPES); glx@10512: SetDParam(1, _industry_counts[tbl->type]); glx@10512: if (!tbl->show_on_map) { glx@10512: /* Simply draw the string, not the black border of the legend color. glx@10512: * This will enforce the idea of the disabled item */ glx@10512: DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_GREY); glx@10512: } else { glx@10512: DrawString(x + 11, y, STR_SMALLMAP_INDUSTRY, TC_BLACK); glx@10512: GfxFillRect(x, y + 1, x + 8, y + 5, 0); // outer border of the legend color glx@10512: } glx@10512: } else { glx@10512: /* Anything that is not an industry is using normal process */ glx@10512: GfxFillRect(x, y + 1, x + 8, y + 5, 0); glx@10512: DrawString(x + 11, y, tbl->legend, TC_FROMSTRING); glx@10512: } glx@10512: GfxFillRect(x + 1, y + 2, x + 7, y + 4, tbl->colour); // legend color glx@10512: glx@10512: tbl += 1; glx@10512: y += 6; glx@10512: glx@10512: if (tbl->end) { // end of the list glx@10512: break; glx@10512: } else if (tbl->col_break) { glx@10512: /* break asked, continue at top, 123 pixels (one "row") to the right */ glx@10512: x += 123; glx@10512: y = y_org; glx@10512: } glx@10512: } glx@10512: glx@10512: if (!FillDrawPixelInfo(&new_dpi, 3, 17, this->width - 28 + 22, this->height - 64 - 11 - diff)) return; glx@10512: glx@10512: this->DrawSmallMap(&new_dpi, _smallmap_type, _smallmap_show_towns); glx@10512: } glx@10512: glx@10512: virtual void OnClick(Point pt, int widget) glx@10512: { glx@10512: switch (widget) { glx@10512: case SM_WIDGET_MAP: { // Map window glx@10512: /* glx@10512: * XXX: scrolling with the left mouse button is done by subsequently glx@10512: * clicking with the left mouse button; clicking once centers the glx@10512: * large map at the selected point. So by unclicking the left mouse glx@10512: * button here, it gets reclicked during the next inputloop, which glx@10512: * would make it look like the mouse is being dragged, while it is glx@10512: * actually being (virtually) clicked every inputloop. glx@10512: */ glx@10512: _left_button_clicked = false; glx@10512: glx@10512: Point pt = RemapCoords(this->scroll_x, this->scroll_y, 0); glx@10512: Window *w = FindWindowById(WC_MAIN_WINDOW, 0); glx@10512: w->viewport->dest_scrollpos_x = pt.x + ((_cursor.pos.x - this->left + 2) << 4) - (w->viewport->virtual_width >> 1); glx@10512: w->viewport->dest_scrollpos_y = pt.y + ((_cursor.pos.y - this->top - 16) << 4) - (w->viewport->virtual_height >> 1); glx@10512: glx@10512: this->SetDirty(); glx@10512: } break; glx@10512: glx@10512: case SM_WIDGET_CONTOUR: // Show land contours glx@10512: case SM_WIDGET_VEHICLES: // Show vehicles glx@10512: case SM_WIDGET_INDUSTRIES: // Show industries glx@10512: case SM_WIDGET_ROUTES: // Show transport routes glx@10512: case SM_WIDGET_VEGETATION: // Show vegetation glx@10512: case SM_WIDGET_OWNERS: // Show land owners glx@10512: this->RaiseWidget(_smallmap_type + SM_WIDGET_CONTOUR); glx@10512: _smallmap_type = widget - SM_WIDGET_CONTOUR; glx@10512: this->LowerWidget(_smallmap_type + SM_WIDGET_CONTOUR); glx@10512: glx@10512: this->SetDirty(); glx@10512: SndPlayFx(SND_15_BEEP); glx@10512: break; glx@10512: glx@10512: case SM_WIDGET_CENTERMAP: // Center the smallmap again glx@10512: this->SmallMapCenterOnCurrentPos(); glx@10512: glx@10512: this->SetDirty(); glx@10512: SndPlayFx(SND_15_BEEP); glx@10512: break; glx@10512: glx@10512: case SM_WIDGET_TOGGLETOWNNAME: // Toggle town names glx@10512: this->ToggleWidgetLoweredState(SM_WIDGET_TOGGLETOWNNAME); glx@10512: _smallmap_show_towns = this->IsWidgetLowered(SM_WIDGET_TOGGLETOWNNAME); glx@10512: glx@10512: this->SetDirty(); glx@10512: SndPlayFx(SND_15_BEEP); glx@10512: break; glx@10512: glx@10512: case SM_WIDGET_LEGEND: // Legend glx@10512: /* if industry type small map*/ glx@10512: if (_smallmap_type == SMT_INDUSTRY) { glx@10512: /* if click on industries label, find right industry type and enable/disable it */ glx@10512: Widget *wi = &this->widget[SM_WIDGET_LEGEND]; // label panel glx@10512: uint column = (pt.x - 4) / 123; glx@10512: uint line = (pt.y - wi->top - 2) / 6; glx@10512: uint free = _smallmap_industry_count % 3; glx@10512: glx@10512: if (column <= 3) { glx@10512: /* check if click is on industry label*/ glx@10512: uint industry_pos = 0; glx@10512: for (uint i = 0; i <= column; i++) { glx@10512: uint diff = (free > 0) ? 1 : 0; glx@10512: uint max_column_lines = _industries_per_column + diff; glx@10512: glx@10512: if (i < column) industry_pos = industry_pos + _industries_per_column + diff; glx@10512: glx@10512: if (i == column && line <= max_column_lines - 1) { glx@10512: industry_pos = industry_pos + line; glx@10512: _legend_from_industries[industry_pos].show_on_map = !_legend_from_industries[industry_pos].show_on_map; glx@10512: } glx@10512: if( free > 0) free--; glx@10512: } glx@10512: } glx@10512: /* Raise the two buttons "all", as we have done a specific choice */ glx@10512: this->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES); glx@10512: this->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES); glx@10512: this->SetDirty(); glx@10512: } glx@10512: break; glx@10512: glx@10512: case SM_WIDGET_ENABLEINDUSTRIES: // Enable all industries glx@10512: for (int i = 0; i != _smallmap_industry_count; i++) { glx@10512: _legend_from_industries[i].show_on_map = true; glx@10512: } glx@10512: /* toggle appeareance indicating the choice */ glx@10512: this->LowerWidget(SM_WIDGET_ENABLEINDUSTRIES); glx@10512: this->RaiseWidget(SM_WIDGET_DISABLEINDUSTRIES); glx@10512: this->SetDirty(); glx@10512: break; glx@10512: glx@10512: case SM_WIDGET_DISABLEINDUSTRIES: // disable all industries glx@10512: for (int i = 0; i != _smallmap_industry_count; i++) { glx@10512: _legend_from_industries[i].show_on_map = false; glx@10512: } glx@10512: /* toggle appeareance indicating the choice */ glx@10512: this->RaiseWidget(SM_WIDGET_ENABLEINDUSTRIES); glx@10512: this->LowerWidget(SM_WIDGET_DISABLEINDUSTRIES); glx@10512: this->SetDirty(); glx@10512: break; glx@10512: } truelight@193: } truelight@0: glx@10512: virtual void OnRightClick(Point pt, int widget) truelight@0: { glx@10512: if (widget == SM_WIDGET_MAP) { glx@10512: if (_scrolling_viewport) return; glx@10512: _scrolling_viewport = true; glx@10512: _cursor.delta.x = 0; glx@10512: _cursor.delta.y = 0; glx@10512: } truelight@0: } belugas@4435: glx@10512: virtual void OnTick() glx@10512: { glx@10512: /* update the window every now and then */ peter1138@10773: if ((++this->refresh & 0x1F) == 0) this->SetDirty(); glx@10512: } truelight@0: glx@10512: virtual void OnScroll(Point delta) glx@10512: { glx@10512: _cursor.fix_at = true; truelight@4335: glx@10512: int x = this->scroll_x; glx@10512: int y = this->scroll_y; truelight@4335: glx@10512: int sub = this->subscroll + delta.x; glx@10512: glx@10512: x -= (sub >> 2) << 4; glx@10512: y += (sub >> 2) << 4; glx@10512: sub &= 3; glx@10512: glx@10512: x += (delta.y >> 1) << 4; glx@10512: y += (delta.y >> 1) << 4; glx@10512: glx@10512: if (delta.y & 1) { glx@10512: x += TILE_SIZE; glx@10512: sub += 2; glx@10512: if (sub > 3) { glx@10512: sub -= 4; glx@10512: x -= TILE_SIZE; glx@10512: y += TILE_SIZE; truelight@4335: } glx@10512: } truelight@4335: glx@10512: int hx = (this->widget[SM_WIDGET_MAP].right - this->widget[SM_WIDGET_MAP].left) / 2; glx@10512: int hy = (this->widget[SM_WIDGET_MAP].bottom - this->widget[SM_WIDGET_MAP].top ) / 2; glx@10512: int hvx = hx * -4 + hy * 8; glx@10512: int hvy = hx * 4 + hy * 8; glx@10512: if (x < -hvx) { glx@10512: x = -hvx; glx@10512: sub = 0; glx@10512: } glx@10512: if (x > (int)MapMaxX() * TILE_SIZE - hvx) { glx@10512: x = MapMaxX() * TILE_SIZE - hvx; glx@10512: sub = 0; glx@10512: } glx@10512: if (y < -hvy) { glx@10512: y = -hvy; glx@10512: sub = 0; glx@10512: } glx@10512: if (y > (int)MapMaxY() * TILE_SIZE - hvy) { glx@10512: y = MapMaxY() * TILE_SIZE - hvy; glx@10512: sub = 0; glx@10512: } truelight@4335: glx@10512: this->scroll_x = x; glx@10512: this->scroll_y = y; glx@10512: this->subscroll = sub; glx@10512: glx@10512: this->SetDirty(); truelight@0: } glx@10512: }; truelight@0: truelight@867: static const WindowDesc _smallmap_desc = { rubidium@7841: WDP_AUTO, WDP_AUTO, 350, 214, 446, 314, rubidium@6144: WC_SMALLMAP, WC_NONE, truelight@867: WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_STICKY_BUTTON | WDF_RESIZABLE, truelight@867: _smallmap_widgets, truelight@0: }; truelight@0: rubidium@6573: void ShowSmallMap() truelight@0: { glx@10512: AllocateWindowDescFront(&_smallmap_desc, 0); truelight@0: } truelight@0: darkvater@152: /* Extra ViewPort Window Stuff */ truelight@867: static const Widget _extra_view_port_widgets[] = { rubidium@7865: { WWT_CLOSEBOX, RESIZE_NONE, 14, 0, 10, 0, 13, STR_00C5, STR_018B_CLOSE_WINDOW}, rubidium@7865: { WWT_CAPTION, RESIZE_RIGHT, 14, 11, 287, 0, 13, STR_EXTRA_VIEW_PORT_TITLE, STR_018C_WINDOW_TITLE_DRAG_THIS}, rubidium@7865: { WWT_STICKYBOX, RESIZE_LR, 14, 288, 299, 0, 13, 0x0, STR_STICKY_BUTTON}, rubidium@7865: { WWT_PANEL, RESIZE_RB, 14, 0, 299, 14, 33, 0x0, STR_NULL}, rubidium@7865: { WWT_INSET, RESIZE_RB, 14, 2, 297, 16, 31, 0x0, STR_NULL}, rubidium@7865: { WWT_PUSHIMGBTN, RESIZE_TB, 14, 0, 21, 34, 55, SPR_IMG_ZOOMIN, STR_017F_ZOOM_THE_VIEW_IN}, rubidium@7865: { WWT_PUSHIMGBTN, RESIZE_TB, 14, 22, 43, 34, 55, SPR_IMG_ZOOMOUT, STR_0180_ZOOM_THE_VIEW_OUT}, rubidium@7865: { WWT_PUSHTXTBTN, RESIZE_TB, 14, 44, 171, 34, 55, STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW, STR_EXTRA_VIEW_MOVE_MAIN_TO_VIEW_TT}, rubidium@7865: { WWT_PUSHTXTBTN, RESIZE_TB, 14, 172, 298, 34, 55, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN, STR_EXTRA_VIEW_MOVE_VIEW_TO_MAIN_TT}, rubidium@7865: { WWT_PANEL, RESIZE_RTB, 14, 299, 299, 34, 55, 0x0, STR_NULL}, rubidium@7865: { WWT_PANEL, RESIZE_RTB, 14, 0, 287, 56, 67, 0x0, STR_NULL}, rubidium@7865: { WWT_RESIZEBOX, RESIZE_LRTB, 14, 288, 299, 