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https://github.com/OpenTTD/OpenTTD.git
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(svn r16579) -Codechange: rework smallmap code a bit; remove goto, remove some unneeded variables, return value directly instead of writing it to a variable to later return that
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238872d3bd
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20f73b2f50
@ -230,12 +230,11 @@ static uint _industry_to_list_pos[NUM_INDUSTRYTYPES];
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*/
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void BuildIndustriesLegend()
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{
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const IndustrySpec *indsp;
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uint j = 0;
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/* Add each name */
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for (IndustryType i = 0; i < NUM_INDUSTRYTYPES; i++) {
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indsp = GetIndustrySpec(i);
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const IndustrySpec *indsp = GetIndustrySpec(i);
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if (indsp->enabled) {
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_legend_from_industries[j].legend = indsp->name;
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_legend_from_industries[j].colour = indsp->map_colour;
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@ -348,53 +347,6 @@ static const AndOr _smallmap_vegetation_andor[] = {
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typedef uint32 GetSmallMapPixels(TileIndex tile); // typedef callthrough function
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/**
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* Draws one column of the small map in a certain mode onto the screen buffer. This
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* function looks exactly the same for all types
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*
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* @param dst Pointer to a part of the screen buffer to write to.
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* @param xc The X coordinate of the first tile in the column.
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* @param yc The Y coordinate of the first tile in the column
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* @param pitch Number of pixels to advance in the screen buffer each time a pixel is written.
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* @param reps Number of lines to draw
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* @param mask ?
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* @param proc Pointer to the colour function
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* @see GetSmallMapPixels(TileIndex)
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*/
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static void DrawSmallMapStuff(void *dst, uint xc, uint yc, int pitch, int reps, uint32 mask, GetSmallMapPixels *proc)
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{
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Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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void *dst_ptr_abs_end = blitter->MoveTo(_screen.dst_ptr, 0, _screen.height);
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void *dst_ptr_end = blitter->MoveTo(dst_ptr_abs_end, -4, 0);
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do {
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/* check if the tile (xc,yc) is within the map range */
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uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
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if (IsInsideMM(xc, min_xy, MapMaxX()) && IsInsideMM(yc, min_xy, MapMaxY())) {
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/* check if the dst pointer points to a pixel inside the screen buffer */
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if (dst < _screen.dst_ptr) continue;
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if (dst >= dst_ptr_abs_end) continue;
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uint32 val = proc(TileXY(xc, yc)) & mask;
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uint8 *val8 = (uint8 *)&val;
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if (dst <= dst_ptr_end) {
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blitter->SetPixelIfEmpty(dst, 0, 0, val8[0]);
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blitter->SetPixelIfEmpty(dst, 1, 0, val8[1]);
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blitter->SetPixelIfEmpty(dst, 2, 0, val8[2]);
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blitter->SetPixelIfEmpty(dst, 3, 0, val8[3]);
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} else {
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/* 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 */
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int i = 0;
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do {
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blitter->SetPixelIfEmpty(dst, 0, 0, val8[i]);
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} while (i++, dst = blitter->MoveTo(dst, 1, 0), dst < dst_ptr_abs_end);
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}
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}
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/* switch to next tile in the column */
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} while (xc++, yc++, dst = blitter->MoveTo(dst, pitch, 0), --reps != 0);
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}
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static inline TileType GetEffectiveTileType(TileIndex tile)
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{
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@ -421,8 +373,7 @@ static inline uint32 GetSmallMapContoursPixels(TileIndex tile)
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{
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TileType t = GetEffectiveTileType(tile);
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return
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ApplyMask(_map_height_bits[TileHeight(tile)], &_smallmap_contours_andor[t]);
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return ApplyMask(_map_height_bits[TileHeight(tile)], &_smallmap_contours_andor[t]);
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}
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/**
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@ -470,22 +421,20 @@ static inline uint32 GetSmallMapIndustriesPixels(TileIndex tile)
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static inline uint32 GetSmallMapRoutesPixels(TileIndex tile)
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{
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TileType t = GetEffectiveTileType(tile);
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uint32 bits;
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if (t == MP_STATION) {
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switch (GetStationType(tile)) {
