Beispiel #1
0
void DrawShipEngine(int left, int right, int preferred_x, int y, EngineID engine, PaletteID pal, EngineImageType image_type)
{
	VehicleSpriteSeq seq;
	GetShipIcon(engine, image_type, &seq);

	Rect rect;
	seq.GetBounds(&rect);
	preferred_x = Clamp(preferred_x,
			left - UnScaleGUI(rect.left),
			right - UnScaleGUI(rect.right));

	seq.Draw(preferred_x, y, pal, pal == PALETTE_CRASH);
}
Beispiel #2
0
/**
 * Draws an image of a whole train
 * @param v         Front vehicle
 * @param left      The minimum horizontal position
 * @param right     The maximum horizontal position
 * @param y         Vertical position to draw at
 * @param selection Selected vehicle to draw a frame around
 * @param skip      Number of pixels to skip at the front (for scrolling)
 * @param drag_dest The vehicle another one is dragged over, \c INVALID_VEHICLE if none.
 */
void DrawTrainImage(const Train *v, int left, int right, int y, VehicleID selection, EngineImageType image_type, int skip, VehicleID drag_dest)
{
	bool rtl = _current_text_dir == TD_RTL;
	Direction dir = rtl ? DIR_E : DIR_W;

	DrawPixelInfo tmp_dpi, *old_dpi;
	/* Position of highlight box */
	int highlight_l = 0;
	int highlight_r = 0;
	int max_width = right - left + 1;
	int height = ScaleGUITrad(14);

	if (!FillDrawPixelInfo(&tmp_dpi, left, y, max_width, height)) return;

	old_dpi = _cur_dpi;
	_cur_dpi = &tmp_dpi;

	int px = rtl ? max_width + skip : -skip;
	bool sel_articulated = false;
	bool dragging = (drag_dest != INVALID_VEHICLE);
	bool drag_at_end_of_train = (drag_dest == v->index); // Head index is used to mark dragging at end of train.
	for (; v != NULL && (rtl ? px > 0 : px < max_width); v = v->Next()) {
		if (dragging && !drag_at_end_of_train && drag_dest == v->index) {
			/* Highlight the drag-and-drop destination inside the train. */
			int drag_hlight_width = HighlightDragPosition(px, max_width, selection, _cursor.vehchain);
			px += rtl ? -drag_hlight_width : drag_hlight_width;
		}

		Point offset;
		int width = Train::From(v)->GetDisplayImageWidth(&offset);

		if (rtl ? px + width > 0 : px - width < max_width) {
			PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
			VehicleSpriteSeq seq;
			v->GetImage(dir, image_type, &seq);
			seq.Draw(px + (rtl ? -offset.x : offset.x), height / 2 + offset.y, pal, v->vehstatus & VS_CRASHED);
		}

		if (!v->IsArticulatedPart()) sel_articulated = false;

		if (v->index == selection) {
			/* Set the highlight position */
			highlight_l = rtl ? px - width : px;
			highlight_r = rtl ? px - 1 : px + width - 1;
			sel_articulated = true;
		} else if ((_cursor.vehchain && highlight_r != 0) || sel_articulated) {
			if (rtl) {
				highlight_l -= width;
			} else {
				highlight_r += width;
			}
		}

		px += rtl ? -width : width;
	}

	if (dragging && drag_at_end_of_train) {
		/* Highlight the drag-and-drop destination at the end of the train. */
		HighlightDragPosition(px, max_width, selection, _cursor.vehchain);
	}

	if (highlight_l != highlight_r) {
		/* Draw the highlight. Now done after drawing all the engines, as
		 * the next engine after the highlight could overlap it. */
		DrawFrameRect(highlight_l, 0, highlight_r, height - 1, COLOUR_WHITE, FR_BORDERONLY);
	}

	_cur_dpi = old_dpi;
}
Beispiel #3
0
/**
 * Draw the details for the given vehicle at the given position
 *
 * @param v     current vehicle
 * @param left  The left most coordinate to draw
 * @param right The right most coordinate to draw
 * @param y     The y coordinate
 * @param vscroll_pos Position of scrollbar
 * @param vscroll_cap Number of lines currently displayed
 * @param det_tab Selected details tab
 */
void DrawTrainDetails(const Train *v, int left, int right, int y, int vscroll_pos, uint16 vscroll_cap, TrainDetailsWindowTabs det_tab)
{
	/* get rid of awkward offset */
	y -= WD_MATRIX_TOP;

	int sprite_height = ScaleGUITrad(GetVehicleHeight(VEH_TRAIN));
	int line_height = max(sprite_height, WD_MATRIX_TOP + FONT_HEIGHT_NORMAL + WD_MATRIX_BOTTOM);
	int sprite_y_offset = line_height / 2;
	int text_y_offset = (line_height - FONT_HEIGHT_NORMAL) / 2;

