Files
@ r5222:671cdc6f4c1e
Branch filter:
Location: cpp/openttd-patchpack/source/table/animcursors.h - annotation
r5222:671cdc6f4c1e
2.2 KiB
text/x-c
(svn r7337) -Feature: [win32] Add font selection by specifying a font-name, ala Fontconfig. Pretty
messy if you ask me, but this is what you get when MS hides the font API in the deepest
depths... thanks Rubidium for testing.
messy if you ask me, but this is what you get when MS hides the font API in the deepest
depths... thanks Rubidium for testing.
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
};
|