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case STATION_RAIL: bits = MKCOLOUR(0x56565656); break;
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case STATION_AIRPORT: bits = MKCOLOUR(0xB8B8B8B8); break;
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case STATION_TRUCK: bits = MKCOLOUR(0xC2C2C2C2); break;
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case STATION_BUS: bits = MKCOLOUR(0xBFBFBFBF); break;
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case STATION_DOCK: bits = MKCOLOUR(0x98989898); break;
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default: bits = MKCOLOUR(0xFFFFFFFF); break;
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case STATION_RAIL: return MKCOLOUR(0x56565656);
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case STATION_AIRPORT: return MKCOLOUR(0xB8B8B8B8);
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case STATION_TRUCK: return MKCOLOUR(0xC2C2C2C2);
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case STATION_BUS: return MKCOLOUR(0xBFBFBFBF);
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case STATION_DOCK: return MKCOLOUR(0x98989898);
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default: return MKCOLOUR(0xFFFFFFFF);
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}
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} else {
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}
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/* ground colour */
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bits = ApplyMask(MKCOLOUR(0x54545454), &_smallmap_contours_andor[t]);
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}
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return bits;
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return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_contours_andor[t]);
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}
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@ -503,35 +452,23 @@ static const uint32 _vegetation_clear_bits[] = {
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static inline uint32 GetSmallMapVegetationPixels(TileIndex tile)
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{
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TileType t = GetEffectiveTileType(tile);
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uint32 bits;
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switch (t) {
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case MP_CLEAR:
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if (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) {
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bits = MKCOLOUR(0x37373737);
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} else {
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bits = _vegetation_clear_bits[GetClearGround(tile)];
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}
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break;
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return (IsClearGround(tile, CLEAR_GRASS) && GetClearDensity(tile) < 3) ? MKCOLOUR(0x37373737) : _vegetation_clear_bits[GetClearGround(tile)];
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case MP_INDUSTRY:
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bits = GetIndustrySpec(GetIndustryByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOUR(0xD0D0D0D0) : MKCOLOUR(0xB5B5B5B5);
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break;
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return GetIndustrySpec(GetIndustryByTile(tile)->type)->check_proc == CHECK_FOREST ? MKCOLOUR(0xD0D0D0D0) : MKCOLOUR(0xB5B5B5B5);
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case MP_TREES:
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if (GetTreeGround(tile) == TREE_GROUND_SNOW_DESERT) {
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bits = (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR(0x98575798) : MKCOLOUR(0xC25757C2);
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} else {
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bits = MKCOLOUR(0x54575754);
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return (_settings_game.game_creation.landscape == LT_ARCTIC) ? MKCOLOUR(0x98575798) : MKCOLOUR(0xC25757C2);
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}
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break;
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return MKCOLOUR(0x54575754);
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default:
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bits = ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
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break;
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return ApplyMask(MKCOLOUR(0x54545454), &_smallmap_vehicles_andor[t]);
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}
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return bits;
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}
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@ -623,6 +560,75 @@ class SmallMapWindow : public Window
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static const int COLUMN_WIDTH = 119;
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static const int MIN_LEGEND_HEIGHT = 6 * 7;
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/**
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* Remap a map's tile X coordinate (TileX(TileIndex)) to
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* a location on this smallmap.
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* @param tile_x the tile's X coordinate.
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* @return the X coordinate to draw on.
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*/
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inline int RemapX(int tile_x)
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{
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return tile_x - this->scroll_x / TILE_SIZE;
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}
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/**
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* Remap a map's tile Y coordinate (TileY(TileIndex)) to
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* a location on this smallmap.
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* @param tile_y the tile's Y coordinate.
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* @return the Y coordinate to draw on.
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*/
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inline int RemapY(int tile_y)
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{
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return tile_y - this->scroll_y / TILE_SIZE;
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}
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/**
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* Draws one column of the small map in a certain mode onto the screen buffer. This
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* function looks exactly the same for all types
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*
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* @param dst Pointer to a part of the screen buffer to write to.