56, 67, 0x0, STR_RESIZE_BUTTON}, darkvater@176: { WIDGETS_END}, darkvater@152: }; darkvater@152: glx@10515: class ExtraViewportWindow : public Window darkvater@152: { glx@10515: enum ExtraViewportWindowWidgets { glx@10515: EVW_CLOSE, glx@10515: EVW_CAPTION, glx@10515: EVW_STICKY, glx@10515: EVW_BACKGROUND, glx@10515: EVW_VIEWPORT, glx@10515: EVW_ZOOMIN, glx@10515: EVW_ZOOMOUT, glx@10515: EVW_MAIN_TO_VIEW, glx@10515: EVW_VIEW_TO_MAIN, glx@10515: EVW_SPACER1, glx@10515: EVW_SPACER2, glx@10515: EVW_RESIZE, glx@10515: }; tron@4000: glx@10515: public: rubidium@10525: ExtraViewportWindow(const WindowDesc *desc, int window_number, TileIndex tile) : Window(desc, window_number) glx@10515: { glx@10515: /* New viewport start at (zero,zero) */ glx@10515: InitializeWindowViewport(this, 3, 17, this->widget[EVW_VIEWPORT].right - this->widget[EVW_VIEWPORT].left - 1, this->widget[EVW_VIEWPORT].bottom - this->widget[EVW_VIEWPORT].top - 1, 0, ZOOM_LVL_VIEWPORT); truelight@4335: glx@10515: this->DisableWidget(EVW_ZOOMIN); glx@10515: this->FindWindowPlacementAndResize(desc); truelight@4335: glx@10515: Point pt; glx@10515: if (tile == INVALID_TILE) { glx@10515: /* the main window with the main view */ glx@10515: const Window *w = FindWindowById(WC_MAIN_WINDOW, 0); truelight@4337: glx@10515: /* center on same place as main window (zoom is maximum, no adjustment needed) */ glx@10515: pt.x = w->viewport->scrollpos_x + w->viewport->virtual_height / 2; glx@10515: pt.y = w->viewport->scrollpos_y + w->viewport->virtual_height / 2; glx@10515: } else { glx@10515: pt = RemapCoords(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, TileHeight(tile)); glx@10515: } Darkvater@5045: glx@10515: this->viewport->scrollpos_x = pt.x - ((this->widget[EVW_VIEWPORT].right - this->widget[EVW_VIEWPORT].left) - 1) / 2; glx@10515: this->viewport->scrollpos_y = pt.y - ((this->widget[EVW_VIEWPORT].bottom - this->widget[EVW_VIEWPORT].top) - 1) / 2; glx@10515: this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x; glx@10515: this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y; glx@10515: darkvater@152: } glx@10515: glx@10515: virtual void OnPaint() glx@10515: { glx@10515: /* set the number in the title bar */ glx@10515: SetDParam(0, this->window_number + 1); glx@10515: rubidium@10595: this->DrawWidgets(); rubidium@10595: this->DrawViewport(); glx@10515: } glx@10515: glx@10515: virtual void OnClick(Point pt, int widget) glx@10515: { glx@10515: switch (widget) { glx@10515: case EVW_ZOOMIN: DoZoomInOutWindow(ZOOM_IN, this); break; glx@10515: case EVW_ZOOMOUT: DoZoomInOutWindow(ZOOM_OUT, this); break; glx@10515: glx@10515: case EVW_MAIN_TO_VIEW: { // location button (move main view to same spot as this view) 'Paste Location' glx@10515: Window *w = FindWindowById(WC_MAIN_WINDOW, 0); glx@10515: int x = this->viewport->scrollpos_x; // Where is the main looking at glx@10515: int y = this->viewport->scrollpos_y; glx@10515: glx@10515: /* set this view to same location. Based on the center, adjusting for zoom */ glx@10515: w->viewport->dest_scrollpos_x = x - (w->viewport->virtual_width - this->viewport->virtual_width) / 2; glx@10515: w->viewport->dest_scrollpos_y = y - (w->viewport->virtual_height - this->viewport->virtual_height) / 2; glx@10515: } break; glx@10515: