(svn r21497) -Codechange: prepare the viewport selection mechanism for selecting diagonally

pull/155/head
rubidium 14 years ago
parent 1f9ba6ee93
commit 99b0a9538e

@ -616,6 +616,15 @@ static void ResetLandscapeConfirmationCallback(Window *w, bool confirmed)
}
}
/**
* Checks whether we are currently dragging diagonally.
* @returns True iff we are selecting a diagonal rectangle for an action that supports it, otherwise false.
*/
bool IsDraggingDiagonal()
{
return false;
}
struct ScenarioEditorLandscapeGenerationWindow : Window {
ScenarioEditorLandscapeGenerationWindow(const WindowDesc *desc, WindowNumber window_number) : Window()
{

@ -14,6 +14,8 @@
#include "window_type.h"
bool IsDraggingDiagonal();
Window *ShowTerraformToolbar(Window *link = NULL);
Window *ShowEditorTerraformToolbar();

@ -49,10 +49,12 @@ struct TileHighlightData {
Point size; ///< Size, in tile "units", of the white/red selection area.
Point offs; ///< Offset, in tile "units", for the blue coverage area from the selected area's northern tile.
Point outersize; ///< Size, in tile "units", of the blue coverage area excluding the side of the selected area.
bool diagonal; ///< Whether the dragged area is a 45 degrees rotated rectangle.
Point new_pos; ///< New value for \a pos; used to determine whether to redraw the selection.
Point new_size; ///< New value for \a size; used to determine whether to redraw the selection.
Point new_outersize; ///< New value for \a outersize; used to determine whether to redraw the selection.
bool new_diagonal; ///< New value for \a diagonal; used to determine whether to redraw the selection.
byte dirty; ///< Whether the build station window needs to redraw due to the changed selection.
Point selstart; ///< The location where the dragging started.