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* @param xc The X coordinate of the first tile in the column.
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* @param yc The Y coordinate of the first tile in the column
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* @param pitch Number of pixels to advance in the screen buffer each time a pixel is written.
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* @param reps Number of lines to draw
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* @param mask ?
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* @param proc Pointer to the colour function
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* @see GetSmallMapPixels(TileIndex)
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*/
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inline void DrawSmallMapStuff(void *dst, uint xc, uint yc, int pitch, int reps, uint32 mask, GetSmallMapPixels *proc)
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{
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Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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void *dst_ptr_abs_end = blitter->MoveTo(_screen.dst_ptr, 0, _screen.height);
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void *dst_ptr_end = blitter->MoveTo(dst_ptr_abs_end, -4, 0);
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do {
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/* check if the tile (xc,yc) is within the map range */
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uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
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if (IsInsideMM(xc, min_xy, MapMaxX()) && IsInsideMM(yc, min_xy, MapMaxY())) {
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/* check if the dst pointer points to a pixel inside the screen buffer */
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if (dst < _screen.dst_ptr) continue;
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if (dst >= dst_ptr_abs_end) continue;
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uint32 val = proc(TileXY(xc, yc)) & mask;
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uint8 *val8 = (uint8 *)&val;
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if (dst <= dst_ptr_end) {
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blitter->SetPixelIfEmpty(dst, 0, 0, val8[0]);
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blitter->SetPixelIfEmpty(dst, 1, 0, val8[1]);
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blitter->SetPixelIfEmpty(dst, 2, 0, val8[2]);
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blitter->SetPixelIfEmpty(dst, 3, 0, val8[3]);
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} else {
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/* 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 */
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int i = 0;
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do {
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blitter->SetPixelIfEmpty(dst, 0, 0, val8[i]);
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} while (i++, dst = blitter->MoveTo(dst, 1, 0), dst < dst_ptr_abs_end);
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}
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}
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/* switch to next tile in the column */
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} while (xc++, yc++, dst = blitter->MoveTo(dst, pitch, 0), --reps != 0);
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}
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public:
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/**
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* Draws the small map.
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@ -642,11 +648,6 @@ public:
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{
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Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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DrawPixelInfo *old_dpi;
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int dx, dy, x, y, x2, y2;
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void *ptr;
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int tile_x;
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int tile_y;
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ViewPort *vp;
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old_dpi = _cur_dpi;
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_cur_dpi = dpi;
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@ -671,15 +672,15 @@ public:
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}
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}
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tile_x = this->scroll_x / TILE_SIZE;
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tile_y = this->scroll_y / TILE_SIZE;
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int tile_x = this->scroll_x / TILE_SIZE;
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int tile_y = this->scroll_y / TILE_SIZE;
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dx = dpi->left + this->subscroll;
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int dx = dpi->left + this->subscroll;
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tile_x -= dx / 4;
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tile_y += dx / 4;
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dx &= 3;
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dy = dpi->top;
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int dy = dpi->top;
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tile_x += dy / 2;
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tile_y += dy / 2;
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@ -693,24 +694,22 @@ public:
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}
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}
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ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0);
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x = - dx - 4;
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y = 0;
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void *ptr = blitter->MoveTo(dpi->dst_ptr, -dx - 4, 0);
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int x = - dx - 4;
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int y = 0;
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for (;;) {
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uint32 mask = 0xFFFFFFFF;
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int reps;
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int t;
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/* distance from left edge */
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if (x >= -3) {
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if (x < 0) {
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if (x < -3) goto skip_column;
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/* mask to use at the left edge */
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mask = _smallmap_mask_left[x + 3];
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}
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/* distance from right edge */
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t = dpi->width - x;
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int t = dpi->width - x;
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if (t < 4) {
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if (t <= 0) break; // exit loop
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/* mask to use at the right edge */
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@ -718,12 +717,12 @@ public:
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}
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/* number of lines */
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reps = (dpi->height - y + 1) / 2;