glx@10515: case EVW_VIEW_TO_MAIN: { // inverse location button (move this view to same spot as main view) 'Copy Location' glx@10515: const Window *w = FindWindowById(WC_MAIN_WINDOW, 0); glx@10515: int x = w->viewport->scrollpos_x; glx@10515: int y = w->viewport->scrollpos_y; glx@10515: glx@10515: this->viewport->dest_scrollpos_x = x + (w->viewport->virtual_width - this->viewport->virtual_width) / 2; glx@10515: this->viewport->dest_scrollpos_y = y + (w->viewport->virtual_height - this->viewport->virtual_height) / 2; glx@10515: } break; glx@10515: } glx@10515: } glx@10515: glx@10515: virtual void OnResize(Point new_size, Point delta) glx@10515: { glx@10515: this->viewport->width += delta.x; glx@10515: this->viewport->height += delta.y; glx@10515: this->viewport->virtual_width += delta.x; glx@10515: this->viewport->virtual_height += delta.y; glx@10515: } glx@10515: glx@10515: virtual void OnScroll(Point delta) glx@10515: { glx@10515: ViewPort *vp = IsPtInWindowViewport(this, _cursor.pos.x, _cursor.pos.y); glx@10515: glx@10515: if (vp == NULL) { glx@10515: _cursor.fix_at = false; glx@10515: _scrolling_viewport = false; glx@10515: } glx@10515: glx@10515: this->viewport->scrollpos_x += ScaleByZoom(delta.x, vp->zoom); glx@10515: this->viewport->scrollpos_y += ScaleByZoom(delta.y, vp->zoom); glx@10515: this->viewport->dest_scrollpos_x = this->viewport->scrollpos_x; glx@10515: this->viewport->dest_scrollpos_y = this->viewport->scrollpos_y; glx@10515: } glx@10515: glx@10515: virtual void OnMouseWheel(int wheel) glx@10515: { glx@10515: ZoomInOrOutToCursorWindow(wheel < 0, this); glx@10515: } glx@10515: glx@10515: virtual void OnInvalidateData(int data = 0) glx@10515: { glx@10515: /* Only handle zoom message if intended for us (msg ZOOM_IN/ZOOM_OUT) */ glx@10515: HandleZoomMessage(this, this->viewport, EVW_ZOOMIN, EVW_ZOOMOUT); glx@10515: } glx@10515: }; darkvater@152: darkvater@152: static const WindowDesc _extra_view_port_desc = { rubidium@7865: WDP_AUTO, WDP_AUTO, 300, 68, 300, 268, rubidium@6144: WC_EXTRA_VIEW_PORT, WC_NONE, truelight@867: WDF_STD_TOOLTIPS | WDF_STD_BTN | WDF_DEF_WIDGET | WDF_UNCLICK_BUTTONS | WDF_STICKY_BUTTON | WDF_RESIZABLE, darkvater@152: _extra_view_port_widgets, darkvater@152: }; darkvater@152: peter1138@10411: void ShowExtraViewPortWindow(TileIndex tile) darkvater@152: { darkvater@152: int i = 0; truelight@193: belugas@6916: /* find next free window number for extra viewport */ tron@2989: while (FindWindowById(WC_EXTRA_VIEW_PORT, i) != NULL) i++; darkvater@152: rubidium@10525: new ExtraViewportWindow(&_extra_view_port_desc, i, tile); darkvater@152: } glx@10512: glx@10512: bool ScrollMainWindowTo(int x, int y, bool instant) glx@10512: { glx@10512: bool res = ScrollWindowTo(x, y, FindWindowById(WC_MAIN_WINDOW, 0), instant); glx@10512: glx@10512: /* If a user scrolls to a tile (via what way what so ever) and already is on glx@10512: * that tile (e.g.: pressed twice), move the smallmap to that location, glx@10512: * so you directly see where you are on the smallmap. */ glx@10512: glx@10512: if (res) return res; glx@10512: glx@10512: SmallMapWindow *w = dynamic_cast(FindWindowById(WC_SMALLMAP, 0)); glx@10512: if (w != NULL) w->SmallMapCenterOnCurrentPos(); glx@10512: glx@10512: return res; glx@10512: }