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Location: cpp/openttd-patchpack/source/table/animcursors.h - annotation
r5352:64720e7993a1
2.2 KiB
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(svn r7523) -Feature: Add the possibility to change the newgrf configuration of a running game.
This is only possible in SP (or in the intro menu). During game play you will
get a confirmation window when applying the changes as some actions can crash
OpenTTD and/or make your current game unplayable.
This is only possible in SP (or in the intro menu). During game play you will
get a confirmation window when applying the changes as some actions can crash
OpenTTD and/or make your current game unplayable.
r2186:5ee653b1b5e1 r2186:5ee653b1b5e1 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r0:d63b455452f6 r0:d63b455452f6 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r1914:63c34ade2fdf r4538:6da480304950 r4538:6da480304950 r4538:6da480304950 r4538:6da480304950 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r1914:63c34ade2fdf r4538:6da480304950 r4538:6da480304950 r4538:6da480304950 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r1914:63c34ade2fdf r4538:6da480304950 r4538:6da480304950 r4538:6da480304950 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r4538:6da480304950 r4538:6da480304950 r4538:6da480304950 r4538:6da480304950 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r1914:63c34ade2fdf r4538:6da480304950 r4538:6da480304950 r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r2187:60cea7c48bf4 r1914:63c34ade2fdf r0:d63b455452f6 r0:d63b455452f6 r0:d63b455452f6 r4538:6da480304950 r0:d63b455452f6 r0:d63b455452f6 | /* $Id$ */
/** @file animcursors.h
* This file defines all the the animated cursors.
* Animated cursors consist of the number of sprites that are
* displayed in a round-robin manner. Each sprite also has a time
* associated that indicates how many ticks the corresponding sprite
* is to be displayed. Currently all this information is recorded in a single
* array. @todo This should be converted into an array of structs on the long run
* All these arrays end up in an array of pointers called _animcursors.
*/
/** Creates two array entries that define one
* status of the cursor.
* @param Sprite The Sprite to be displayed
* @param display_time The Number of ticks to display the sprite
*/
#define ANIM_CURSOR_LINE(Sprite, display_time) Sprite, display_time,
/** This indicates the termination of the cursor list
*/
#define ANIM_CURSOR_END() 0xFFFF
/** Animated cursor elements for demolishion
*/
static const CursorID _demolish_animcursor[] = {
ANIM_CURSOR_LINE(0x2C0, 8)
ANIM_CURSOR_LINE(0x2C1, 8)
ANIM_CURSOR_LINE(0x2C2, 8)
ANIM_CURSOR_LINE(0x2C3, 8)
ANIM_CURSOR_END()
};
/** Animated cursor elements for lower land
*/
static const CursorID _lower_land_animcursor[] = {
ANIM_CURSOR_LINE(0x2BB, 10)
ANIM_CURSOR_LINE(0x2BC, 10)
ANIM_CURSOR_LINE(0x2BD, 29)
ANIM_CURSOR_END()
};
/** Animated cursor elements for raise land
*/
static const CursorID _raise_land_animcursor[] = {
ANIM_CURSOR_LINE(0x2B8, 10)
ANIM_CURSOR_LINE(0x2B9, 10)
ANIM_CURSOR_LINE(0x2BA, 29)
ANIM_CURSOR_END()
};
/** Animated cursor elements for the goto icon
*/
static const CursorID _order_goto_animcursor[] = {
ANIM_CURSOR_LINE(0x2CC, 10)
ANIM_CURSOR_LINE(0x2CD, 10)
ANIM_CURSOR_LINE(0x2CE, 29)
ANIM_CURSOR_END()
};
/** Animated cursor elements for the build signal icon
*/
static const CursorID _build_signals_animcursor[] = {
ANIM_CURSOR_LINE(0x50C, 20)
ANIM_CURSOR_LINE(0x50D, 20)
ANIM_CURSOR_END()
};
/** This is an array of pointers to all the animated cursor
* definitions we have above. This is the only thing that is
* accessed directly from other files
*/
static const CursorID * const _animcursors[] = {
_demolish_animcursor,
_lower_land_animcursor,
_raise_land_animcursor,
_order_goto_animcursor,
_build_signals_animcursor
};
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