viewport.cpp

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00001 /* $Id: viewport.cpp 23835 2012-01-22 13:54:02Z frosch $ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00029 #include "stdafx.h"
00030 #include "landscape.h"
00031 #include "viewport_func.h"
00032 #include "station_base.h"
00033 #include "waypoint_base.h"
00034 #include "town.h"
00035 #include "signs_base.h"
00036 #include "signs_func.h"
00037 #include "vehicle_base.h"
00038 #include "vehicle_gui.h"
00039 #include "blitter/factory.hpp"
00040 #include "strings_func.h"
00041 #include "zoom_func.h"
00042 #include "vehicle_func.h"
00043 #include "company_func.h"
00044 #include "waypoint_func.h"
00045 #include "window_func.h"
00046 #include "tilehighlight_func.h"
00047 #include "window_gui.h"
00048 
00049 #include "table/strings.h"
00050 
00051 Point _tile_fract_coords;
00052 
00053 struct StringSpriteToDraw {
00054   StringID string;
00055   Colours colour;
00056   int32 x;
00057   int32 y;
00058   uint64 params[2];
00059   uint16 width;
00060 };
00061 
00062 struct TileSpriteToDraw {
00063   SpriteID image;
00064   PaletteID pal;
00065   const SubSprite *sub;           
00066   int32 x;                        
00067   int32 y;                        
00068 };
00069 
00070 struct ChildScreenSpriteToDraw {
00071   SpriteID image;
00072   PaletteID pal;
00073   const SubSprite *sub;           
00074   int32 x;
00075   int32 y;
00076   int next;                       
00077 };
00078 
00080 struct ParentSpriteToDraw {
00081   SpriteID image;                 
00082   PaletteID pal;                  
00083   const SubSprite *sub;           
00084 
00085   int32 x;                        
00086   int32 y;                        
00087 
00088   int32 left;                     
00089   int32 top;                      
00090 
00091   int32 xmin;                     
00092   int32 xmax;                     
00093   int32 ymin;                     
00094   int32 ymax;                     
00095   int zmin;                       
00096   int zmax;                       
00097 
00098   int first_child;                
00099   bool comparison_done;           
00100 };
00101 
00103 enum FoundationPart {
00104   FOUNDATION_PART_NONE     = 0xFF,  
00105   FOUNDATION_PART_NORMAL   = 0,     
00106   FOUNDATION_PART_HALFTILE = 1,     
00107   FOUNDATION_PART_END
00108 };
00109 
00114 enum SpriteCombineMode {
00115   SPRITE_COMBINE_NONE,     
00116   SPRITE_COMBINE_PENDING,  
00117   SPRITE_COMBINE_ACTIVE,   
00118 };
00119 
00120 typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
00121 typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
00122 typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
00123 typedef SmallVector<ParentSpriteToDraw*, 64> ParentSpriteToSortVector;
00124 typedef SmallVector<ChildScreenSpriteToDraw, 16> ChildScreenSpriteToDrawVector;
00125 
00127 struct ViewportDrawer {
00128   DrawPixelInfo dpi;
00129 
00130   StringSpriteToDrawVector string_sprites_to_draw;
00131   TileSpriteToDrawVector tile_sprites_to_draw;
00132   ParentSpriteToDrawVector parent_sprites_to_draw;
00133   ParentSpriteToSortVector parent_sprites_to_sort; 
00134   ChildScreenSpriteToDrawVector child_screen_sprites_to_draw;
00135 
00136   int *last_child;
00137 
00138   SpriteCombineMode combine_sprites;               
00139 
00140   int foundation[FOUNDATION_PART_END];             
00141   FoundationPart foundation_part;                  
00142   int *last_foundation_child[FOUNDATION_PART_END]; 
00143   Point foundation_offset[FOUNDATION_PART_END];    
00144 };
00145 
00146 static ViewportDrawer _vd;
00147 
00148 TileHighlightData _thd;
00149 static TileInfo *_cur_ti;
00150 bool _draw_bounding_boxes = false;
00151 
00152 static Point MapXYZToViewport(const ViewPort *vp, int x, int y, int z)
00153 {
00154   Point p = RemapCoords(x, y, z);
00155   p.x -= vp->virtual_width / 2;
00156   p.y -= vp->virtual_height / 2;
00157   return p;
00158 }
00159 
00160 void DeleteWindowViewport(Window *w)
00161 {
00162   free(w->viewport);
00163   w->viewport = NULL;
00164 }
00165 
00178 void InitializeWindowViewport(Window *w, int x, int y,
00179   int width, int height, uint32 follow_flags, ZoomLevel zoom)
00180 {
00181   assert(w->viewport == NULL);
00182 
00183   ViewportData *vp = CallocT<ViewportData>(1);
00184 
00185   vp->left = x + w->left;
00186   vp->top = y + w->top;
00187   vp->width = width;
00188   vp->height = height;
00189 
00190   vp->zoom = static_cast<ZoomLevel>(Clamp(zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
00191 
00192   vp->virtual_width = ScaleByZoom(width, zoom);
00193   vp->virtual_height = ScaleByZoom(height, zoom);
00194 
00195   Point pt;
00196 
00197   if (follow_flags & 0x80000000) {
00198     const Vehicle *veh;
00199 
00200     vp->follow_vehicle = (VehicleID)(follow_flags & 0xFFFFF);
00201     veh = Vehicle::Get(vp->follow_vehicle);
00202     pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
00203   } else {
00204     uint x = TileX(follow_flags) * TILE_SIZE;
00205     uint y = TileY(follow_flags) * TILE_SIZE;
00206 
00207     vp->follow_vehicle = INVALID_VEHICLE;
00208     pt = MapXYZToViewport(vp, x, y, GetSlopePixelZ(x, y));
00209   }
00210 
00211   vp->scrollpos_x = pt.x;
00212   vp->scrollpos_y = pt.y;
00213   vp->dest_scrollpos_x = pt.x;
00214   vp->dest_scrollpos_y = pt.y;
00215 
00216   w->viewport = vp;
00217   vp->virtual_left = 0;//pt.x;
00218   vp->virtual_top = 0;//pt.y;
00219 }
00220 
00221 static Point _vp_move_offs;
00222 
00223 static void DoSetViewportPosition(const Window *w, int left, int top, int width, int height)
00224 {
00225   FOR_ALL_WINDOWS_FROM_BACK_FROM(w, w) {
00226     if (left + width > w->left &&
00227         w->left + w->width > left &&
00228         top + height > w->top &&
00229         w->top + w->height > top) {
00230 
00231       if (left < w->left) {
00232         DoSetViewportPosition(w, left, top, w->left - left, height);
00233         DoSetViewportPosition(w, left + (w->left - left), top, width - (w->left - left), height);
00234         return;
00235       }
00236 
00237       if (left + width > w->left + w->width) {
00238         DoSetViewportPosition(w, left, top, (w->left + w->width - left), height);
00239         DoSetViewportPosition(w, left + (w->left + w->width - left), top, width - (w->left + w->width - left), height);
00240         return;
00241       }
00242 
00243       if (top < w->top) {
00244         DoSetViewportPosition(w, left, top, width, (w->top - top));
00245         DoSetViewportPosition(w, left, top + (w->top - top), width, height - (w->top - top));
00246         return;
00247       }
00248 
00249       if (top + height > w->top + w->height) {
00250         DoSetViewportPosition(w, left, top, width, (w->top + w->height - top));
00251         DoSetViewportPosition(w, left, top + (w->top + w->height - top), width, height - (w->top + w->height - top));
00252         return;
00253       }
00254 
00255       return;
00256     }
00257   }
00258 
00259   {
00260     int xo = _vp_move_offs.x;
00261     int yo = _vp_move_offs.y;
00262 
00263     if (abs(xo) >= width || abs(yo) >= height) {
00264       /* fully_outside */
00265       RedrawScreenRect(left, top, left + width, top + height);
00266       return;
00267     }
00268 
00269     GfxScroll(left, top, width, height, xo, yo);
00270 
00271     if (xo > 0) {
00272       RedrawScreenRect(left, top, xo + left, top + height);
00273       left += xo;
00274       width -= xo;
00275     } else if (xo < 0) {
00276       RedrawScreenRect(left + width + xo, top, left + width, top + height);
00277       width += xo;
00278     }
00279 
00280     if (yo > 0) {
00281       RedrawScreenRect(left, top, width + left, top + yo);
00282     } else if (yo < 0) {
00283       RedrawScreenRect(left, top + height + yo, width + left, top + height);
00284     }
00285   }
00286 }
00287 
00288 static void SetViewportPosition(Window *w, int x, int y)
00289 {
00290   ViewPort *vp = w->viewport;
00291   int old_left = vp->virtual_left;
00292   int old_top = vp->virtual_top;
00293   int i;
00294   int left, top, width, height;
00295 
00296   vp->virtual_left = x;
00297   vp->virtual_top = y;
00298 
00299   /* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
00300    * else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
00301    */
00302   old_left = UnScaleByZoomLower(old_left, vp->zoom);
00303   old_top = UnScaleByZoomLower(old_top, vp->zoom);
00304   x = UnScaleByZoomLower(x, vp->zoom);
00305   y = UnScaleByZoomLower(y, vp->zoom);
00306 
00307   old_left -= x;
00308   old_top -= y;
00309 
00310   if (old_top == 0 && old_left == 0) return;
00311 
00312   _vp_move_offs.x = old_left;
00313   _vp_move_offs.y = old_top;
00314 
00315   left = vp->left;
00316   top = vp->top;
00317   width = vp->width;
00318   height = vp->height;
00319 
00320   if (left < 0) {
00321     width += left;
00322     left = 0;
00323   }
00324 
00325   i = left + width - _screen.width;
00326   if (i >= 0) width -= i;
00327 
00328   if (width > 0) {
00329     if (top < 0) {
00330       height += top;
00331       top = 0;
00332     }
00333 
00334     i = top + height - _screen.height;
00335     if (i >= 0) height -= i;
00336 
00337     if (height > 0) DoSetViewportPosition(w->z_front, left, top, width, height);
00338   }
00339 }
00340 
00349 ViewPort *IsPtInWindowViewport(const Window *w, int x, int y)
00350 {
00351   ViewPort *vp = w->viewport;
00352 
00353   if (vp != NULL &&
00354       IsInsideMM(x, vp->left, vp->left + vp->width) &&
00355       IsInsideMM(y, vp->top, vp->top + vp->height))
00356     return vp;
00357 
00358   return NULL;
00359 }
00360 
00368 static Point TranslateXYToTileCoord(const ViewPort *vp, int x, int y)
00369 {
00370   Point pt;
00371   int a, b;
00372   int z;
00373 
00374   if ( (uint)(x -= vp->left) >= (uint)vp->width ||
00375         (uint)(y -= vp->top) >= (uint)vp->height) {
00376         Point pt = {-1, -1};
00377         return pt;
00378   }
00379 
00380   x = (ScaleByZoom(x, vp->zoom) + vp->virtual_left) >> (2 + ZOOM_LVL_SHIFT);
00381   y = (ScaleByZoom(y, vp->zoom) + vp->virtual_top) >> (1 + ZOOM_LVL_SHIFT);
00382 
00383   a = y - x;
00384   b = y + x;
00385 
00386   /* we need to move variables in to the valid range, as the
00387    * GetTileZoomCenterWindow() function can call here with invalid x and/or y,
00388    * when the user tries to zoom out along the sides of the map */
00389   a = Clamp(a, -4 * (int)TILE_SIZE, (int)(MapMaxX() * TILE_SIZE) - 1);
00390   b = Clamp(b, -4 * (int)TILE_SIZE, (int)(MapMaxY() * TILE_SIZE) - 1);
00391 
00392   /* (a, b) is the X/Y-world coordinate that belongs to (x,y) if the landscape would be completely flat on height 0.
00393    * Now find the Z-world coordinate by fix point iteration.
00394    * This is a bit tricky because the tile height is non-continuous at foundations.
00395    * The clicked point should be approached from the back, otherwise there are regions that are not clickable.
00396    * (FOUNDATION_HALFTILE_LOWER on SLOPE_STEEP_S hides north halftile completely)
00397    * So give it a z-malus of 4 in the first iterations.
