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Lots of different structs contain variations on sub-tile bounds with different naming. Unify into a single struct that can be inherited and passed directly to AddSortableSpriteToDraw. At the same time, offsets now work more logically: sub-tile bounds now specify the bounding box, and an offset can be applied to the sprite.
191 lines
7.4 KiB
C++
191 lines
7.4 KiB
C++
/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file sprite.h Base for drawing complex sprites. */
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#ifndef SPRITE_H
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#define SPRITE_H
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#include "core/geometry_type.hpp"
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#include "transparency.h"
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#include "table/sprites.h"
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struct SpriteBounds {
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Coord3D<int8_t> origin; ///< Position of northern corner within tile.
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Coord3D<uint8_t> extent; ///< Size of bounding box.
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Coord3D<int8_t> offset; ///< Relative position of sprite from bounding box.
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constexpr SpriteBounds() = default;
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constexpr SpriteBounds(const Coord3D<int8_t> &origin, const Coord3D<uint8_t> &extent, const Coord3D<int8_t> &offset) :
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origin(origin), extent(extent), offset(offset) {}
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};
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/* The following describes bunch of sprites to be drawn together in a single 3D
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* bounding box. Used especially for various multi-sprite buildings (like
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* depots or stations): */
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/** A tile child sprite and palette to draw for stations etc, with 3D bounding box */
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struct DrawTileSeqStruct : SpriteBounds {
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PalSpriteID image;
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constexpr DrawTileSeqStruct() = default;
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constexpr DrawTileSeqStruct(int8_t origin_x, int8_t origin_y, int8_t origin_z, uint8_t extent_x, uint8_t extent_y, uint8_t extent_z, PalSpriteID image) :
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SpriteBounds({origin_x, origin_y, origin_z}, {extent_x, extent_y, extent_z}, {}), image(image) {}
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/** Check whether this is a parent sprite with a boundingbox. */
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inline bool IsParentSprite() const
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{
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return static_cast<uint8_t>(this->origin.z) != 0x80;
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}
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};
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/**
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* Ground palette sprite of a tile, together with its sprite layout.
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* For static sprite layouts see #DrawTileSpriteSpan.
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* For allocated ones from NewGRF see #NewGRFSpriteLayout.
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*/
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struct DrawTileSprites {
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PalSpriteID ground{}; ///< Palette and sprite for the ground
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DrawTileSprites(PalSpriteID ground) : ground(ground) {}
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DrawTileSprites() = default;
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virtual ~DrawTileSprites() = default;
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virtual std::span<const DrawTileSeqStruct> GetSequence() const = 0;
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};
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/**
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* Ground palette sprite of a tile, together with its sprite layout.
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* This struct is used for static sprite layouts in the code.
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* For allocated ones from NewGRF see #NewGRFSpriteLayout.
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*/
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struct DrawTileSpriteSpan : DrawTileSprites {
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std::span<const DrawTileSeqStruct> seq; ///< Child sprites,
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DrawTileSpriteSpan(PalSpriteID ground, std::span<const DrawTileSeqStruct> seq) : DrawTileSprites(ground), seq(seq) {}
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DrawTileSpriteSpan(PalSpriteID ground) : DrawTileSprites(ground) {};
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DrawTileSpriteSpan() = default;
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std::span<const DrawTileSeqStruct> GetSequence() const override { return this->seq; }
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};
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/**
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* This structure is the same for both Industries and Houses.
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* Buildings here reference a general type of construction
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*/
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struct DrawBuildingsTileStruct : SpriteBounds {
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PalSpriteID ground;
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PalSpriteID building;
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uint8_t draw_proc; // this allows to specify a special drawing procedure.
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};
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void DrawCommonTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, int32_t orig_offset, uint32_t newgrf_offset, PaletteID default_palette, bool child_offset_is_unsigned);
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void DrawCommonTileSeqInGUI(int x, int y, const DrawTileSprites *dts, int32_t orig_offset, uint32_t newgrf_offset, PaletteID default_palette, bool child_offset_is_unsigned);
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/**
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* Draw tile sprite sequence on tile with railroad specifics.