	/* draw the first 3 details tabs */
	if (det_tab != TDW_TAB_TOTALS) {
		bool rtl = _current_text_dir == TD_RTL;
		Direction dir = rtl ? DIR_E : DIR_W;
		int x = rtl ? right : left;
		for (; v != NULL && vscroll_pos > -vscroll_cap; v = v->GetNextVehicle()) {
			GetCargoSummaryOfArticulatedVehicle(v, &_cargo_summary);

			/* Draw sprites */
			uint dx = 0;
			int px = x;
			const Train *u = v;
			do {
				Point offset;
				int width = u->GetDisplayImageWidth(&offset);
				if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) {
					int pitch = 0;
					const Engine *e = Engine::Get(v->engine_type);
					if (e->GetGRF() != NULL) {
						pitch = ScaleGUITrad(e->GetGRF()->traininfo_vehicle_pitch);
					}
					PaletteID pal = (v->vehstatus & VS_CRASHED) ? PALETTE_CRASH : GetVehiclePalette(v);
					VehicleSpriteSeq seq;
					u->GetImage(dir, EIT_IN_DETAILS, &seq);
					seq.Draw(px + (rtl ? -offset.x : offset.x), y - line_height * vscroll_pos + sprite_y_offset + pitch, pal, v->vehstatus & VS_CRASHED);
				}
				px += rtl ? -width : width;
				dx += width;
				u = u->Next();
			} while (u != NULL && u->IsArticulatedPart());

			bool separate_sprite_row = (dx > (uint)ScaleGUITrad(TRAIN_DETAILS_MAX_INDENT));
			if (separate_sprite_row) {
				vscroll_pos--;
				dx = 0;
			}

			uint num_lines = max(1u, _cargo_summary.Length());
			for (uint i = 0; i < num_lines; i++) {
				int sprite_width = max<int>(dx, ScaleGUITrad(TRAIN_DETAILS_MIN_INDENT)) + 3;
				int data_left  = left + (rtl ? 0 : sprite_width);
				int data_right = right - (rtl ? sprite_width : 0);
				if (vscroll_pos <= 0 && vscroll_pos > -vscroll_cap) {
					int py = y - line_height * vscroll_pos + text_y_offset;
					if (i > 0 || separate_sprite_row) {
						if (vscroll_pos != 0) GfxFillRect(left, py - WD_MATRIX_TOP - 1, right, py - WD_MATRIX_TOP, _colour_gradient[COLOUR_GREY][5]);
					}
					switch (det_tab) {
						case TDW_TAB_CARGO:
							if (i < _cargo_summary.Length()) {
								TrainDetailsCargoTab(&_cargo_summary[i], data_left, data_right, py);
							} else {
								DrawString(data_left, data_right, py, STR_QUANTITY_N_A, TC_LIGHT_BLUE);
							}
							break;

						case TDW_TAB_INFO:
							if (i == 0) TrainDetailsInfoTab(v, data_left, data_right, py);
							break;

						case TDW_TAB_CAPACITY:
							if (i < _cargo_summary.Length()) {
								TrainDetailsCapacityTab(&_cargo_summary[i], data_left, data_right, py);
							} else {
								SetDParam(0, STR_EMPTY);
								DrawString(data_left, data_right, py, STR_VEHICLE_INFO_NO_CAPACITY);
							}
							break;

						default: NOT_REACHED();
					}
				}
				vscroll_pos--;
			}
		}
	} else {
		CargoArray act_cargo;
		CargoArray max_cargo;
		Money feeder_share = 0;

		for (const Vehicle *u = v; u != NULL; u = u->Next()) {
			act_cargo[u->cargo_type] += u->cargo.StoredCount();
			max_cargo[u->cargo_type] += u->cargo_cap;
			feeder_share             += u->cargo.FeederShare();
		}

		/* draw total cargo tab */
		DrawString(left, right, y + text_y_offset, STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_TEXT);
		y += line_height;

		for (CargoID i = 0; i < NUM_CARGO; i++) {
			if (max_cargo[i] > 0 && --vscroll_pos < 0 && vscroll_pos > -vscroll_cap) {
				SetDParam(0, i);            // {CARGO} #1
				SetDParam(1, act_cargo[i]); // {CARGO} #2
				SetDParam(2, i);            // {SHORTCARGO} #1
				SetDParam(3, max_cargo[i]); // {SHORTCARGO} #2
				SetDParam(4, _settings_game.vehicle.freight_trains);
				DrawString(left, right, y + text_y_offset, FreightWagonMult(i) > 1 ? STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY_MULT : STR_VEHICLE_DETAILS_TRAIN_TOTAL_CAPACITY);
				y += line_height;
			}
		}
		SetDParam(0, feeder_share);
		DrawString(left, right, y + text_y_offset, STR_VEHICLE_INFO_FEEDER_CARGO_VALUE);
	}
}