00398    */
00399   z = 0;
00400 
00401   int min_coord = _settings_game.construction.freeform_edges ? TILE_SIZE : 0;
00402 
00403   for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + max(z, 4) - 4, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, 4) - 4, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
00404   for (int malus = 3; malus > 0; malus--) z = GetSlopePixelZ(Clamp(a + max(z, malus) - malus, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + max(z, malus) - malus, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
00405   for (int i = 0; i < 5; i++) z = GetSlopePixelZ(Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1), Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1)) / 2;
00406 
00407   pt.x = Clamp(a + z, min_coord, MapMaxX() * TILE_SIZE - 1);
00408   pt.y = Clamp(b + z, min_coord, MapMaxY() * TILE_SIZE - 1);
00409 
00410   return pt;
00411 }
00412 
00413 /* When used for zooming, check area below current coordinates (x,y)
00414  * and return the tile of the zoomed out/in position (zoom_x, zoom_y)
00415  * when you just want the tile, make x = zoom_x and y = zoom_y */
00416 static Point GetTileFromScreenXY(int x, int y, int zoom_x, int zoom_y)
00417 {
00418   Window *w;
00419   ViewPort *vp;
00420   Point pt;
00421 
00422   if ( (w = FindWindowFromPt(x, y)) != NULL &&
00423        (vp = IsPtInWindowViewport(w, x, y)) != NULL)
00424         return TranslateXYToTileCoord(vp, zoom_x, zoom_y);
00425 
00426   pt.y = pt.x = -1;
00427   return pt;
00428 }
00429 
00430 Point GetTileBelowCursor()
00431 {
00432   return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, _cursor.pos.x, _cursor.pos.y);
00433 }
00434 
00435 
00436 Point GetTileZoomCenterWindow(bool in, Window * w)
00437 {
00438   int x, y;
00439   ViewPort *vp = w->viewport;
00440 
00441   if (in) {
00442     x = ((_cursor.pos.x - vp->left) >> 1) + (vp->width >> 2);
00443     y = ((_cursor.pos.y - vp->top) >> 1) + (vp->height >> 2);
00444   } else {
00445     x = vp->width - (_cursor.pos.x - vp->left);
00446     y = vp->height - (_cursor.pos.y - vp->top);
00447   }
00448   /* Get the tile below the cursor and center on the zoomed-out center */
00449   return GetTileFromScreenXY(_cursor.pos.x, _cursor.pos.y, x + vp->left, y + vp->top);
00450 }
00451 
00460 void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte widget_zoom_out)
00461 {
00462   w->SetWidgetDisabledState(widget_zoom_in, vp->zoom <= _settings_client.gui.zoom_min);
00463   w->SetWidgetDirty(widget_zoom_in);
00464 
00465   w->SetWidgetDisabledState(widget_zoom_out, vp->zoom >= _settings_client.gui.zoom_max);
00466   w->SetWidgetDirty(widget_zoom_out);
00467 }
00468 
00481 static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub = NULL, int extra_offs_x = 0, int extra_offs_y = 0)
00482 {
00483   assert((image & SPRITE_MASK) < MAX_SPRITES);
00484 
00485   TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
00486   ts->image = image;
00487   ts->pal = pal;
00488   ts->sub = sub;
00489   Point pt = RemapCoords(x, y, z);
00490   ts->x = pt.x + extra_offs_x;
00491   ts->y = pt.y + extra_offs_y;
00492 }
00493 
00506 static void AddChildSpriteToFoundation(SpriteID image, PaletteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
00507 {
00508   assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
00509   assert(_vd.foundation[foundation_part] != -1);
00510   Point offs = _vd.foundation_offset[foundation_part];
00511 
00512   /* Change the active ChildSprite list to the one of the foundation */
00513   int *old_child = _vd.last_child;
00514   _vd.last_child = _vd.last_foundation_child[foundation_part];
00515 
00516   AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub, false);
00517 
00518   /* Switch back to last ChildSprite list */
00519   _vd.last_child = old_child;
00520 }
00521 
00535 void DrawGroundSpriteAt(SpriteID image, PaletteID pal, int32 x, int32 y, int z, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
00536 {
00537   /* Switch to first foundation part, if no foundation was drawn */
00538   if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
00539 
00540   if (_vd.foundation[_vd.foundation_part] != -1) {
00541     Point pt = RemapCoords(x, y, z);
00542     AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, pt.x + extra_offs_x * ZOOM_LVL_BASE, pt.y + extra_offs_y * ZOOM_LVL_BASE);
00543   } else {
00544     AddTileSpriteToDraw(image, pal, _cur_ti->x + x, _cur_ti->y + y, _cur_ti->z + z, sub, extra_offs_x * ZOOM_LVL_BASE, extra_offs_y * ZOOM_LVL_BASE);
00545   }
00546 }
00547 
00558 void DrawGroundSprite(SpriteID image, PaletteID pal, const SubSprite *sub, int extra_offs_x, int extra_offs_y)
00559 {
00560   DrawGroundSpriteAt(image, pal, 0, 0, 0, sub, extra_offs_x, extra_offs_y);
00561 }
00562 
00570 void OffsetGroundSprite(int x, int y)
00571 {
00572   /* Switch to next foundation part */
00573   switch (_vd.foundation_part) {
00574     case FOUNDATION_PART_NONE:
00575       _vd.foundation_part = FOUNDATION_PART_NORMAL;
00576       break;
00577     case FOUNDATION_PART_NORMAL:
00578       _vd.foundation_part = FOUNDATION_PART_HALFTILE;
00579       break;
00580     default: NOT_REACHED();
00581   }
00582 
00583   /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
00584   if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
00585 
00586   _vd.foundation_offset[_vd.foundation_part].x = x * ZOOM_LVL_BASE;
00587   _vd.foundation_offset[_vd.foundation_part].y = y * ZOOM_LVL_BASE;
00588   _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
00589 }
00590 
00602 static void AddCombinedSprite(SpriteID image, PaletteID pal, int x, int y, int z, const SubSprite *sub)
00603 {
00604   Point pt = RemapCoords(x, y, z);
00605   const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
00606 
00607   if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
00608       pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
00609       pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
00610       pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
00611     return;
00612 
00613   const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
00614   AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub, false);
00615 }
00616 
00642 void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
00643 {
00644   int32 left, right, top, bottom;
00645 
00646   assert((image & SPRITE_MASK) < MAX_SPRITES);
00647 
00648   /* make the sprites transparent with the right palette */
00649   if (transparent) {
00650     SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
00651     pal = PALETTE_TO_TRANSPARENT;
00652   }
00653 
00654   if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
00655     AddCombinedSprite(image, pal, x, y, z, sub);
00656     return;
00657   }
00658 
00659   _vd.last_child = NULL;
00660 
00661   Point pt = RemapCoords(x, y, z);
00662   int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
00663 
00664   /* Compute screen extents of sprite */
00665   if (image == SPR_EMPTY_BOUNDING_BOX) {
00666     left = tmp_left = RemapCoords(x + w          , y + bb_offset_y, z + bb_offset_z).x;
00667     right           = RemapCoords(x + bb_offset_x, y + h          , z + bb_offset_z).x + 1;
00668     top  = tmp_top  = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz         ).y;
00669     bottom          = RemapCoords(x + w          , y + h          , z + bb_offset_z).y + 1;
00670   } else {
00671     const Sprite *spr = GetSprite(image & SPRITE_MASK, ST_NORMAL);
00672     left = tmp_left = (pt.x += spr->x_offs);
00673     right           = (pt.x +  spr->width );
00674     top  = tmp_top  = (pt.y += spr->y_offs);
00675     bottom          = (pt.y +  spr->height);
00676   }
00677 
00678   if (_draw_bounding_boxes && (image != SPR_EMPTY_BOUNDING_BOX)) {
00679     /* Compute maximal extents of sprite and its bounding box */
00680     left   = min(left  , RemapCoords(x + w          , y + bb_offset_y, z + bb_offset_z).x);
00681     right  = max(right , RemapCoords(x + bb_offset_x, y + h          , z + bb_offset_z).x + 1);
00682     top    = min(top   , RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz         ).y);
00683     bottom = max(bottom, RemapCoords(x + w          , y + h          , z + bb_offset_z).y + 1);
00684   }
00685 
00686   /* Do not add the sprite to the viewport, if it is outside */
00687   if (left   >= _vd.dpi.left + _vd.dpi.width ||
00688       right  <= _vd.dpi.left                 ||
00689       top    >= _vd.dpi.top + _vd.dpi.height ||
00690       bottom <= _vd.dpi.top) {
00691     return;
00692   }
00693 
00694   ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
00695   ps->x = tmp_x;
00696   ps->y = tmp_y;
00697 
00698   ps->left = tmp_left;
00699   ps->top  = tmp_top;
00700 
00701   ps->image = image;
00702   ps->pal = pal;
00703   ps->sub = sub;
00704   ps->xmin = x + bb_offset_x;
00705   ps->xmax = x + max(bb_offset_x, w) - 1;
00706 
00707   ps->ymin = y + bb_offset_y;
00708   ps->ymax = y + max(bb_offset_y, h) - 1;
00709 
00710   ps->zmin = z + bb_offset_z;
00711   ps->zmax = z + max(bb_offset_z, dz) - 1;
00712 
00713   ps->comparison_done = false;
00714   ps->first_child = -1;
00715 
00716   _vd.last_child = &ps->first_child;
00717 
00718   if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
00719 }
00720 
00739 void StartSpriteCombine()
00740 {
00741   assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
00742   _vd.combine_sprites = SPRITE_COMBINE_PENDING;
00743 }
00744 
00749 void EndSpriteCombine()
00750 {
00751   assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
00752   _vd.combine_sprites = SPRITE_COMBINE_NONE;
00753 }
00754 
00764 static bool IsInRangeInclusive(int begin, int end, int check)
00765 {
00766   if (begin > end) Swap(begin, end);
00767   return begin <= check && check <= end;
00768 }
00769 
00776 bool IsInsideRotatedRectangle(int x, int y)
00777 {
00778   int dist_a = (_thd.size.x + _thd.size.y);      // Rotated coordinate system for selected rectangle.
00779   int dist_b = (_thd.size.x - _thd.size.y);      // We don't have to divide by 2. It's all relative!
00780   int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
00781   int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
00782 
00783   /* Check if a and b are between 0 and dist_a or dist_b respectively. */
00784   return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
00785 }
00786 
00797 void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool transparent, const SubSprite *sub, bool scale)
00798 {
00799   assert((image & SPRITE_MASK) < MAX_SPRITES);
00800 
00801   /* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
00802   if (_vd.last_child == NULL) return;
00803 
00804   /* make the sprites transparent with the right palette */
00805   if (transparent) {
00806     SetBit(image, PALETTE_MODIFIER_TRANSPARENT);
00807     pal = PALETTE_TO_TRANSPARENT;
00808   }
00809 
00810   *_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
00811 
00812   ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
00813   cs->image = image;
00814   cs->pal = pal;
00815   cs->sub = sub;
00816   cs->x = scale ? x * ZOOM_LVL_BASE : x;
00817   cs->y = scale ? y * ZOOM_LVL_BASE : y;
00818   cs->next = -1;
00819 
00820   /* Append the sprite to the active ChildSprite list.
00821    * If the active ParentSprite is a foundation, update last_foundation_child as well.