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* @param total_offset Spriteoffset from normal rail to current railtype.
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* @param newgrf_offset Startsprite of the Action1 to use.
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*/
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inline void DrawRailTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, int32_t total_offset, uint32_t newgrf_offset, PaletteID default_palette)
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{
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DrawCommonTileSeq(ti, dts, to, total_offset, newgrf_offset, default_palette, false);
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}
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/**
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* Draw tile sprite sequence in GUI with railroad specifics.
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* @param total_offset Spriteoffset from normal rail to current railtype.
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* @param newgrf_offset Startsprite of the Action1 to use.
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*/
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inline void DrawRailTileSeqInGUI(int x, int y, const DrawTileSprites *dts, int32_t total_offset, uint32_t newgrf_offset, PaletteID default_palette)
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{
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DrawCommonTileSeqInGUI(x, y, dts, total_offset, newgrf_offset, default_palette, false);
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}
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/**
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* Draw TTD sprite sequence on tile.
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*/
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inline void DrawOrigTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, PaletteID default_palette)
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{
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DrawCommonTileSeq(ti, dts, to, 0, 0, default_palette, false);
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}
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/**
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* Draw TTD sprite sequence in GUI.
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*/
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inline void DrawOrigTileSeqInGUI(int x, int y, const DrawTileSprites *dts, PaletteID default_palette)
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{
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DrawCommonTileSeqInGUI(x, y, dts, 0, 0, default_palette, false);
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}
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/**
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* Draw NewGRF industrytile or house sprite layout
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* @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage.
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*/
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inline void DrawNewGRFTileSeq(const struct TileInfo *ti, const DrawTileSprites *dts, TransparencyOption to, uint32_t stage, PaletteID default_palette)
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{
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DrawCommonTileSeq(ti, dts, to, 0, stage, default_palette, true);
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}
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/**
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* Draw NewGRF object in GUI
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* @param stage Sprite inside the Action1 spritesets to use, i.e. construction stage.
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*/
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inline void DrawNewGRFTileSeqInGUI(int x, int y, const DrawTileSprites *dts, uint32_t stage, PaletteID default_palette)
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{
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DrawCommonTileSeqInGUI(x, y, dts, 0, stage, default_palette, true);
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}
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/**
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* Applies PALETTE_MODIFIER_TRANSPARENT and PALETTE_MODIFIER_COLOUR to a palette entry of a sprite layout entry
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* @note for ground sprites use #GroundSpritePaletteTransform
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* @note Not usable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set
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* when to use the default palette.
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*
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* @param image The sprite to draw
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* @param pal The palette from the sprite layout
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* @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour)
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* @return The palette to use
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*/
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inline PaletteID SpriteLayoutPaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
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{
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if (HasBit(image, PALETTE_MODIFIER_TRANSPARENT) || HasBit(image, PALETTE_MODIFIER_COLOUR)) {
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return (pal != 0 ? pal : default_pal);
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} else {
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return PAL_NONE;
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}
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}
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/**
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* Applies PALETTE_MODIFIER_COLOUR to a palette entry of a ground sprite
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* @note Not usable for OTTD internal spritelayouts from table/xxx_land.h as PALETTE_MODIFIER_TRANSPARENT is only set
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* when to use the default palette.
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*
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* @param image The sprite to draw
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* @param pal The palette from the sprite layout
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* @param default_pal The default recolour sprite to use (typically company colour resp. random industry/house colour)
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* @return The palette to use
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*/
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inline PaletteID GroundSpritePaletteTransform(SpriteID image, PaletteID pal, PaletteID default_pal)
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{
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if (HasBit(image, PALETTE_MODIFIER_COLOUR)) {
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return (pal != 0 ? pal : default_pal);
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} else {
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return PAL_NONE;
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}
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}
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/**
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* Get recolour palette for a colour.
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* @param colour Colour.
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* @return Recolour palette.
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*/
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static inline PaletteID GetColourPalette(Colours colour) { return PALETTE_RECOLOUR_START + colour; }
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#endif /* SPRITE_H */
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