@ -45,6 +45,7 @@
#include "window_func.h"
#include "tilehighlight_func.h"
#include "window_gui.h"
#include "terraform_gui.h"
#include "table/strings.h"
@ -753,6 +754,38 @@ void EndSpriteCombine()
_vd.combine_sprites = SPRITE_COMBINE_NONE;
}
/**
* Check if the parameter "check" is inside the interval between
* begin and end, including both begin and end.
* @note Whether \c begin or \c end is the biggest does not matter.
* This method will account for that.
* @param begin The begin of the interval.
* @param end The end of the interval.
* @param check The value to check.
*/
static bool IsInRangeInclusive(int begin, int end, int check)
{
if (begin > end) Swap(begin, end);
return begin <= check && check <= end;
}
/**
* Checks whether a point is inside the selected a diagonal rectangle given by _thd.size and _thd.pos
* @param x The x coordinate of the point to be checked.
* @param y The y coordinate of the point to be checked.
* @return True if the point is inside the rectangle, else false.
*/
bool IsInsideRotatedRectangle(int x, int y)
{
int dist_a = (_thd.size.x + _thd.size.y); // Rotated coordinate system for selected rectangle.
int dist_b = (_thd.size.x - _thd.size.y); // We don't have to divide by 2. It's all relative!
int a = ((x - _thd.pos.x) + (y - _thd.pos.y)); // Rotated coordinate system for the point under scrutiny.
int b = ((x - _thd.pos.x) - (y - _thd.pos.y));
/* Check if a and b are between 0 and dist_a or dist_b respectively. */
return IsInRangeInclusive(dist_a, 0, a) && IsInRangeInclusive(dist_b, 0, b);
}
/**
* Add a child sprite to a parent sprite.
*
@ -940,6 +973,29 @@ static void DrawTileSelection(const TileInfo *ti)
/* no selection active? */
if (_thd.drawstyle == 0) return;
if (_thd.diagonal) { // We're drawing a 45 degrees rotated (diagonal) rectangle
if (IsInsideRotatedRectangle((int)ti->x, (int)ti->y)) {
if (_thd.drawstyle & HT_RECT) { // Highlighting a square (clear land)
/* Don't mark tiles outside the map. */
if (!IsValidTile(ti->tile)) return;
SpriteID image = SPR_SELECT_TILE + SlopeToSpriteOffset(ti->tileh);
DrawSelectionSprite(image, _thd.make_square_red ? PALETTE_SEL_TILE_RED : PAL_NONE, ti, 7, FOUNDATION_PART_NORMAL);
} else { // Highlighting a dot (level land)
/* Figure out the Z coordinate for the single dot. */
byte z = ti->z;
if (ti->tileh & SLOPE_N) {
z += TILE_HEIGHT;
if (!(ti->tileh & SLOPE_S) && (ti->tileh & SLOPE_STEEP)) {
z += TILE_HEIGHT;
}
}
AddTileSpriteToDraw(_cur_dpi->zoom != 2 ? SPR_DOT : SPR_DOT_SMALL, PAL_NONE, ti->x, ti->y, z);
}
}
return;
}
/* Inside the inner area? */
if (IsInsideBS(ti->x, _thd.pos.x, _thd.size.x) &&
IsInsideBS(ti->y, _thd.pos.y, _thd.size.y)) {
@ -1621,88 +1677,107 @@ void MarkTileDirtyByTile(TileIndex tile)
*/
static void SetSelectionTilesDirty()
{
int x_start = _thd.pos.x;
int y_start = _thd.pos.y;
int x_size = _thd.size.x;
int y_size = _thd.size.y;
if (_thd.outersize.x != 0) {
x_size += _thd.outersize.x;
x_start += _thd.offs.x;
y_size += _thd.outersize.y;
y_start += _thd.offs.y;
}
x_size -= TILE_SIZE;
y_size -= TILE_SIZE;
assert(x_size >= 0);
assert(y_size >= 0);
int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
/* make sure everything is multiple of TILE_SIZE */
assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
/* How it works:
* Suppose we have to mark dirty rectangle of 3x4 tiles:
* x
* xxx
* xxxxx
* xxxxx
* xxx
* x
* This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
* 1) x 2) x
* xxx Oxx
* Oxxxx xOxxx
* xxxxx Oxxxx
* xxx xxx
* x x
* And so forth...
*/
if (!_thd.diagonal) { // Selecting in a straigth rectangle (or a single square)
int x_start = _thd.pos.x;
int y_start = _thd.pos.y;
int top_x = x_end; // coordinates of top dirty tile
int top_y = y_start;
int bot_x = top_x; // coordinates of bottom dirty tile
int bot_y = top_y;
if (_thd.outersize.x != 0) {
x_size += _thd.outersize.x;
x_start += _thd.offs.x;
y_size += _thd.outersize.y;
y_start += _thd.offs.y;
}
do {
Point top = RemapCoords2(top_x, top_y); // topmost dirty point
Point bot = RemapCoords2(bot_x + TILE_SIZE - 1, bot_y + TILE_SIZE - 1); // bottommost point
x_size -= TILE_SIZE;
y_size -= TILE_SIZE;
assert(x_size >= 0);
assert(y_size >= 0);
int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE);
y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE);
/* make sure everything is multiple of TILE_SIZE */
assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0);
/* How it works:
* Suppose we have to mark dirty rectangle of 3x4 tiles:
* x
* xxx
* xxxxx
* xxxxx
* xxx
* x
* This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps:
* 1) x 2) x
* xxx Oxx
* Oxxxx xOxxx
* xxxxx Oxxxx
* xxx xxx
* x x
* And so forth...
*/
int top_x = x_end; // coordinates of top dirty tile
int top_y = y_start;
int bot_x = top_x; // coordinates of bottom dirty tile
int bot_y = top_y;
/* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
* tile height/slope affects only the 'y' on-screen coordinate! */
do {
Point top = RemapCoords2(top_x, top_y); // topmost dirty point
Point bot = RemapCoords2(bot_x + TILE_SIZE - 1, bot_y + TILE_SIZE - 1); // bottommost point
int l = top.x - (TILE_PIXELS - 2); // 'x' coordinate of left side of dirty rectangle
int t = top.y; // 'y' coordinate of top side -//-
int r = top.x + (TILE_PIXELS - 2); // right side of dirty rectangle
int b = bot.y; // bottom -//-
/* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
* tile height/slope affects only the 'y' on-screen coordinate! */
static const int OVERLAY_WIDTH = 4; // part of selection sprites is drawn outside the selected area
int l = top.x - (TILE_PIXELS - 2); // 'x' coordinate of left side of dirty rectangle
int t = top.y; // 'y' coordinate of top side -//-
int r = top.x + (TILE_PIXELS - 2); // right side of dirty rectangle
int b = bot.y; // bottom -//-
/* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
static const int OVERLAY_WIDTH = 4; // part of selection sprites is drawn outside the selected area
/* haven't we reached the topmost tile yet? */
if (top_x != x_start) {
top_x -= TILE_SIZE;
} else {
top_y += TILE_SIZE;
}
/* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
/* the way the bottom tile changes is different when we reach the bottommost tile */
if (bot_y != y_end) {
bot_y += TILE_SIZE;
} else {
bot_x -= TILE_SIZE;
/* haven't we reached the topmost tile yet? */
if (top_x != x_start) {
top_x -= TILE_SIZE;
} else {
top_y += TILE_SIZE;
}
/* the way the bottom tile changes is different when we reach the bottommost tile */
if (bot_y != y_end) {
bot_y += TILE_SIZE;
} else {
bot_x -= TILE_SIZE;
}
} while (bot_x >= top_x);
} else { // Selecting in a 45 degrees rotated (diagonal) rectangle.
/* a_size, b_size describe a rectangle with rotated coordinates */
int a_size = x_size + y_size, b_size = x_size - y_size;
int interval_a = a_size < 0 ? -TILE_SIZE : TILE_SIZE;
int interval_b = b_size < 0 ? -TILE_SIZE : TILE_SIZE;
for (int a = -interval_a; a != a_size + interval_a; a += interval_a) {
for (int b = -interval_b; b != b_size + interval_b; b += interval_b) {
uint x = (_thd.pos.x + (a + b) / 2) / TILE_SIZE;
uint y = (_thd.pos.y + (a - b) / 2) / TILE_SIZE;
if (x < MapMaxX() && y < MapMaxY()) {
MarkTileDirtyByTile(TileXY(x, y));
}
}
}
} while (bot_x >= top_x);
}
}
@ -1963,6 +2038,7 @@ void UpdateTileSelection()
int y1;
_thd.new_drawstyle = HT_NONE;
_thd.new_diagonal = false;
if (_thd.place_mode == HT_SPECIAL) {
x1 = _thd.selend.x;
@ -1973,12 +2049,20 @@ void UpdateTileSelection()
x1 &= ~TILE_UNIT_MASK;
y1 &= ~TILE_UNIT_MASK;
if (x1 >= x2) Swap(x1, x2);
if (y1 >= y2) Swap(y1, y2);
if (IsDraggingDiagonal()) {
_thd.new_diagonal = true;
} else {
if (x1 >= x2) Swap(x1, x2);
if (y1 >= y2) Swap(y1, y2);
}
_thd.new_pos.x = x1;
_thd.new_pos.y = y1;
_thd.new_size.x = x2 - x1 + TILE_SIZE;
_thd.new_size.y = y2 - y1 + TILE_SIZE;
_thd.new_size.x = x2 - x1;
_thd.new_size.y = y2 - y1;
if (!_thd.new_diagonal) {
_thd.new_size.x += TILE_SIZE;
_thd.new_size.y += TILE_SIZE;
}
_thd.new_drawstyle = _thd.next_drawstyle;
}
} else if ((_thd.place_mode & HT_DRAG_MASK) != HT_NONE) {
@ -2033,7 +2117,8 @@ void UpdateTileSelection()
_thd.pos.x != _thd.new_pos.x || _thd.pos.y != _thd.new_pos.y ||
_thd.size.x != _thd.new_size.x || _thd.size.y != _thd.new_size.y ||
_thd.outersize.x != _thd.new_outersize.x ||
_thd.outersize.y != _thd.new_outersize.y) {
_thd.outersize.y != _thd.new_outersize.y ||
_thd.diagonal != _thd.new_diagonal) {
/* clear the old selection? */
if (_thd.drawstyle) SetSelectionTilesDirty();
@ -2041,6 +2126,7 @@ void UpdateTileSelection()
_thd.pos = _thd.new_pos;
_thd.size = _thd.new_size;
_thd.outersize = _thd.new_outersize;
_thd.diagonal = _thd.new_diagonal;
_thd.dirty = 0xff;
/* draw the new selection? */

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