00822    * Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
00823   if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
00824   if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
00825   _vd.last_child = &cs->next;
00826 }
00827 
00828 static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
00829 {
00830   assert(width != 0);
00831   StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
00832   ss->string = string;
00833   ss->x = x;
00834   ss->y = y;
00835   ss->params[0] = params_1;
00836   ss->params[1] = params_2;
00837   ss->width = width;
00838   ss->colour = colour;
00839 }
00840 
00841 
00853 static void DrawSelectionSprite(SpriteID image, PaletteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
00854 {
00855   /* FIXME: This is not totally valid for some autorail highlights that extend over the edges of the tile. */
00856   if (_vd.foundation[foundation_part] == -1) {
00857     /* draw on real ground */
00858     AddTileSpriteToDraw(image, pal, ti->x, ti->y, ti->z + z_offset);
00859   } else {
00860     /* draw on top of foundation */
00861     AddChildSpriteToFoundation(image, pal, NULL, foundation_part, 0, -z_offset * ZOOM_LVL_BASE);
00862   }
00863 }
00864 
00871 static void DrawTileSelectionRect(const TileInfo *ti, PaletteID pal)
00872 {
00873   if (!IsValidTile(ti->tile)) return;
00874 
00875   SpriteID sel;
00876   if (IsHalftileSlope(ti->tileh)) {
00877     Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
00878     SpriteID sel2 = SPR_HALFTILE_SELECTION_FLAT + halftile_corner;
00879     DrawSelectionSprite(sel2, pal, ti, 7 + TILE_HEIGHT, FOUNDATION_PART_HALFTILE);
00880 
00881     Corner opposite_corner = OppositeCorner(halftile_corner);
00882     if (IsSteepSlope(ti->tileh)) {
00883       sel = SPR_HALFTILE_SELECTION_DOWN;
00884     } else {
00885       sel = ((ti->tileh & SlopeWithOneCornerRaised(opposite_corner)) != 0 ? SPR_HALFTILE_SELECTION_UP : SPR_HALFTILE_SELECTION_FLAT);
00886     }
00887     sel += opposite_corner;
00888   } else {
00889     sel = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
00890   }
00891   DrawSelectionSprite(sel, pal, ti, 7, FOUNDATION_PART_NORMAL);
00892 }
00893 
00894 static bool IsPartOfAutoLine(int px, int py)
00895 {
00896   px -= _thd.selstart.x;
00897   py -= _thd.selstart.y;
00898 
00899   if ((_thd.drawstyle & HT_DRAG_MASK) != HT_LINE) return false;
00900 
00901   switch (_thd.drawstyle & HT_DIR_MASK) {
00902     case HT_DIR_X:  return py == 0; // x direction
00903     case HT_DIR_Y:  return px == 0; // y direction
00904     case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
00905     case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
00906     case HT_DIR_VL: return px == py || px == py + 16; // vertical left
00907     case HT_DIR_VR: return px == py || px == py - 16; // vertical right
00908     default:
00909       NOT_REACHED();
00910   }
00911 }
00912 
00913 /* [direction][side] */
00914 static const HighLightStyle _autorail_type[6][2] = {
00915   { HT_DIR_X,  HT_DIR_X },
00916   { HT_DIR_Y,  HT_DIR_Y },
00917   { HT_DIR_HU, HT_DIR_HL },
00918   { HT_DIR_HL, HT_DIR_HU },
00919   { HT_DIR_VL, HT_DIR_VR },
00920   { HT_DIR_VR, HT_DIR_VL }
00921 };
00922 
00923 #include "table/autorail.h"
00924 
00931 static void DrawAutorailSelection(const TileInfo *ti, uint autorail_type)
00932 {
00933   SpriteID image;
00934   PaletteID pal;
00935   int offset;
00936 
00937   FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
00938   Slope autorail_tileh = RemoveHalftileSlope(ti->tileh);
00939   if (IsHalftileSlope(ti->tileh)) {
00940     static const uint _lower_rail[4] = { 5U, 2U, 4U, 3U };
00941     Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
00942     if (autorail_type != _lower_rail[halftile_corner]) {
00943       foundation_part = FOUNDATION_PART_HALFTILE;
00944       /* Here we draw the highlights of the "three-corners-raised"-slope. That looks ok to me. */
00945       autorail_tileh = SlopeWithThreeCornersRaised(OppositeCorner(halftile_corner));
00946     }
00947   }
00948 
00949   offset = _AutorailTilehSprite[autorail_tileh][autorail_type];
00950   if (offset >= 0) {
00951     image = SPR_AUTORAIL_BASE + offset;
00952     pal = PAL_NONE;
00953   } else {
00954     image = SPR_AUTORAIL_BASE - offset;
00955     pal = PALETTE_SEL_TILE_RED;
00956   }
00957 
00958   DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : pal, ti, 7, foundation_part);
00959 }
00960 
00965 static void DrawTileSelection(const TileInfo *ti)
00966 {
00967   /* Draw a red error square? */
00968   bool is_redsq = _thd.redsq == ti->tile;
00969   if (is_redsq) DrawTileSelectionRect(ti, PALETTE_TILE_RED_PULSATING);
00970 
00971   /* No tile selection active? */
00972   if ((_thd.drawstyle & HT_DRAG_MASK) == HT_NONE) return;
00973 
00974   if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
00975     if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) goto draw_inner;
00976     return;
00977   }
00978 
00979   /* Inside the inner area? */
00980   if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
00981       IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
00982 draw_inner:
00983     if (_thd.drawstyle & HT_RECT) {
00984       if (!is_redsq) DrawTileSelectionRect(ti, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE);
00985     } else if (_thd.drawstyle & HT_POINT) {
00986       /* Figure out the Z coordinate for the single dot. */
00987       int z = 0;
00988       FoundationPart foundation_part = FOUNDATION_PART_NORMAL;
00989       if (ti->tileh & SLOPE_N) {
00990         z += TILE_HEIGHT;
00991         if (RemoveHalftileSlope(ti->tileh) == SLOPE_STEEP_N) z += TILE_HEIGHT;
00992       }
00993       if (IsHalftileSlope(ti->tileh)) {
00994         Corner halftile_corner = GetHalftileSlopeCorner(ti->tileh);
00995         if ((halftile_corner == CORNER_W) || (halftile_corner == CORNER_E)) z += TILE_HEIGHT;
00996         if (halftile_corner != CORNER_S) {
00997           foundation_part = FOUNDATION_PART_HALFTILE;
00998           if (IsSteepSlope(ti->tileh)) z -= TILE_HEIGHT;
00999         }
01000       }
01001       DrawSelectionSprite(_cur_dpi->zoom <= ZOOM_LVL_DETAIL ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti, z, foundation_part);
01002     } else if (_thd.drawstyle & HT_RAIL) {
01003       /* autorail highlight piece under cursor */
01004       HighLightStyle type = _thd.drawstyle & HT_DIR_MASK;
01005       assert(type < HT_DIR_END);
01006       DrawAutorailSelection(ti, _autorail_type[type][0]);
01007     } else if (IsPartOfAutoLine(ti->x, ti->y)) {
01008       /* autorail highlighting long line */
01009       HighLightStyle dir = _thd.drawstyle & HT_DIR_MASK;
01010       uint side;
01011 
01012       if (dir == HT_DIR_X || dir == HT_DIR_Y) {
01013         side = 0;
01014       } else {
01015         TileIndex start = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
01016         side = Delta(Delta(TileX(start), TileX(ti->tile)), Delta(TileY(start), TileY(ti->tile)));
01017       }
01018 
01019       DrawAutorailSelection(ti, _autorail_type[dir][side]);
01020     }
01021     return;
01022   }
01023 
01024   /* Check if it's inside the outer area? */
01025   if (!is_redsq && _thd.outersize.x > 0 &&
01026       IsInsideBS(ti->x, _thd.pos.x + _thd.offs.x, _thd.size.x + _thd.outersize.x) &&
01027       IsInsideBS(ti->y, _thd.pos.y + _thd.offs.y, _thd.size.y + _thd.outersize.y)) {
01028     /* Draw a blue rect. */
01029     DrawTileSelectionRect(ti, PALETTE_SEL_TILE_BLUE);
01030     return;
01031   }
01032 }
01033 
01034 static void ViewportAddLandscape()
01035 {
01036   int x, y, width, height;
01037   TileInfo ti;
01038   bool direction;
01039 
01040   _cur_ti = &ti;
01041 
01042   /* Transform into tile coordinates and round to closest full tile */
01043   x = ((_vd.dpi.top >> (1 + ZOOM_LVL_SHIFT)) - (_vd.dpi.left >> (2 + ZOOM_LVL_SHIFT))) & ~TILE_UNIT_MASK;
01044   y = ((_vd.dpi.top >> (1 + ZOOM_LVL_SHIFT)) + (_vd.dpi.left >> (2 + ZOOM_LVL_SHIFT)) - TILE_SIZE) & ~TILE_UNIT_MASK;
01045 
01046   /* determine size of area */
01047   {
01048     Point pt = RemapCoords(x, y, 241);
01049     width = (_vd.dpi.left + _vd.dpi.width - pt.x + 95 * ZOOM_LVL_BASE) >> (6 + ZOOM_LVL_SHIFT);
01050     height = (_vd.dpi.top + _vd.dpi.height - pt.y) >> (5 + ZOOM_LVL_SHIFT) << 1;
01051   }
01052 
01053   assert(width > 0);
01054   assert(height > 0);
01055 
01056   direction = false;
01057 
01058   do {
01059     int width_cur = width;
01060     uint x_cur = x;
01061     uint y_cur = y;
01062 
01063     do {
01064       TileType tt = MP_VOID;
01065 
01066       ti.x = x_cur;
01067       ti.y = y_cur;
01068 
01069       ti.z = 0;
01070 
01071       ti.tileh = SLOPE_FLAT;
01072       ti.tile = INVALID_TILE;
01073 
01074       if (x_cur < MapMaxX() * TILE_SIZE &&
01075           y_cur < MapMaxY() * TILE_SIZE) {
01076         TileIndex tile = TileVirtXY(x_cur, y_cur);
01077 
01078         if (!_settings_game.construction.freeform_edges || (TileX(tile) != 0 && TileY(tile) != 0)) {
01079           if (x_cur == ((int)MapMaxX() - 1) * TILE_SIZE || y_cur == ((int)MapMaxY() - 1) * TILE_SIZE) {
01080             uint maxh = max<uint>(TileHeight(tile), 1);
01081             for (uint h = 0; h < maxh; h++) {
01082               AddTileSpriteToDraw(SPR_SHADOW_CELL, PAL_NONE, ti.x, ti.y, h * TILE_HEIGHT);
01083             }
01084           }
01085 
01086           ti.tile = tile;
01087           ti.tileh = GetTilePixelSlope(tile, &ti.z);
01088           tt = GetTileType(tile);
01089         }
01090       }
01091 
01092       _vd.foundation_part = FOUNDATION_PART_NONE;
01093       _vd.foundation[0] = -1;
01094       _vd.foundation[1] = -1;
01095       _vd.last_foundation_child[0] = NULL;
01096       _vd.last_foundation_child[1] = NULL;
01097 
01098       _tile_type_procs[tt]->draw_tile_proc(&ti);
01099 
01100       if ((x_cur == (int)MapMaxX() * TILE_SIZE && IsInsideMM(y_cur, 0, MapMaxY() * TILE_SIZE + 1)) ||
01101           (y_cur == (int)MapMaxY() * TILE_SIZE && IsInsideMM(x_cur, 0, MapMaxX() * TILE_SIZE + 1))) {
01102         TileIndex tile = TileVirtXY(x_cur, y_cur);
01103         ti.tile = tile;
01104         ti.tileh = GetTilePixelSlope(tile, &ti.z);
01105         tt = GetTileType(tile);
01106       }
01107       if (ti.tile != INVALID_TILE) DrawTileSelection(&ti);
01108 
01109       y_cur += 0x10;
01110       x_cur -= 0x10;
01111     } while (--width_cur);
01112 
01113     if ((direction ^= 1) != 0) {
01114       y += 0x10;
01115     } else {
01116       x += 0x10;
01117     }
01118   } while (--height);
01119 }
01120 
01131 void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, uint64 params_1, uint64 params_2, Colours colour)
01132 {
01133   bool small = dpi->zoom >= small_from;
01134 
01135   int left   = dpi->left;
01136   int top    = dpi->top;
01137   int right  = left + dpi->width;
01138   int bottom = top + dpi->height;
01139 
01140   int sign_height     = ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM, dpi->zoom);
01141   int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, dpi->zoom);
01142 
01143   if (bottom < sign->top ||
01144       top   > sign->top + sign_height ||
01145       right < sign->center - sign_half_width ||
01146       left  > sign->center + sign_half_width) {
01147     return;
01148   }
01149 
01150   if (!small) {
01151     AddStringToDraw(sign->center - sign_half_width, sign->top, string_normal, params_1, params_2, colour, sign->width_normal);
01152   } else {
01153     int shadow_offset = 0;
01154     if (string_small_shadow != STR_NULL) {
01155       shadow_offset = 4;
01156       AddStringToDraw(sign->center - sign_half_width + shadow_offset, sign->top, string_small_shadow, params_1, params_2, INVALID_COLOUR, sign->width_small);
01157     }
01158     AddStringToDraw(sign->center - sign_half_width, sign->top - shadow_offset, string_small, params_1, params_2,
01159         colour, sign->width_small | 0x8000);
01160   }
01161 }
01162 
01163 static void ViewportAddTownNames(DrawPixelInfo *dpi)
01164 {
01165   if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES) || _game_mode == GM_MENU) return;
01166 
01167   const Town *t;
01168   FOR_ALL_TOWNS(t) {
01169     ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &t->sign,
01170         _settings_client.gui.population_in_label ? STR_VIEWPORT_TOWN_POP : STR_VIEWPORT_TOWN,
01171         STR_VIEWPORT_TOWN_TINY_WHITE, STR_VIEWPORT_TOWN_TINY_BLACK,
01172         t->index, t->population);
01173   }
01174 }
01175 
01176 
01177 static void ViewportAddStationNames(DrawPixelInfo *dpi)
01178 {
01179   if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || _game_mode == GM_MENU) return;
01180 
01181   const BaseStation *st;
01182   FOR_ALL_BASE_STATIONS(st) {
01183     /* Check whether the base station is a station or a waypoint */
01184     bool is_station = Station::IsExpected(st);
01185 
01186     /* Don't draw if the display options are disabled */
01187     if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
01188 
01189     /* Don't draw if station is owned by another company and competitor station names are hidden. Stations owned by none are never ignored. */
01190     if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
01191 
01192     ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &st->sign,
01193         is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT,
01194         (is_station ? STR_VIEWPORT_STATION : STR_VIEWPORT_WAYPOINT) + 1, STR_NULL,
01195         st->index, st->facilities, (st->owner == OWNER_NONE || !st->IsInUse()) ? COLOUR_GREY : _company_colours[st->owner]);
01196   }
01197 }
01198 
01199 
01200 static void ViewportAddSigns(DrawPixelInfo *dpi)
01201 {
01202   /* Signs are turned off or are invisible */
01203   if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS)) return;
01204 
01205   const Sign *si;
01206   FOR_ALL_SIGNS(si) {
01207     /* Don't draw if sign is owned by another company and competitor signs should be hidden.
