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(svn r19052) -Codechange: Remove the _smallmap_draw_procs array.
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@ -254,14 +254,6 @@ static const AndOr _smallmap_vehicles_andor[] = {
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{MKCOLOUR(0x00D7D700), MKCOLOUR(0xFF0000FF)},
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};
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/**
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* Function signature of the function to retrieve the colour data of a tile for display at the smallmap.
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* @param tile Tile that gets displayed.
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* @param t Effective tile type of the tile (see #GetEffectiveTileType).
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* @return Colour data to display.
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*/
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typedef uint32 GetSmallMapPixels(TileIndex tile, TileType t);
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/** Mapping of tile type to importance of the tile (higher number means more interesting to show). */
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static const byte _tiletype_importance[] = {
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2, // MP_CLEAR
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@ -430,18 +422,6 @@ static inline uint32 GetSmallMapOwnerPixels(TileIndex tile, TileType t)
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return _owner_colours[o];
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}
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/* Each tile has 4 x pixels and 1 y pixel */
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/** Holds function pointers to determine tile colour in the smallmap for each smallmap mode. */
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static GetSmallMapPixels * const _smallmap_draw_procs[] = {
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GetSmallMapContoursPixels,
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GetSmallMapVehiclesPixels,
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GetSmallMapIndustriesPixels,
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GetSmallMapRoutesPixels,
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GetSmallMapVegetationPixels,
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GetSmallMapOwnerPixels,
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};
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/** Vehicle colours in #SMT_VEHICLES mode. Indexed by #VehicleTypeByte. */
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static const byte _vehicle_type_colours[6] = {
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184, 191, 152, 15, 215, 184
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@ -584,11 +564,10 @@ class SmallMapWindow : public Window {
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/**
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* Decide which colours to show to the user for a group of tiles.
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* @param ta Tile area to investigate.
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* @param proc Pointer to the colour function.
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* @param ta Tile area to investigate.
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* @return Colours to display.
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*/
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inline uint32 GetTileColours(const TileArea &ta, GetSmallMapPixels *proc) const
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inline uint32 GetTileColours(const TileArea &ta) const
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{
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int importance = 0;
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TileIndex tile = INVALID_TILE; // Position of the most important tile.
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@ -602,7 +581,28 @@ class SmallMapWindow : public Window {
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et = ttype;
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}
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}
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return proc(tile, et);
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switch (this->map_type) {
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case SMT_CONTOUR:
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return GetSmallMapContoursPixels(tile, et);
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case SMT_VEHICLES:
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return GetSmallMapVehiclesPixels(tile, et);
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case SMT_INDUSTRY:
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return GetSmallMapIndustriesPixels(tile, et);
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case SMT_ROUTES:
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return GetSmallMapRoutesPixels(tile, et);
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case SMT_VEGETATION:
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return GetSmallMapVegetationPixels(tile, et);
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case SMT_OWNER:
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return GetSmallMapOwnerPixels(tile, et);
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default: NOT_REACHED();
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}
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}
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/**
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@ -616,11 +616,10 @@ class SmallMapWindow : public Window {
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* @param start_pos Position of first pixel to draw.
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* @param end_pos Position of last pixel to draw (exclusive).
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* @param blitter current blitter
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* @param proc Pointer to the colour function
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* @note If pixel position is below \c 0, skip drawing.
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* @see GetSmallMapPixels(TileIndex)
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*/
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void DrawSmallMapColumn(void *dst, uint xc, uint yc, int pitch, int reps, int start_pos, int end_pos, Blitter *blitter, GetSmallMapPixels *proc) const
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void DrawSmallMapColumn(void *dst, uint xc, uint yc, int pitch, int reps, int start_pos, int end_pos, Blitter *blitter) const
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{
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void *dst_ptr_abs_end = blitter->MoveTo(_screen.dst_ptr, 0, _screen.height);
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uint min_xy = _settings_game.construction.freeform_edges ? 1 : 0;
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@ -644,7 +643,7 @@ class SmallMapWindow : public Window {
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}
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ta.ClampToMap(); // Clamp to map boundaries (may contain MP_VOID tiles!).
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uint32 val = this->GetTileColours(ta, proc);
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uint32 val = this->GetTileColours(ta);
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uint8 *val8 = (uint8 *)&val;
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int idx = max(0, -start_pos);
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for (int pos = max(0, start_pos); pos < end_pos; pos++) {
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@ -823,7 +822,7 @@ class SmallMapWindow : public Window {
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int end_pos = min(dpi->width, x + 4);
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int reps = (dpi->height - y + 1) / 2; // Number of lines.
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if (reps > 0) {
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this->DrawSmallMapColumn(ptr, tile_x, tile_y, dpi->pitch * 2, reps, x, end_pos, blitter, _smallmap_draw_procs[this->map_type]);
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this->DrawSmallMapColumn(ptr, tile_x, tile_y, dpi->pitch * 2, reps, x, end_pos, blitter);
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}
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}
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