Fix #10114: Wonky depot layout. (#10191)

Depot lists internal layout was not handled well. This is improved by
throwing more Rects at it:
- Vehicle images are now be vertically centred in the rect.
- Image clipping is relaxed to cover the rect, improving larger sprites.
- Outline highlight is now aware of bevel thickness.
This commit is contained in:
PeterN
2022-11-23 21:01:09 +00:00
committed by GitHub
parent e85d2603d9
commit 53682b4b6b
8 changed files with 112 additions and 114 deletions

View File

@@ -24,12 +24,10 @@
/**
* Draws an image of a ship
* @param v Front vehicle
* @param left The minimum horizontal position
* @param right The maximum horizontal position
* @param y Vertical position to draw at
* @param r Rect to draw at
* @param selection Selected vehicle to draw a frame around
*/
void DrawShipImage(const Vehicle *v, int left, int right, int y, VehicleID selection, EngineImageType image_type)
void DrawShipImage(const Vehicle *v, const Rect &r, VehicleID selection, EngineImageType image_type)
{
bool rtl = _current_text_dir == TD_RTL;
@@ -41,15 +39,17 @@ void DrawShipImage(const Vehicle *v, int left, int right, int y, VehicleID selec
int width = UnScaleGUI(rect.Width());
int x_offs = UnScaleGUI(rect.left);
int x = rtl ? right - width - x_offs : left - x_offs;
int x = rtl ? r.right - width - x_offs : r.left - x_offs;
/* This magic -1 offset is related to the sprite_y_offsets in build_vehicle_gui.cpp */
int y = ScaleSpriteTrad(-1) + CenterBounds(r.top, r.bottom, 0);
y += ScaleSpriteTrad(10);
seq.Draw(x, y, GetVehiclePalette(v), false);
if (v->index == selection) {
x += x_offs;
y += UnScaleGUI(rect.top);
DrawFrameRect(x - 1, y - 1, x + width + 1, y + UnScaleGUI(rect.Height()) + 1, COLOUR_WHITE, FR_BORDERONLY);
Rect hr = {x, y, x + width - 1, y + UnScaleGUI(rect.Height()) - 1};
DrawFrameRect(hr.Expand(WidgetDimensions::scaled.bevel), COLOUR_WHITE, FR_BORDERONLY);
}
}