01208      * Note: It is intentional that also signs owned by OWNER_NONE are hidden. Bankrupt
01209      * companies can leave OWNER_NONE signs after them. */
01210     if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
01211 
01212     ViewportAddString(dpi, ZOOM_LVL_OUT_16X, &si->sign,
01213         STR_WHITE_SIGN,
01214         (IsTransparencySet(TO_SIGNS) || si->owner == OWNER_DEITY) ? STR_VIEWPORT_SIGN_SMALL_WHITE : STR_VIEWPORT_SIGN_SMALL_BLACK, STR_NULL,
01215         si->index, 0, (si->owner == OWNER_NONE) ? COLOUR_GREY : (si->owner == OWNER_DEITY ? INVALID_COLOUR : _company_colours[si->owner]));
01216   }
01217 }
01218 
01225 void ViewportSign::UpdatePosition(int center, int top, StringID str)
01226 {
01227   if (this->width_normal != 0) this->MarkDirty();
01228 
01229   this->top = top;
01230 
01231   char buffer[DRAW_STRING_BUFFER];
01232 
01233   GetString(buffer, str, lastof(buffer));
01234   this->width_normal = VPSM_LEFT + Align(GetStringBoundingBox(buffer).width, 2) + VPSM_RIGHT;
01235   this->center = center;
01236 
01237   /* zoomed out version */
01238   this->width_small = VPSM_LEFT + Align(GetStringBoundingBox(buffer, FS_SMALL).width, 2) + VPSM_RIGHT;
01239 
01240   this->MarkDirty();
01241 }
01242 
01248 void ViewportSign::MarkDirty() const
01249 {
01250   /* We use ZOOM_LVL_MAX here, as every viewport can have another zoom,
01251    *  and there is no way for us to know which is the biggest. So make the
01252    *  biggest area dirty, and we are safe for sure.
01253    * We also add 1 to make sure the whole thing is redrawn. */
01254   MarkAllViewportsDirty(
01255     this->center - ScaleByZoom(this->width_normal / 2 + 1, ZOOM_LVL_MAX),
01256     this->top    - ScaleByZoom(1, ZOOM_LVL_MAX),
01257     this->center + ScaleByZoom(this->width_normal / 2 + 1, ZOOM_LVL_MAX),
01258     this->top    + ScaleByZoom(VPSM_TOP + FONT_HEIGHT_NORMAL + VPSM_BOTTOM + 1, ZOOM_LVL_MAX));
01259 }
01260 
01261 static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
01262 {
01263   const TileSpriteToDraw *tsend = tstdv->End();
01264   for (const TileSpriteToDraw *ts = tstdv->Begin(); ts != tsend; ++ts) {
01265     DrawSpriteViewport(ts->image, ts->pal, ts->x, ts->y, ts->sub);
01266   }
01267 }
01268 
01270 static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
01271 {
01272   ParentSpriteToDraw **psdvend = psdv->End();
01273   ParentSpriteToDraw **psd = psdv->Begin();
01274   while (psd != psdvend) {
01275     ParentSpriteToDraw *ps = *psd;
01276 
01277     if (ps->comparison_done) {
01278       psd++;
01279       continue;
01280     }
01281 
01282     ps->comparison_done = true;
01283 
01284     for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
01285       ParentSpriteToDraw *ps2 = *psd2;
01286 
01287       if (ps2->comparison_done) continue;
01288 
01289       /* Decide which comparator to use, based on whether the bounding
01290        * boxes overlap
01291        */
01292       if (ps->xmax >= ps2->xmin && ps->xmin <= ps2->xmax && // overlap in X?
01293           ps->ymax >= ps2->ymin && ps->ymin <= ps2->ymax && // overlap in Y?
01294           ps->zmax >= ps2->zmin && ps->zmin <= ps2->zmax) { // overlap in Z?
01295         /* Use X+Y+Z as the sorting order, so sprites closer to the bottom of
01296          * the screen and with higher Z elevation, are drawn in front.
01297          * Here X,Y,Z are the coordinates of the "center of mass" of the sprite,
01298          * i.e. X=(left+right)/2, etc.
01299          * However, since we only care about order, don't actually divide / 2
01300          */
01301         if (ps->xmin + ps->xmax + ps->ymin + ps->ymax + ps->zmin + ps->zmax <=
01302             ps2->xmin + ps2->xmax + ps2->ymin + ps2->ymax + ps2->zmin + ps2->zmax) {
01303           continue;
01304         }
01305       } else {
01306         /* We only change the order, if it is definite.
01307          * I.e. every single order of X, Y, Z says ps2 is behind ps or they overlap.
01308          * That is: If one partial order says ps behind ps2, do not change the order.
01309          */
01310         if (ps->xmax < ps2->xmin ||
01311             ps->ymax < ps2->ymin ||
01312             ps->zmax < ps2->zmin) {
01313           continue;
01314         }
01315       }
01316 
01317       /* Move ps2 in front of ps */
01318       ParentSpriteToDraw *temp = ps2;
01319       for (ParentSpriteToDraw **psd3 = psd2; psd3 > psd; psd3--) {
01320         *psd3 = *(psd3 - 1);
01321       }
01322       *psd = temp;
01323     }
01324   }
01325 }
01326 
01327 static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd, const ChildScreenSpriteToDrawVector *csstdv)
01328 {
01329   const ParentSpriteToDraw * const *psd_end = psd->End();
01330   for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
01331     const ParentSpriteToDraw *ps = *it;
01332     if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSpriteViewport(ps->image, ps->pal, ps->x, ps->y, ps->sub);
01333 
01334     int child_idx = ps->first_child;
01335     while (child_idx >= 0) {
01336       const ChildScreenSpriteToDraw *cs = csstdv->Get(child_idx);
01337       child_idx = cs->next;
01338       DrawSpriteViewport(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
01339     }
01340   }
01341 }
01342 
01347 static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
01348 {
01349   const ParentSpriteToDraw * const *psd_end = psd->End();
01350   for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
01351     const ParentSpriteToDraw *ps = *it;
01352     Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
01353     Point pt2 = RemapCoords(ps->xmin    , ps->ymax + 1, ps->zmax + 1); // top left corner
01354     Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin    , ps->zmax + 1); // top right corner
01355     Point pt4 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmin    ); // bottom front corner
01356 
01357     DrawBox(        pt1.x,         pt1.y,
01358             pt2.x - pt1.x, pt2.y - pt1.y,
01359             pt3.x - pt1.x, pt3.y - pt1.y,
01360             pt4.x - pt1.x, pt4.y - pt1.y);
01361   }
01362 }
01363 
01364 static void ViewportDrawStrings(DrawPixelInfo *dpi, const StringSpriteToDrawVector *sstdv)
01365 {
01366   DrawPixelInfo dp;
01367   ZoomLevel zoom;
01368 
01369   _cur_dpi = &dp;
01370   dp = *dpi;
01371 
01372   zoom = dp.zoom;
01373   dp.zoom = ZOOM_LVL_NORMAL;
01374 
01375   dp.left   = UnScaleByZoom(dp.left,   zoom);
01376   dp.top    = UnScaleByZoom(dp.top,    zoom);
01377   dp.width  = UnScaleByZoom(dp.width,  zoom);
01378   dp.height = UnScaleByZoom(dp.height, zoom);
01379 
01380   const StringSpriteToDraw *ssend = sstdv->End();
01381   for (const StringSpriteToDraw *ss = sstdv->Begin(); ss != ssend; ++ss) {
01382     TextColour colour = TC_BLACK;
01383     bool small = HasBit(ss->width, 15);
01384     int w = GB(ss->width, 0, 15);
01385     int x = UnScaleByZoom(ss->x, zoom);
01386     int y = UnScaleByZoom(ss->y, zoom);
01387     int h = VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM;
01388 
01389     SetDParam(0, ss->params[0]);
01390     SetDParam(1, ss->params[1]);
01391 
01392     if (ss->colour != INVALID_COLOUR) {
01393       /* Do not draw signs nor station names if they are set invisible */
01394       if (IsInvisibilitySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) continue;
01395 
01396       /* if we didn't draw a rectangle, or if transparant building is on,
01397        * draw the text in the colour the rectangle would have */
01398       if (IsTransparencySet(TO_SIGNS) && ss->string != STR_WHITE_SIGN) {
01399         /* Real colours need the TC_IS_PALETTE_COLOUR flag
01400          * otherwise colours from _string_colourmap are assumed. */
01401         colour = (TextColour)_colour_gradient[ss->colour][6] | TC_IS_PALETTE_COLOUR;
01402       }
01403 
01404       /* Draw the rectangle if 'tranparent station signs' is off,
01405        * or if we are drawing a general text sign (STR_WHITE_SIGN) */
01406       if (!IsTransparencySet(TO_SIGNS) || ss->string == STR_WHITE_SIGN) {
01407         DrawFrameRect(
01408           x, y, x + w, y + h, ss->colour,
01409           IsTransparencySet(TO_SIGNS) ? FR_TRANSPARENT : FR_NONE
01410         );
01411       }
01412     }
01413 
01414     DrawString(x + VPSM_LEFT, x + w - 1 - VPSM_RIGHT, y + VPSM_TOP, ss->string, colour, SA_HOR_CENTER);
01415   }
01416 }
01417 
01418 void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
01419 {
01420   DrawPixelInfo *old_dpi = _cur_dpi;
01421   _cur_dpi = &_vd.dpi;
01422 
01423   _vd.dpi.zoom = vp->zoom;
01424   int mask = ScaleByZoom(-1, vp->zoom);
01425 
01426   _vd.combine_sprites = SPRITE_COMBINE_NONE;
01427 
01428   _vd.dpi.width = (right - left) & mask;
01429   _vd.dpi.height = (bottom - top) & mask;
01430   _vd.dpi.left = left & mask;
01431   _vd.dpi.top = top & mask;
01432   _vd.dpi.pitch = old_dpi->pitch;
01433   _vd.last_child = NULL;
01434 
01435   int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
01436   int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
01437 
01438   _vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
01439 
01440   ViewportAddLandscape();
01441   ViewportAddVehicles(&_vd.dpi);
01442 
01443   ViewportAddTownNames(&_vd.dpi);
01444   ViewportAddStationNames(&_vd.dpi);
01445   ViewportAddSigns(&_vd.dpi);
01446 
01447   DrawTextEffects(&_vd.dpi);
01448 
01449   if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
01450 
01451   ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
01452   for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
01453     *_vd.parent_sprites_to_sort.Append() = it;
01454   }
01455 
01456   ViewportSortParentSprites(&_vd.parent_sprites_to_sort);
01457   ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
01458 
01459   if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
01460 
01461   if (_vd.string_sprites_to_draw.Length() != 0) ViewportDrawStrings(&_vd.dpi, &_vd.string_sprites_to_draw);
01462 
01463   _cur_dpi = old_dpi;
01464 
01465   _vd.string_sprites_to_draw.Clear();
01466   _vd.tile_sprites_to_draw.Clear();
01467   _vd.parent_sprites_to_draw.Clear();
01468   _vd.parent_sprites_to_sort.Clear();
01469   _vd.child_screen_sprites_to_draw.Clear();
01470 }
01471 
01476 static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
01477 {
01478   if (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE) {
01479     if ((bottom - top) > (right - left)) {
01480       int t = (top + bottom) >> 1;
01481       ViewportDrawChk(vp, left, top, right, t);
01482       ViewportDrawChk(vp, left, t, right, bottom);
01483     } else {
01484       int t = (left + right) >> 1;
01485       ViewportDrawChk(vp, left, top, t, bottom);
01486       ViewportDrawChk(vp, t, top, right, bottom);
01487     }
01488   } else {
01489     ViewportDoDraw(vp,
01490       ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
01491       ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
01492       ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
01493       ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
01494     );
01495   }
01496 }
01497 
01498 static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
01499 {
01500   if (right <= vp->left || bottom <= vp->top) return;
01501 
01502   if (left >= vp->left + vp->width) return;
01503 
01504   if (left < vp->left) left = vp->left;
01505   if (right > vp->left + vp->width) right = vp->left + vp->width;
01506 
01507   if (top >= vp->top + vp->height) return;
01508 
01509   if (top < vp->top) top = vp->top;
01510   if (bottom > vp->top + vp->height) bottom = vp->top + vp->height;
01511 
01512   ViewportDrawChk(vp, left, top, right, bottom);
01513 }
01514 
01518 void Window::DrawViewport() const
01519 {
01520   DrawPixelInfo *dpi = _cur_dpi;
01521 
01522   dpi->left += this->left;
01523   dpi->top += this->top;
01524 
01525   ViewportDraw(this->viewport, dpi->left, dpi->top, dpi->left + dpi->width, dpi->top + dpi->height);
01526 
01527   dpi->left -= this->left;
01528   dpi->top -= this->top;
01529 }
01530 
01531 static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
01532 {
01533   /* Centre of the viewport is hot spot */
01534   x += vp->virtual_width / 2;
01535   y += vp->virtual_height / 2;
01536 
