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Location: cpp/openttd-patchpack/source/src/texteff.cpp - annotation
r17167:68f47a8db1b5
3.3 KiB
text/x-c
(svn r21916) -Fix [FS#4442]: the minimum speed needed for (realistic) acceleration to work properly can sometimes be more than the (temporary) maximum speed causing Clamp to "fail". Make sure that the minimum speed always overrules the maximum speed
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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file texteff.cpp Handling of text effects. */
#include "stdafx.h"
#include "texteff.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "core/smallvec_type.hpp"
#include "viewport_func.h"
#include "settings_type.h"
/** Container for all information about a text effect */
struct TextEffect : public ViewportSign {
uint64 params_1; ///< DParam parameter
StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
uint8 duration; ///< How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
TextEffectMode mode; ///< Type of text effect
/** Reset the text effect */
void Reset()
{
this->MarkDirty();
this->width_normal = 0;
this->string_id = INVALID_STRING_ID;
}
};
static SmallVector<struct TextEffect, 32> _text_effects; ///< Text effects are stored there
/* Text Effects */
TextEffectID AddTextEffect(StringID msg, int center, int y, uint8 duration, TextEffectMode mode)
{
if (_game_mode == GM_MENU) return INVALID_TE_ID;
TextEffectID i;
for (i = 0; i < _text_effects.Length(); i++) {
if (_text_effects[i].string_id == INVALID_STRING_ID) break;
}
if (i == _text_effects.Length()) _text_effects.Append();
TextEffect *te = _text_effects.Get(i);
/* Start defining this object */
te->string_id = msg;
te->duration = duration;
te->params_1 = GetDParam(0);
te->mode = mode;
/* Make sure we only dirty the new area */
te->width_normal = 0;
te->UpdatePosition(center, y, msg);
return i;
}
void UpdateTextEffect(TextEffectID te_id, StringID msg)
{
/* Update details */
TextEffect *te = _text_effects.Get(te_id);
te->string_id = msg;
te->params_1 = GetDParam(0);
te->UpdatePosition(te->center, te->top, msg);
}
void RemoveTextEffect(TextEffectID te_id)
{
_text_effects[te_id].Reset();
}
void MoveAllTextEffects()
{
const TextEffect *end = _text_effects.End();
for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
if (te->string_id == INVALID_STRING_ID) continue;
if (te->mode != TE_RISING) continue;
if (te->duration-- == 0) {
te->Reset();
continue;
}
te->MarkDirty();
te->top--;
te->MarkDirty();
}
}
void InitTextEffects()
{
_text_effects.Reset();
}
void DrawTextEffects(DrawPixelInfo *dpi)
{
/* Don't draw the text effects when zoomed out a lot */
if (dpi->zoom > ZOOM_LVL_OUT_2X) return;
const TextEffect *end = _text_effects.End();
for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
if (te->string_id == INVALID_STRING_ID) continue;
if (te->mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
ViewportAddString(dpi, ZOOM_LVL_OUT_2X, te, te->string_id, te->string_id - 1, 0, te->params_1);
}
}
}
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