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int reps = (dpi->height - y + 1) / 2;
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if (reps > 0) {
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DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[this->map_type]);
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this->DrawSmallMapStuff(ptr, tile_x, tile_y, dpi->pitch * 2, reps, mask, _smallmap_draw_procs[this->map_type]);
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}
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}
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skip_column:
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if (y == 0) {
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tile_y++;
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y++;
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@ -740,16 +739,14 @@ public:
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/* draw vehicles? */
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if (this->map_type == SMT_CONTOUR || this->map_type == SMT_VEHICLES) {
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Vehicle *v;
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bool skip;
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byte colour;
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FOR_ALL_VEHICLES(v) {
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if (v->type != VEH_EFFECT &&
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(v->vehstatus & (VS_HIDDEN | VS_UNCLICKABLE)) == 0) {
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/* Remap into flat coordinates. */
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Point pt = RemapCoords(
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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
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v->y_pos / TILE_SIZE - this->scroll_y / TILE_SIZE, // dtto
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this->RemapX(v->x_pos / TILE_SIZE),
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this->RemapY(v->y_pos / TILE_SIZE),
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0);
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x = pt.x;
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y = pt.y;
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@ -759,7 +756,7 @@ public:
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if (!IsInsideMM(y, 0, dpi->height)) continue;
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/* Default is to draw both pixels. */
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skip = false;
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bool skip = false;
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/* Offset X coordinate */
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x -= this->subscroll + 3 + dpi->left;
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@ -776,7 +773,7 @@ public:
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}
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/* Calculate pointer to pixel and the colour */
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colour = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colours[v->type] : 0xF;
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byte colour = (this->map_type == SMT_VEHICLES) ? _vehicle_type_colours[v->type] : 0xF;
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/* And draw either one or two pixels depending on clipping */
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blitter->SetPixel(dpi->dst_ptr, x, y, colour);
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@ -791,8 +788,8 @@ public:
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FOR_ALL_TOWNS(t) {
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/* Remap the town coordinate */
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Point pt = RemapCoords(
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(int)(TileX(t->xy) * TILE_SIZE - this->scroll_x) / TILE_SIZE,
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(int)(TileY(t->xy) * TILE_SIZE - this->scroll_y) / TILE_SIZE,
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this->RemapX(TileX(t->xy)),
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this->RemapY(TileY(t->xy)),
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0);
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x = pt.x - this->subscroll + 3 - (t->sign.width_2 >> 1);
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y = pt.y;
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@ -809,19 +806,16 @@ public:
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}
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}
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/* Draw map indicators */
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{
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Point pt;
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/* Find main viewport. */
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vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
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ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
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pt = RemapCoords(this->scroll_x, this->scroll_y, 0);
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/* Draw map indicators */
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Point pt = RemapCoords(this->scroll_x, this->scroll_y, 0);
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x = vp->virtual_left - pt.x;
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y = vp->virtual_top - pt.y;
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x2 = (x + vp->virtual_width) / TILE_SIZE;
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y2 = (y + vp->virtual_height) / TILE_SIZE;
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int x2 = (x + vp->virtual_width) / TILE_SIZE;
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int y2 = (y + vp->virtual_height) / TILE_SIZE;
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x /= TILE_SIZE;
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y /= TILE_SIZE;
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@ -833,18 +827,15 @@ public:
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DrawHorizMapIndicator(x, y, x2, y);
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DrawHorizMapIndicator(x, y2, x2, y2);
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}
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_cur_dpi = old_dpi;
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}
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void SmallMapCenterOnCurrentPos()
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{
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int x, y;
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ViewPort *vp;
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vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
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ViewPort *vp = FindWindowById(WC_MAIN_WINDOW, 0)->viewport;
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x = ((vp->virtual_width - (this->widget[SM_WIDGET_MAP].right - this->widget[SM_WIDGET_MAP].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4;
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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;
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int x = ((vp->virtual_width - (this->widget[SM_WIDGET_MAP].right - this->widget[SM_WIDGET_MAP].left) * TILE_SIZE) / 2 + vp->virtual_left) / 4;
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int 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;
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this->scroll_x = (y - x) & ~0xF;
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this->scroll_y = (x + y) & ~0xF;
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this->SetDirty();
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