01537   /* Convert viewport coordinates to map coordinates
01538    * Calculation is scaled by 4 to avoid rounding errors */
01539   int vx = -x + y * 2;
01540   int vy =  x + y * 2;
01541 
01542   /* clamp to size of map */
01543   vx = Clamp(vx, 0, MapMaxX() * TILE_SIZE * 4 * ZOOM_LVL_BASE);
01544   vy = Clamp(vy, 0, MapMaxY() * TILE_SIZE * 4 * ZOOM_LVL_BASE);
01545 
01546   /* Convert map coordinates to viewport coordinates */
01547   x = (-vx + vy) / 2;
01548   y = ( vx + vy) / 4;
01549 
01550   /* Remove centering */
01551   x -= vp->virtual_width / 2;
01552   y -= vp->virtual_height / 2;
01553 }
01554 
01559 void UpdateViewportPosition(Window *w)
01560 {
01561   const ViewPort *vp = w->viewport;
01562 
01563   if (w->viewport->follow_vehicle != INVALID_VEHICLE) {
01564     const Vehicle *veh = Vehicle::Get(w->viewport->follow_vehicle);
01565     Point pt = MapXYZToViewport(vp, veh->x_pos, veh->y_pos, veh->z_pos);
01566 
01567     w->viewport->scrollpos_x = pt.x;
01568     w->viewport->scrollpos_y = pt.y;
01569     SetViewportPosition(w, pt.x, pt.y);
01570   } else {
01571     /* Ensure the destination location is within the map */
01572     ClampViewportToMap(vp, w->viewport->dest_scrollpos_x, w->viewport->dest_scrollpos_y);
01573 
01574     int delta_x = w->viewport->dest_scrollpos_x - w->viewport->scrollpos_x;
01575     int delta_y = w->viewport->dest_scrollpos_y - w->viewport->scrollpos_y;
01576 
01577     if (delta_x != 0 || delta_y != 0) {
01578       if (_settings_client.gui.smooth_scroll) {
01579         int max_scroll = ScaleByMapSize1D(512 * ZOOM_LVL_BASE);
01580         /* Not at our desired position yet... */
01581         w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
01582         w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
01583       } else {
01584         w->viewport->scrollpos_x = w->viewport->dest_scrollpos_x;
01585         w->viewport->scrollpos_y = w->viewport->dest_scrollpos_y;
01586       }
01587     }
01588 
01589     ClampViewportToMap(vp, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
01590 
01591     SetViewportPosition(w, w->viewport->scrollpos_x, w->viewport->scrollpos_y);
01592   }
01593 }
01594 
01604 static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom)
01605 {
01606   right -= vp->virtual_left;
01607   if (right <= 0) return;
01608 
01609   bottom -= vp->virtual_top;
01610   if (bottom <= 0) return;
01611 
01612   left = max(0, left - vp->virtual_left);
01613 
01614   if (left >= vp->virtual_width) return;
01615 
01616   top = max(0, top - vp->virtual_top);
01617 
01618   if (top >= vp->virtual_height) return;
01619 
01620   SetDirtyBlocks(
01621     UnScaleByZoomLower(left, vp->zoom) + vp->left,
01622     UnScaleByZoomLower(top, vp->zoom) + vp->top,
01623     UnScaleByZoom(right, vp->zoom) + vp->left + 1,
01624     UnScaleByZoom(bottom, vp->zoom) + vp->top + 1
01625   );
01626 }
01627 
01636 void MarkAllViewportsDirty(int left, int top, int right, int bottom)
01637 {
01638   Window *w;
01639   FOR_ALL_WINDOWS_FROM_BACK(w) {
01640     ViewPort *vp = w->viewport;
01641     if (vp != NULL) {
01642       assert(vp->width != 0);
01643       MarkViewportDirty(vp, left, top, right, bottom);
01644     }
01645   }
01646 }
01647 
01648 void ConstrainAllViewportsZoom()
01649 {
01650   Window *w;
01651   FOR_ALL_WINDOWS_FROM_FRONT(w) {
01652     if (w->viewport == NULL) continue;
01653 
01654     ZoomLevel zoom = static_cast<ZoomLevel>(Clamp(w->viewport->zoom, _settings_client.gui.zoom_min, _settings_client.gui.zoom_max));
01655     if (zoom != w->viewport->zoom) {
01656       while (w->viewport->zoom < zoom) DoZoomInOutWindow(ZOOM_OUT, w);
01657       while (w->viewport->zoom > zoom) DoZoomInOutWindow(ZOOM_IN, w);
01658     }
01659   }
01660 }
01661 
01667 void MarkTileDirtyByTile(TileIndex tile)
01668 {
01669   Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, GetTilePixelZ(tile));
01670   MarkAllViewportsDirty(
01671     pt.x - 31  * ZOOM_LVL_BASE,
01672     pt.y - 122 * ZOOM_LVL_BASE,
01673     pt.x - 31  * ZOOM_LVL_BASE + 67  * ZOOM_LVL_BASE,
01674     pt.y - 122 * ZOOM_LVL_BASE + 154 * ZOOM_LVL_BASE
01675   );
01676 }
01677 
01685 static void SetSelectionTilesDirty()
01686 {
01687   int x_size = _thd.size.x;
01688   int y_size = _thd.size.y;
01689 
01690   if (!_thd.diagonal) { // Selecting in a straigth rectangle (or a single square)
01691     int x_start = _thd.pos.x;
01692     int y_start = _thd.pos.y;
01693 
01694     if (_thd.outersize.x != 0) {
01695       x_size  += _thd.outersize.x;
01696       x_start += _thd.offs.x;
01697       y_size  += _thd.outersize.y;
01698       y_start += _thd.offs.y;
01699     }
01700 
01701     x_size -= TILE_SIZE;
01702     y_size -= TILE_SIZE;
01703 
01704     assert(x_size >= 0);
01705     assert(y_size >= 0);
01706 
01707     int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
01708     int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
01709 
01710     x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
01711     y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
01712 
01713     /* make sure everything is multiple of TILE_SIZE */
01714     assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
01715 
01716     /* How it works:
01717      * Suppose we have to mark dirty rectangle of 3x4 tiles:
01718      *   x
01719      *  xxx
01720      * xxxxx
01721      *  xxxxx
01722      *   xxx
01723      *    x
01724      * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
01725      * 1)  x     2)  x
01726      *    xxx       Oxx
01727      *   Oxxxx     xOxxx
01728      *    xxxxx     Oxxxx
01729      *     xxx       xxx
01730      *      x         x
01731      * And so forth...
01732      */
01733 
01734     int top_x = x_end; // coordinates of top dirty tile
01735     int top_y = y_start;
01736     int bot_x = top_x; // coordinates of bottom dirty tile
01737     int bot_y = top_y;
01738 
01739     do {
01740       /* topmost dirty point */
01741       TileIndex top_tile = TileVirtXY(top_x, top_y);
01742       Point top = RemapCoords(top_x, top_y, GetTileMaxPixelZ(top_tile));
01743 
01744       /* bottommost point */
01745       TileIndex bottom_tile = TileVirtXY(bot_x, bot_y);
01746       Point bot = RemapCoords(bot_x + TILE_SIZE, bot_y + TILE_SIZE, GetTilePixelZ(bottom_tile)); // bottommost point
01747 
01748       /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
01749        * tile height/slope affects only the 'y' on-screen coordinate! */
01750 
01751       int l = top.x - (TILE_PIXELS - 2) * ZOOM_LVL_BASE; // 'x' coordinate of left side of dirty rectangle
01752       int t = top.y;                     // 'y' coordinate of top side -//-
01753       int r = top.x + (TILE_PIXELS - 2) * ZOOM_LVL_BASE; // right side of dirty rectangle
01754       int b = bot.y;                     // bottom -//-
01755 
01756       static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area
01757 
01758       /* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
01759       MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH * ZOOM_LVL_BASE);
01760 
01761       /* haven't we reached the topmost tile yet? */
01762       if (top_x != x_start) {
01763         top_x -= TILE_SIZE;
01764       } else {
01765         top_y += TILE_SIZE;
01766       }
01767 
01768       /* the way the bottom tile changes is different when we reach the bottommost tile */
01769       if (bot_y != y_end) {
01770         bot_y += TILE_SIZE;
01771       } else {
01772         bot_x -= TILE_SIZE;
01773       }
01774     } while (bot_x >= top_x);
01775   } else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
01776     /* a_size, b_size describe a rectangle with rotated coordinates */
01777     int a_size = x_size + y_size, b_size = x_size - y_size;
01778 
01779     int interval_a = a_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
01780     int interval_b = b_size < 0 ? -(int)TILE_SIZE : (int)TILE_SIZE;
01781 
01782     for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
01783       for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
01784         uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
01785         uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
01786 
01787         if (x < MapMaxX() && y < MapMaxY()) {
01788           MarkTileDirtyByTile(TileXY(x, y));
01789         }
01790       }
01791     }
01792   }
01793 }
01794 
01795 
01796 void SetSelectionRed(bool b)
01797 {
01798   _thd.make_square_red = b;
01799   SetSelectionTilesDirty();
01800 }
01801 
01810 static bool CheckClickOnViewportSign(const ViewPort *vp, int x, int y, const ViewportSign *sign)
01811 {
01812   bool small = (vp->zoom >= ZOOM_LVL_OUT_16X);
01813   int sign_half_width = ScaleByZoom((small ? sign->width_small : sign->width_normal) / 2, vp->zoom);
01814   int sign_height = ScaleByZoom(VPSM_TOP + (small ? FONT_HEIGHT_SMALL : FONT_HEIGHT_NORMAL) + VPSM_BOTTOM, vp->zoom);
01815 
01816   x = ScaleByZoom(x - vp->left, vp->zoom) + vp->virtual_left;
01817   y = ScaleByZoom(y - vp->top, vp->zoom) + vp->virtual_top;
01818 
01819   return y >= sign->top && y < sign->top + sign_height &&
01820       x >= sign->center - sign_half_width && x < sign->center + sign_half_width;
01821 }
01822 
01823 static bool CheckClickOnTown(const ViewPort *vp, int x, int y)
01824 {
01825   if (!HasBit(_display_opt, DO_SHOW_TOWN_NAMES)) return false;
01826 
01827   const Town *t;
01828   FOR_ALL_TOWNS(t) {
01829     if (CheckClickOnViewportSign(vp, x, y, &t->sign)) {
01830       ShowTownViewWindow(t->index);
01831       return true;
01832     }
01833   }
01834 
01835   return false;
01836 }
01837 
01838 static bool CheckClickOnStation(const ViewPort *vp, int x, int y)
01839 {
01840   if (!(HasBit(_display_opt, DO_SHOW_STATION_NAMES) || HasBit(_display_opt, DO_SHOW_WAYPOINT_NAMES)) || IsInvisibilitySet(TO_SIGNS)) return false;
01841 
01842   const BaseStation *st;
01843   FOR_ALL_BASE_STATIONS(st) {
01844     /* Check whether the base station is a station or a waypoint */
01845     bool is_station = Station::IsExpected(st);
01846 
01847     /* Don't check if the display options are disabled */
01848     if (!HasBit(_display_opt, is_station ? DO_SHOW_STATION_NAMES : DO_SHOW_WAYPOINT_NAMES)) continue;
01849 
01850     /* Don't check if competitor signs are not shown and the sign isn't owned by the local company */
01851     if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != st->owner && st->owner != OWNER_NONE) continue;
01852 
01853     if (CheckClickOnViewportSign(vp, x, y, &st->sign)) {
01854       if (is_station) {
01855         ShowStationViewWindow(st->index);
01856       } else {
01857         ShowWaypointWindow(Waypoint::From(st));
01858       }
01859       return true;
01860     }
01861   }
01862 
01863   return false;
01864 }
01865 
01866 
01867 static bool CheckClickOnSign(const ViewPort *vp, int x, int y)
01868 {
01869   /* Signs are turned off, or they are transparent and invisibility is ON, or company is a spectator */
01870   if (!HasBit(_display_opt, DO_SHOW_SIGNS) || IsInvisibilitySet(TO_SIGNS) || _local_company == COMPANY_SPECTATOR) return false;
01871 
01872   const Sign *si;
01873   FOR_ALL_SIGNS(si) {
01874     /* If competitor signs are hidden, don't check signs that aren't owned by local company */
01875     if (!HasBit(_display_opt, DO_SHOW_COMPETITOR_SIGNS) && _local_company != si->owner && si->owner != OWNER_DEITY) continue;
01876     if (si->owner == OWNER_DEITY && _game_mode != GM_EDITOR) continue;
01877 
01878     if (CheckClickOnViewportSign(vp, x, y, &si->sign)) {
01879       HandleClickOnSign(si);
01880       return true;
01881     }
01882   }
01883 
01884   return false;
01885 }
01886 
01887 
01888 static bool CheckClickOnLandscape(const ViewPort *vp, int x, int y)
01889 {
01890   Point pt = TranslateXYToTileCoord(vp, x, y);
01891 
01892   if (pt.x != -1) return ClickTile(TileVirtXY(pt.x, pt.y));
01893   return true;
01894 }
01895 
01896 static void PlaceObject()
01897 {
01898   Point pt;
01899   Window *w;
01900 
01901   pt = GetTileBelowCursor();
01902   if (pt.x == -1) return;
01903 
01904   if ((_thd.place_mode & HT_DRAG_MASK) == HT_POINT) {
01905     pt.x += TILE_SIZE / 2;
01906     pt.y += TILE_SIZE / 2;
01907   }
01908 
01909   _tile_fract_coords.x = pt.x & TILE_UNIT_MASK;
01910   _tile_fract_coords.y = pt.y & TILE_UNIT_MASK;
01911 
01912   w = _thd.GetCallbackWnd();
01913   if (w != NULL) w->OnPlaceObject(pt, TileVirtXY(pt.x, pt.y));
01914 }
01915 
01916 
01917 bool HandleViewportClicked(const ViewPort *vp, int x, int y)
01918 {
01919   const Vehicle *v = CheckClickOnVehicle(vp, x, y);
01920 
01921   if (_thd.place_mode & HT_VEHICLE) {
01922     if (v != NULL && VehicleClicked(v)) return true;
01923   }
01924 
01925   /* Vehicle placement mode already handled above. */
01926   if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
01927     PlaceObject();
01928     return true;
01929   }
01930 
01931   if (CheckClickOnTown(vp, x, y)) return true;
01932   if (CheckClickOnStation(vp, x, y)) return true;
01933   if (CheckClickOnSign(vp, x, y)) return true;
01934   bool result = CheckClickOnLandscape(vp, x, y);
01935 
01936   if (v != NULL) {
01937     DEBUG(misc, 2, "Vehicle %d (index %d) at %p", v->unitnumber, v->index, v);
01938     if (IsCompanyBuildableVehicleType(v)) {
01939       v = v->First();
01940       if (_ctrl_pressed && v->owner == _local_company) {
01941         StartStopVehicle(v, true);
01942       } else {
01943         ShowVehicleViewWindow(v);
01944       }
01945     }
01946     return true;
01947   }
01948   return result;
01949 }
01950 
01951 
01961 bool ScrollWindowTo(int x, int y, int z, Window *w, bool instant)
01962 {
01963   /* The slope cannot be acquired outside of the map, so make sure we are always within the map. */
01964   if (z == -1) z = GetSlopePixelZ(Clamp(x, 0, MapSizeX() * TILE_SIZE - 1), Clamp(y, 0, MapSizeY() * TILE_SIZE - 1));
01965 
01966   Point pt = MapXYZToViewport(w->viewport, x, y, z);
01967   w->viewport->follow_vehicle = INVALID_VEHICLE;
01968 
01969   if (w->viewport->dest_scrollpos_x == pt.x && w->viewport->dest_scrollpos_y == pt.y) return false;
01970 
01971   if (instant) {
01972     w->viewport->scrollpos_x = pt.x;
01973     w->viewport->scrollpos_y = pt.y;
01974   }
01975 
01976   w->viewport->dest_scrollpos_x = pt.x;
01977   w->viewport->dest_scrollpos_y = pt.y;
01978   return true;
01979 }
01980 
01988 bool ScrollWindowToTile(TileIndex tile, Window *w, bool instant)
01989 {
01990   return ScrollWindowTo(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, -1, w, instant);
01991 }
01992 
01999 bool ScrollMainWindowToTile(TileIndex tile, bool instant)
02000 {
02001   return ScrollMainWindowTo(TileX(tile) * TILE_SIZE + TILE_SIZE / 2, TileY(tile) * TILE_SIZE + TILE_SIZE / 2, -1, instant);
02002 }
02003 
02008 void SetRedErrorSquare(TileIndex tile)
02009 {
02010   TileIndex old;
02011 
02012   old = _thd.redsq;
02013   _thd.redsq = tile;
02014 
02015   if (tile != old) {
02016     if (tile != INVALID_TILE) MarkTileDirtyByTile(tile);
02017     if (old  != INVALID_TILE) MarkTileDirtyByTile(old);
02018   }
02019 }
02020 
02026 void SetTileSelectSize(int w, int h)
02027 {
02028   _thd.new_size.x = w * TILE_SIZE;
02029   _thd.new_size.y = h * TILE_SIZE;
02030   _thd.new_outersize.x = 0;
02031   _thd.new_outersize.y = 0;
02032 }
02033 
02034 void SetTileSelectBigSize(int ox, int oy, int sx, int sy)
02035 {
02036   _thd.offs.x = ox * TILE_SIZE;
02037   _thd.offs.y = oy * TILE_SIZE;
02038   _thd.new_outersize.x = sx * TILE_SIZE;
02039   _thd.new_outersize.y = sy * TILE_SIZE;
02040 }
02041 
02043 static HighLightStyle GetAutorailHT(int x, int y)
02044 {
02045   return HT_RAIL | _autorail_piece[x & TILE_UNIT_MASK][y & TILE_UNIT_MASK];
02046 }
02047 
02051 void TileHighlightData::Reset()
02052 {
02053   this->pos.x = 0;
02054   this->pos.y = 0;
02055   this->new_pos.x = 0;
02056   this->new_pos.y = 0;
02057 }
02058 
02063 bool TileHighlightData::IsDraggingDiagonal()
02064 {
02065   return (this->place_mode & HT_DIAGONAL) != 0 && _ctrl_pressed && _left_button_down;
02066 }
02067 
02072 Window *TileHighlightData::GetCallbackWnd()
02073 {
02074   return FindWindowById(this->window_class, this->window_number);
02075 }
02076 
02077 
02078 
02086 void UpdateTileSelection()
02087 {
02088   int x1;
02089   int y1;
02090 
02091   HighLightStyle new_drawstyle = HT_NONE;
02092   bool new_diagonal = false;
02093 
02094   if ((_thd.place_mode & HT_DRAG_MASK) == HT_SPECIAL) {
02095     x1 = _thd.selend.x;
02096     y1 = _thd.selend.y;
02097     if (x1 != -1) {
02098       int x2 = _thd.selstart.x & ~TILE_UNIT_MASK;
02099       int y2 = _thd.selstart.y & ~TILE_UNIT_MASK;
02100       x1 &= ~TILE_UNIT_MASK;
02101       y1 &= ~TILE_UNIT_MASK;
02102 
02103       if (_thd.IsDraggingDiagonal()) {
02104         new_diagonal = true;
02105       } else {
02106         if (x1 >= x2) Swap(x1, x2);
02107         if (y1 >= y2) Swap(y1, y2);
02108       }
02109       _thd.new_pos.x = x1;
02110       _thd.new_pos.y = y1;
02111       _thd.new_size.x = x2 - x1;
02112       _thd.new_size.y = y2 - y1;
02113       if (!new_diagonal) {
02114         _thd.new_size.x += TILE_SIZE;
02115         _thd.new_size.y += TILE_SIZE;
02116       }
02117       new_drawstyle = _thd.next_drawstyle;
02118     }
02119   } else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
02120     Point pt = GetTileBelowCursor();
02121     x1 = pt.x;
02122     y1 = pt.y;
02123     if (x1 != -1) {
02124       switch (_thd.place_mode & HT_DRAG_MASK) {
02125         case HT_RECT:
02126           new_drawstyle = HT_RECT;
02127           break;
02128         case HT_POINT:
02129           new_drawstyle = HT_POINT;
02130           x1 += TILE_SIZE / 2;
02131           y1 += TILE_SIZE / 2;
02132           break;
02133         case HT_RAIL:
02134           /* Draw one highlighted tile in any direction */
02135           new_drawstyle = GetAutorailHT(pt.x, pt.y);
02136           break;
02137         case HT_LINE:
02138           switch (_thd.place_mode & HT_DIR_MASK) {
02139             case HT_DIR_X: new_drawstyle = HT_LINE | HT_DIR_X; break;
02140             case HT_DIR_Y: new_drawstyle = HT_LINE | HT_DIR_Y; break;
02141 
02142             case HT_DIR_HU:
02143             case HT_DIR_HL:
02144               new_drawstyle = (pt.x & TILE_UNIT_MASK) + (pt.y & TILE_UNIT_MASK) <= TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
02145               break;
02146 
02147             case HT_DIR_VL:
02148             case HT_DIR_VR:
02149               new_drawstyle = (pt.x & TILE_UNIT_MASK) > (pt.y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
02150               break;
02151 
02152             default: NOT_REACHED();
02153           }
02154           _thd.selstart.x = x1 & ~TILE_UNIT_MASK;
02155           _thd.selstart.y = y1 & ~TILE_UNIT_MASK;
02156           break;
02157         default:
02158           NOT_REACHED();
02159           break;
02160       }
02161       _thd.new_pos.x = x1 & ~TILE_UNIT_MASK;
02162       _thd.new_pos.y = y1 & ~TILE_UNIT_MASK;
02163     }
02164   }
02165 
02166   /* redraw selection */
02167   if (_thd.drawstyle != new_drawstyle ||
02168       _thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
02169       _thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
02170       _thd.outersize.x != _thd.new_outersize.x ||
02171       _thd.outersize.y != _thd.new_outersize.y ||
02172       _thd.diagonal    != new_diagonal) {
02173     /* Clear the old tile selection? */
02174     if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
02175 
02176     _thd.drawstyle = new_drawstyle;
02177     _thd.pos = _thd.new_pos;
02178     _thd.size = _thd.new_size;
02179     _thd.outersize = _thd.new_outersize;
02180     _thd.diagonal = new_diagonal;
02181     _thd.dirty = 0xff;
02182 
02183     /* Draw the new tile selection? */
02184     if ((new_drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
02185   }
02186 }
02187 
02195 static inline void ShowMeasurementTooltips(StringID str, uint paramcount, const uint64 params[], TooltipCloseCondition close_cond = TCC_LEFT_CLICK)
02196 {
02197   if (!_settings_client.gui.measure_tooltip) return;
02198   GuiShowTooltips(_thd.GetCallbackWnd(), str, paramcount, params, close_cond);
02199 }
02200 
02202 void VpStartPlaceSizing(TileIndex tile, ViewportPlaceMethod method, ViewportDragDropSelectionProcess process)
02203 {
02204   _thd.select_method = method;
02205   _thd.select_proc   = process;
02206   _thd.selend.x = TileX(tile) * TILE_SIZE;
02207   _thd.selstart.x = TileX(tile) * TILE_SIZE;
02208   _thd.selend.y = TileY(tile) * TILE_SIZE;
02209   _thd.selstart.y = TileY(tile) * TILE_SIZE;
02210 
02211   /* Needed so several things (road, autoroad, bridges, ...) are placed correctly.
02212    * In effect, placement starts from the centre of a tile
02213    */
02214   if (method == VPM_X_OR_Y || method == VPM_FIX_X || method == VPM_FIX_Y) {
02215     _thd.selend.x += TILE_SIZE / 2;
02216     _thd.selend.y += TILE_SIZE / 2;
02217     _thd.selstart.x += TILE_SIZE / 2;
02218     _thd.selstart.y += TILE_SIZE / 2;
02219   }
02220 
02221   HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
02222   if ((_thd.place_mode & HT_DRAG_MASK) == HT_RECT) {
02223     _thd.place_mode = HT_SPECIAL | others;
02224     _thd.next_drawstyle = HT_RECT | others;
02225   } else if (_thd.place_mode & (HT_RAIL | HT_LINE)) {
02226     _thd.place_mode = HT_SPECIAL | others;
02227     _thd.next_drawstyle = _thd.drawstyle | others;
02228   } else {
02229     _thd.place_mode = HT_SPECIAL | others;
02230     _thd.next_drawstyle = HT_POINT | others;
02231   }
02232   _special_mouse_mode = WSM_SIZING;
02233 }
02234 
02235 void VpSetPlaceSizingLimit(int limit)
02236 {
02237   _thd.sizelimit = limit;
02238 }
02239 
02245 void VpSetPresizeRange(TileIndex from, TileIndex to)
02246 {
02247   uint64 distance = DistanceManhattan(from, to) + 1;
02248 
02249   _thd.selend.x = TileX(to) * TILE_SIZE;
02250   _thd.selend.y = TileY(to) * TILE_SIZE;
02251   _thd.selstart.x = TileX(from) * TILE_SIZE;
02252   _thd.selstart.y = TileY(from) * TILE_SIZE;
02253   _thd.next_drawstyle = HT_RECT;
02254 
02255   /* show measurement only if there is any length to speak of */
02256   if (distance > 1) ShowMeasurementTooltips(STR_MEASURE_LENGTH, 1, &distance, TCC_HOVER);
02257 }
02258 
02259 static void VpStartPreSizing()
02260 {
02261   _thd.selend.x = -1;
02262   _special_mouse_mode = WSM_PRESIZE;
02263 }
02264 
02269 static HighLightStyle Check2x1AutoRail(int mode)
02270 {
02271   int fxpy = _tile_fract_coords.x + _tile_fract_coords.y;
02272   int sxpy = (_thd.selend.x & TILE_UNIT_MASK) + (_thd.selend.y & TILE_UNIT_MASK);
02273   int fxmy = _tile_fract_coords.x - _tile_fract_coords.y;
02274   int sxmy = (_thd.selend.x & TILE_UNIT_MASK) - (_thd.selend.y & TILE_UNIT_MASK);
02275 
02276   switch (mode) {
02277     default: NOT_REACHED();
02278     case 0: // end piece is lower right
02279       if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
02280       if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
02281       return HT_DIR_Y;
02282 
02283     case 1:
02284       if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
02285       if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
02286       return HT_DIR_Y;
02287 
02288     case 2:
02289       if (fxmy > 3 && sxmy < -3) return HT_DIR_VL;
02290       if (fxpy >= 20 && sxpy <= 12) return HT_DIR_HL;
02291       return HT_DIR_X;
02292 
02293     case 3:
02294       if (fxmy < -3 && sxmy > 3) return HT_DIR_VR;
02295       if (fxpy <= 12 && sxpy >= 20) return HT_DIR_HU;
02296       return HT_DIR_X;
02297   }
02298 }
02299 
02313 static bool SwapDirection(HighLightStyle style, TileIndex start_tile, TileIndex end_tile)
02314 {
02315   uint start_x = TileX(start_tile);
02316   uint start_y = TileY(start_tile);
02317   uint end_x = TileX(end_tile);
02318   uint end_y = TileY(end_tile);
02319 
02320   switch (style & HT_DRAG_MASK) {
02321     case HT_RAIL:
02322     case HT_LINE: return (end_x > start_x || (end_x == start_x && end_y > start_y));
02323 
02324     case HT_RECT:
02325     case HT_POINT: return (end_x != start_x && end_y < start_y);
02326     default: NOT_REACHED();
02327   }
02328 
02329   return false;
02330 }
02331 
02347 static int CalcHeightdiff(HighLightStyle style, uint distance, TileIndex start_tile, TileIndex end_tile)
02348 {
02349   bool swap = SwapDirection(style, start_tile, end_tile);
02350   uint h0, h1; // Start height and end height.
02351 
02352   if (start_tile == end_tile) return 0;
02353   if (swap) Swap(start_tile, end_tile);
02354 
02355   switch (style & HT_DRAG_MASK) {
02356     case HT_RECT: {
02357       static const TileIndexDiffC heightdiff_area_by_dir[] = {
02358         /* Start */ {1, 0}, /* Dragging east */ {0, 0}, // Dragging south
02359         /* End   */ {0, 1}, /* Dragging east */ {1, 1}  // Dragging south
02360       };
02361 
02362       /* In the case of an area we can determine whether we were dragging south or
02363        * east by checking the X-coordinates of the tiles */
02364       byte style_t = (byte)(TileX(end_tile) > TileX(start_tile));
02365       start_tile = TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_area_by_dir[style_t]));
02366       end_tile   = TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_area_by_dir[2 + style_t]));
02367       /* FALL THROUGH */
02368     }
02369 
02370     case HT_POINT:
02371       h0 = TileHeight(start_tile);
02372       h1 = TileHeight(end_tile);
02373       break;
02374     default: { // All other types, this is mostly only line/autorail
02375       static const HighLightStyle flip_style_direction[] = {
02376         HT_DIR_X, HT_DIR_Y, HT_DIR_HL, HT_DIR_HU, HT_DIR_VR, HT_DIR_VL
02377       };
02378       static const TileIndexDiffC heightdiff_line_by_dir[] = {
02379         /* Start */ {1, 0}, {1, 1}, /* HT_DIR_X  */ {0, 1}, {1, 1}, // HT_DIR_Y
02380         /* Start */ {1, 0}, {0, 0}, /* HT_DIR_HU */ {1, 0}, {1, 1}, // HT_DIR_HL
02381         /* Start */ {1, 0}, {1, 1}, /* HT_DIR_VL */ {0, 1}, {1, 1}, // HT_DIR_VR
02382 
02383         /* Start */ {0, 1}, {0, 0}, /* HT_DIR_X  */ {1, 0}, {0, 0}, // HT_DIR_Y
02384         /* End   */ {0, 1}, {0, 0}, /* HT_DIR_HU */ {1, 1}, {0, 1}, // HT_DIR_HL
02385         /* End   */ {1, 0}, {0, 0}, /* HT_DIR_VL */ {0, 0}, {0, 1}, // HT_DIR_VR
02386       };
02387 
02388       distance %= 2; // we're only interested if the distance is even or uneven
02389       style &= HT_DIR_MASK;
02390 
02391       /* To handle autorail, we do some magic to be able to use a lookup table.
02392        * Firstly if we drag the other way around, we switch start&end, and if needed
02393        * also flip the drag-position. Eg if it was on the left, and the distance is even
02394        * that means the end, which is now the start is on the right */
02395       if (swap && distance == 0) style = flip_style_direction[style];
02396 
02397       /* Use lookup table for start-tile based on HighLightStyle direction */
02398       byte style_t = style * 2;
02399       assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
02400       h0 = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t])));
02401       uint ht = TileHeight(TILE_ADD(start_tile, ToTileIndexDiff(heightdiff_line_by_dir[style_t + 1])));
02402       h0 = max(h0, ht);
02403 
02404       /* Use lookup table for end-tile based on HighLightStyle direction
02405        * flip around side (lower/upper, left/right) based on distance */
02406       if (distance == 0) style_t = flip_style_direction[style] * 2;
02407       assert(style_t < lengthof(heightdiff_line_by_dir) - 13);
02408       h1 = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t])));
02409       ht = TileHeight(TILE_ADD(end_tile, ToTileIndexDiff(heightdiff_line_by_dir[12 + style_t + 1])));
02410       h1 = max(h1, ht);
02411       break;
02412     }
02413   }
02414 
02415   if (swap) Swap(h0, h1);
02416   return (int)(h1 - h0) * TILE_HEIGHT_STEP;
02417 }
02418 
02419 static const StringID measure_strings_length[] = {STR_NULL, STR_MEASURE_LENGTH, STR_MEASURE_LENGTH_HEIGHTDIFF};
02420 
02427 static void CheckUnderflow(int &test, int &other, int mult)
02428 {
02429   if (test >= 0) return;
02430 
02431   other += mult * test;
02432   test = 0;
02433 }
02434 
02442 static void CheckOverflow(int &test, int &other, int max, int mult)
02443 {
02444   if (test <= max) return;
02445 
02446   other += mult * (test - max);
02447   test = max;
02448 }
02449 
02451 static void CalcRaildirsDrawstyle(int x, int y, int method)
02452 {
02453   HighLightStyle b;
02454 
02455   int dx = _thd.selstart.x - (_thd.selend.x & ~TILE_UNIT_MASK);
02456   int dy = _thd.selstart.y - (_thd.selend.y & ~TILE_UNIT_MASK);
02457   uint w = abs(dx) + TILE_SIZE;
02458   uint h = abs(dy) + TILE_SIZE;
02459 
02460   if (method & ~(VPM_RAILDIRS | VPM_SIGNALDIRS)) {
02461     /* We 'force' a selection direction; first four rail buttons. */
02462     method &= ~(VPM_RAILDIRS | VPM_SIGNALDIRS);
02463     int raw_dx = _thd.selstart.x - _thd.selend.x;
02464     int raw_dy = _thd.selstart.y - _thd.selend.y;
02465     switch (method) {
02466       case VPM_FIX_X:
02467         b = HT_LINE | HT_DIR_Y;
02468         x = _thd.selstart.x;
02469         break;
02470 
02471       case VPM_FIX_Y:
02472         b = HT_LINE | HT_DIR_X;
02473         y = _thd.selstart.y;
02474         break;
02475 
02476       case VPM_FIX_HORIZONTAL:
02477         if (dx == -dy) {
02478           /* We are on a straight horizontal line. Determine the 'rail'
02479            * to build based the sub tile location. */
02480           b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
02481         } else {
02482           /* We are not on a straight line. Determine the rail to build
02483            * based on whether we are above or below it. */
02484           b = dx + dy >= (int)TILE_SIZE ? HT_LINE | HT_DIR_HU : HT_LINE | HT_DIR_HL;
02485 
02486           /* Calculate where a horizontal line through the start point and
02487            * a vertical line from the selected end point intersect and
02488            * use that point as the end point. */
02489           int offset = (raw_dx - raw_dy) / 2;
02490           x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
02491           y = _thd.selstart.y + (offset & ~TILE_UNIT_MASK);
02492 
02493           /* 'Build' the last half rail tile if needed */
02494           if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
02495             if (dx + dy >= (int)TILE_SIZE) {
02496               x += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
02497             } else {
02498               y += (dx + dy < 0) ? (int)TILE_SIZE : -(int)TILE_SIZE;
02499             }
02500           }
02501 
02502           /* Make sure we do not overflow the map! */
02503           CheckUnderflow(x, y, 1);
02504           CheckUnderflow(y, x, 1);
02505           CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, 1);
02506           CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, 1);
02507           assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
02508         }
02509         break;
02510 
02511       case VPM_FIX_VERTICAL:
02512         if (dx == dy) {
02513           /* We are on a straight vertical line. Determine the 'rail'
02514            * to build based the sub tile location. */
02515           b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
02516         } else {
02517           /* We are not on a straight line. Determine the rail to build
02518            * based on whether we are left or right from it. */
02519           b = dx < dy ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
02520 
02521           /* Calculate where a vertical line through the start point and
02522            * a horizontal line from the selected end point intersect and
02523            * use that point as the end point. */
02524           int offset = (raw_dx + raw_dy + (int)TILE_SIZE) / 2;
02525           x = _thd.selstart.x - (offset & ~TILE_UNIT_MASK);
02526           y = _thd.selstart.y - (offset & ~TILE_UNIT_MASK);
02527 
02528           /* 'Build' the last half rail tile if needed */
02529           if ((offset & TILE_UNIT_MASK) > (TILE_SIZE / 2)) {
02530             if (dx - dy < 0) {
02531               y += (dx > dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
02532             } else {
02533               x += (dx < dy) ? (int)TILE_SIZE : -(int)TILE_SIZE;
02534             }
02535           }
02536 
02537           /* Make sure we do not overflow the map! */
02538           CheckUnderflow(x, y, -1);
02539           CheckUnderflow(y, x, -1);
02540           CheckOverflow(x, y, (MapMaxX() - 1) * TILE_SIZE, -1);
02541           CheckOverflow(y, x, (MapMaxY() - 1) * TILE_SIZE, -1);
02542           assert(x >= 0 && y >= 0 && x <= (int)(MapMaxX() * TILE_SIZE) && y <= (int)(MapMaxY() * TILE_SIZE));
02543         }
02544         break;
02545 
02546       default:
02547         NOT_REACHED();
02548     }
02549   } else if (TileVirtXY(_thd.selstart.x, _thd.selstart.y) == TileVirtXY(x, y)) { // check if we're only within one tile
02550     if (method & VPM_RAILDIRS) {
02551       b = GetAutorailHT(x, y);
02552     } else { // rect for autosignals on one tile
02553       b = HT_RECT;
02554     }
02555   } else if (h == TILE_SIZE) { // Is this in X direction?
02556     if (dx == (int)TILE_SIZE) { // 2x1 special handling
02557       b = (Check2x1AutoRail(3)) | HT_LINE;
02558     } else if (dx == -(int)TILE_SIZE) {
02559       b = (Check2x1AutoRail(2)) | HT_LINE;
02560     } else {
02561       b = HT_LINE | HT_DIR_X;
02562     }
02563     y = _thd.selstart.y;
02564   } else if (w == TILE_SIZE) { // Or Y direction?
02565     if (dy == (int)TILE_SIZE) { // 2x1 special handling
02566       b = (Check2x1AutoRail(1)) | HT_LINE;
02567     } else if (dy == -(int)TILE_SIZE) { // 2x1 other direction
02568       b = (Check2x1AutoRail(0)) | HT_LINE;
02569     } else {
02570       b = HT_LINE | HT_DIR_Y;
02571     }
02572     x = _thd.selstart.x;
02573   } else if (w > h * 2) { // still count as x dir?
02574     b = HT_LINE | HT_DIR_X;
02575     y = _thd.selstart.y;
02576   } else if (h > w * 2) { // still count as y dir?
02577     b = HT_LINE | HT_DIR_Y;
02578     x = _thd.selstart.x;
02579   } else { // complicated direction
02580     int d = w - h;
02581     _thd.selend.x = _thd.selend.x & ~TILE_UNIT_MASK;
02582     _thd.selend.y = _thd.selend.y & ~TILE_UNIT_MASK;
02583 
02584     /* four cases. */
02585     if (x > _thd.selstart.x) {
02586       if (y > _thd.selstart.y) {
02587         /* south */
02588         if (d == 0) {
02589           b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
02590         } else if (d >= 0) {
02591           x = _thd.selstart.x + h;
02592           b = HT_LINE | HT_DIR_VL;
02593         } else {
02594           y = _thd.selstart.y + w;
02595           b = HT_LINE | HT_DIR_VR;
02596         }
02597       } else {
02598         /* west */
02599         if (d == 0) {
02600           b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
02601         } else if (d >= 0) {
02602           x = _thd.selstart.x + h;
02603           b = HT_LINE | HT_DIR_HL;
02604         } else {
02605           y = _thd.selstart.y - w;
02606           b = HT_LINE | HT_DIR_HU;
02607         }
02608       }
02609     } else {
02610       if (y > _thd.selstart.y) {
02611         /* east */
02612         if (d == 0) {
02613           b = (x & TILE_UNIT_MASK) + (y & TILE_UNIT_MASK) >= TILE_SIZE ? HT_LINE | HT_DIR_HL : HT_LINE | HT_DIR_HU;
02614         } else if (d >= 0) {
02615           x = _thd.selstart.x - h;
02616           b = HT_LINE | HT_DIR_HU;
02617         } else {
02618           y = _thd.selstart.y + w;
02619           b = HT_LINE | HT_DIR_HL;
02620         }
02621       } else {
02622         /* north */
02623         if (d == 0) {
02624           b = (x & TILE_UNIT_MASK) > (y & TILE_UNIT_MASK) ? HT_LINE | HT_DIR_VL : HT_LINE | HT_DIR_VR;
02625         } else if (d >= 0) {
02626           x = _thd.selstart.x - h;
02627           b = HT_LINE | HT_DIR_VR;
02628         } else {
02629           y = _thd.selstart.y - w;
02630           b = HT_LINE | HT_DIR_VL;
02631         }
02632       }
02633     }
02634   }
02635 
02636   if (_settings_client.gui.measure_tooltip) {
02637     TileIndex t0 = TileVirtXY(_thd.selstart.x, _thd.selstart.y);
02638     TileIndex t1 = TileVirtXY(x, y);
02639     uint distance = DistanceManhattan(t0, t1) + 1;
02640     byte index = 0;
02641     uint64 params[2];
02642 
02643     if (distance != 1) {
02644       int heightdiff = CalcHeightdiff(b, distance, t0, t1);
02645       /* If we are showing a tooltip for horizontal or vertical drags,
02646        * 2 tiles have a length of 1. To bias towards the ceiling we add
02647        * one before division. It feels more natural to count 3 lengths as 2 */
02648       if ((b & HT_DIR_MASK) != HT_DIR_X && (b & HT_DIR_MASK) != HT_DIR_Y) {
02649         distance = CeilDiv(distance, 2);
02650       }
02651 
02652       params[index++] = distance;
02653       if (heightdiff != 0) params[index++] = heightdiff;
02654     }
02655 
02656     ShowMeasurementTooltips(measure_strings_length[index], index, params);
02657   }
02658 
02659   _thd.selend.x = x;
02660   _thd.selend.y = y;
02661   _thd.next_drawstyle = b;
02662 }
02663 
02671 void VpSelectTilesWithMethod(int x, int y, ViewportPlaceMethod method)
02672 {
02673   int sx, sy;
02674   HighLightStyle style;
02675 
02676   if (x == -1) {
02677     _thd.selend.x = -1;
02678     return;
02679   }
02680 
02681   /* Special handling of drag in any (8-way) direction */
02682   if (method & (VPM_RAILDIRS | VPM_SIGNALDIRS)) {
02683     _thd.selend.x = x;
02684     _thd.selend.y = y;
02685     CalcRaildirsDrawstyle(x, y, method);
02686     return;
02687   }
02688 
02689   /* Needed so level-land is placed correctly */
02690   if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_POINT) {
02691     x += TILE_SIZE / 2;
02692     y += TILE_SIZE / 2;
02693   }
02694 
02695   sx = _thd.selstart.x;
02696   sy = _thd.selstart.y;
02697 
02698   int limit = 0;
02699 
02700   switch (method) {
02701     case VPM_X_OR_Y: // drag in X or Y direction
02702       if (abs(sy - y) < abs(sx - x)) {
02703         y = sy;
02704         style = HT_DIR_X;
02705       } else {
02706         x = sx;
02707         style = HT_DIR_Y;
02708       }
02709       goto calc_heightdiff_single_direction;
02710 
02711     case VPM_X_LIMITED: // Drag in X direction (limited size).
02712       limit = (_thd.sizelimit - 1) * TILE_SIZE;
02713       /* FALL THROUGH */
02714 
02715     case VPM_FIX_X: // drag in Y direction
02716       x = sx;
02717       style = HT_DIR_Y;
02718       goto calc_heightdiff_single_direction;
02719 
02720     case VPM_Y_LIMITED: // Drag in Y direction (limited size).
02721       limit = (_thd.sizelimit - 1) * TILE_SIZE;
02722       /* FALL THROUGH */
02723 
02724     case VPM_FIX_Y: // drag in X direction
02725       y = sy;
02726       style = HT_DIR_X;
02727 
02728 calc_heightdiff_single_direction:;
02729       if (limit > 0) {
02730         x = sx + Clamp(x - sx, -limit, limit);
02731         y = sy + Clamp(y - sy, -limit, limit);
02732       }
02733       if (_settings_client.gui.measure_tooltip) {
02734         TileIndex t0 = TileVirtXY(sx, sy);
02735         TileIndex t1 = TileVirtXY(x, y);
02736         uint distance = DistanceManhattan(t0, t1) + 1;
02737         byte index = 0;
02738         uint64 params[2];
02739 
02740         if (distance != 1) {
02741           /* With current code passing a HT_LINE style to calculate the height
02742            * difference is enough. However if/when a point-tool is created
02743            * with this method, function should be called with new_style (below)
02744            * instead of HT_LINE | style case HT_POINT is handled specially
02745            * new_style := (_thd.next_drawstyle & HT_RECT) ? HT_LINE | style : _thd.next_drawstyle; */
02746           int heightdiff = CalcHeightdiff(HT_LINE | style, 0, t0, t1);
02747 
02748           params[index++] = distance;
02749           if (heightdiff != 0) params[index++] = heightdiff;
02750         }
02751 
02752         ShowMeasurementTooltips(measure_strings_length[index], index, params);
02753       }
02754       break;
02755 
02756     case VPM_X_AND_Y_LIMITED: // Drag an X by Y constrained rect area.
02757       limit = (_thd.sizelimit - 1) * TILE_SIZE;
02758       x = sx + Clamp(x - sx, -limit, limit);
02759       y = sy + Clamp(y - sy, -limit, limit);
02760       /* FALL THROUGH */
02761 
02762     case VPM_X_AND_Y: // drag an X by Y area
02763       if (_settings_client.gui.measure_tooltip) {
02764         static const StringID measure_strings_area[] = {
02765           STR_NULL, STR_NULL, STR_MEASURE_AREA, STR_MEASURE_AREA_HEIGHTDIFF
02766         };
02767 
02768         TileIndex t0 = TileVirtXY(sx, sy);
02769         TileIndex t1 = TileVirtXY(x, y);
02770         uint dx = Delta(TileX(t0), TileX(t1)) + 1;
02771         uint dy = Delta(TileY(t0), TileY(t1)) + 1;
02772         byte index = 0;
02773         uint64 params[3];
02774 
02775         /* If dragging an area (eg dynamite tool) and it is actually a single
02776          * row/column, change the type to 'line' to get proper calculation for height */
02777         style = (HighLightStyle)_thd.next_drawstyle;
02778         if (_thd.IsDraggingDiagonal()) {
02779           /* Determine the "area" of the diagonal dragged selection.
02780            * We assume the area is the number of tiles along the X
02781            * edge and the number of tiles along the Y edge. However,
02782            * multiplying these two numbers does not give the exact
02783            * number of tiles; basically we are counting the black
02784            * squares on a chess board and ignore the white ones to
02785            * make the tile counts at the edges match up. There is no
02786            * other way to make a proper count though.
02787            *
02788            * First convert to the rotated coordinate system. */
02789           int dist_x = TileX(t0) - TileX(t1);
02790           int dist_y = TileY(t0) - TileY(t1);
02791           int a_max = dist_x + dist_y;
02792           int b_max = dist_y - dist_x;
02793 
02794           /* Now determine the size along the edge, but due to the
02795            * chess board principle this counts double. */
02796           a_max = abs(a_max + (a_max > 0 ? 2 : -2)) / 2;
02797           b_max = abs(b_max + (b_max > 0 ? 2 : -2)) / 2;
02798 
02799           /* We get a 1x1 on normal 2x1 rectangles, due to it being
02800            * a seen as two sides. As the result for actual building
02801            * will be the same as non-diagonal dragging revert to that
02802            * behaviour to give it a more normally looking size. */
02803           if (a_max != 1 || b_max != 1) {
02804             dx = a_max;
02805             dy = b_max;
02806           }
02807         } else if (style & HT_RECT) {
02808           if (dx == 1) {
02809             style = HT_LINE | HT_DIR_Y;
02810           } else if (dy == 1) {
02811             style = HT_LINE | HT_DIR_X;
02812           }
02813         }
02814 
02815         if (dx != 1 || dy != 1) {
02816           int heightdiff = CalcHeightdiff(style, 0, t0, t1);
02817 
02818           params[index++] = dx - (style & HT_POINT ? 1 : 0);
02819           params[index++] = dy - (style & HT_POINT ? 1 : 0);
02820           if (heightdiff != 0) params[index++] = heightdiff;
02821         }
02822 
02823         ShowMeasurementTooltips(measure_strings_area[index], index, params);
02824       }
02825       break;
02826 
02827     default: NOT_REACHED();
02828   }
02829 
02830   _thd.selend.x = x;
02831   _thd.selend.y = y;
02832 }
02833 
02838 EventState VpHandlePlaceSizingDrag()
02839 {
02840   if (_special_mouse_mode != WSM_SIZING) return ES_NOT_HANDLED;
02841 
02842   /* stop drag mode if the window has been closed */
02843   Window *w = _thd.GetCallbackWnd();
02844   if (w == NULL) {
02845     ResetObjectToPlace();
02846     return ES_HANDLED;
02847   }
02848 
02849   /* while dragging execute the drag procedure of the corresponding window (mostly VpSelectTilesWithMethod() ) */
02850   if (_left_button_down) {
02851     w->OnPlaceDrag(_thd.select_method, _thd.select_proc, GetTileBelowCursor());
02852     return ES_HANDLED;
02853   }
02854 
02855   /* mouse button released..
02856    * keep the selected tool, but reset it to the original mode. */
02857   _special_mouse_mode = WSM_NONE;
02858   HighLightStyle others = _thd.place_mode & ~(HT_DRAG_MASK | HT_DIR_MASK);
02859   if ((_thd.next_drawstyle & HT_DRAG_MASK) == HT_RECT) {
02860     _thd.place_mode = HT_RECT | others;
02861   } else if (_thd.select_method & VPM_SIGNALDIRS) {
02862     _thd.place_mode = HT_RECT | others;
02863   } else if (_thd.select_method & VPM_RAILDIRS) {
02864     _thd.place_mode = (_thd.select_method & ~VPM_RAILDIRS) ? _thd.next_drawstyle : (HT_RAIL | others);
02865   } else {
02866     _thd.place_mode = HT_POINT | others;
02867   }
02868   SetTileSelectSize(1, 1);
02869 
02870   w->OnPlaceMouseUp(_thd.select_method, _thd.select_proc, _thd.selend, TileVirtXY(_thd.selstart.x, _thd.selstart.y), TileVirtXY(_thd.selend.x, _thd.selend.y));
02871 
02872   return ES_HANDLED;
02873 }
02874 
02875 void SetObjectToPlaceWnd(CursorID icon, PaletteID pal, HighLightStyle mode, Window *w)
02876 {
02877   SetObjectToPlace(icon, pal, mode, w->window_class, w->window_number);
02878 }
02879 
02880 #include "table/animcursors.h"
02881 
02882 void SetObjectToPlace(CursorID icon, PaletteID pal, HighLightStyle mode, WindowClass window_class, WindowNumber window_num)
02883 {
02884   if (_thd.window_class != WC_INVALID) {
02885     /* Undo clicking on button and drag & drop */
02886     Window *w = _thd.GetCallbackWnd();
02887     /* Call the abort function, but set the window class to something
02888      * that will never be used to avoid infinite loops. Setting it to
02889      * the 'next' window class must not be done because recursion into
02890      * this function might in some cases reset the newly set object to
02891      * place or not properly reset the original selection. */
02892     _thd.window_class = WC_INVALID;
02893     if (w != NULL) w->OnPlaceObjectAbort();
02894   }
02895 
02896   /* Mark the old selection dirty, in case the selection shape or colour changes */
02897   if ((_thd.drawstyle & HT_DRAG_MASK) != HT_NONE) SetSelectionTilesDirty();
02898 
02899   SetTileSelectSize(1, 1);
02900 
02901   _thd.make_square_red = false;
02902 
02903   if (mode == HT_DRAG) { // HT_DRAG is for dragdropping trains in the depot window
02904     mode = HT_NONE;
02905     _special_mouse_mode = WSM_DRAGDROP;
02906   } else {
02907     _special_mouse_mode = WSM_NONE;
02908   }
02909 
02910   _thd.place_mode = mode;
02911   _thd.window_class = window_class;
02912   _thd.window_number = window_num;
02913 
02914   if ((mode & HT_DRAG_MASK) == HT_SPECIAL) { // special tools, like tunnels or docks start with presizing mode
02915     VpStartPreSizing();
02916   }
02917 
02918   if ((icon & ANIMCURSOR_FLAG) != 0) {
02919     SetAnimatedMouseCursor(_animcursors[icon & ~ANIMCURSOR_FLAG]);
02920   } else {
02921     SetMouseCursor(icon, pal);
02922   }
02923 
02924 }
02925 
02926 void ResetObjectToPlace()
02927 {
02928   SetObjectToPlace(SPR_CURSOR_MOUSE, PAL_NONE, HT_NONE, WC_MAIN_WINDOW, 0);
02929 }