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Location: cpp/openttd-patchpack/source/src/texteff.cpp
r8680:3232a99af2b8
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/** @file texteff.cpp */
#include "stdafx.h"
#include "openttd.h"
#include "tile_cmd.h"
#include "landscape.h"
#include "gfx_func.h"
#include "saveload.h"
#include "console.h"
#include "variables.h"
#include "blitter/factory.hpp"
#include "texteff.hpp"
#include "video/video_driver.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "core/alloc_func.hpp"
#include "date_func.h"
#include "functions.h"
#include "viewport_func.h"
#include "settings_type.h"
#include "table/sprites.h"
#include <stdarg.h> /* va_list */
enum {
MAX_TEXTMESSAGE_LENGTH = 200,
INIT_NUM_TEXT_MESSAGES = 20,
MAX_CHAT_MESSAGES = 10,
};
struct TextEffect {
StringID string_id;
int32 x;
int32 y;
int32 right;
int32 bottom;
uint16 duration;
uint64 params_1;
uint64 params_2;
TextEffectMode mode;
};
struct ChatMessage {
char message[MAX_TEXTMESSAGE_LENGTH];
uint16 color;
Date end_date;
};
/* used for text effects */
static TextEffect *_text_effect_list = NULL;
static uint16 _num_text_effects = INIT_NUM_TEXT_MESSAGES;
/* used for chat window */
static ChatMessage _chatmsg_list[MAX_CHAT_MESSAGES];
static bool _chatmessage_dirty = false;
static bool _chatmessage_visible = false;
/* The chatbox grows from the bottom so the coordinates are pixels from
* the left and pixels from the bottom. The height is the maximum height */
static const PointDimension _chatmsg_box = {10, 30, 500, 150};
static uint8 _chatmessage_backup[150 * 500 * 6]; // (height * width)
static inline uint GetChatMessageCount()
{
uint i;
for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
if (_chatmsg_list[i].message[0] == '\0') break;
}
return i;
}
/* Add a text message to the 'chat window' to be shown
* @param color The colour this message is to be shown in
* @param duration The duration of the chat message in game-days
* @param message message itself in printf() style */
void CDECL AddChatMessage(uint16 color, uint8 duration, const char *message, ...)
{
char buf[MAX_TEXTMESSAGE_LENGTH];
const char *bufp;
va_list va;
uint msg_count;
uint16 lines;
va_start(va, message);
vsnprintf(buf, lengthof(buf), message, va);
va_end(va);
Utf8TrimString(buf, MAX_TEXTMESSAGE_LENGTH);
/* Force linebreaks for strings that are too long */
lines = GB(FormatStringLinebreaks(buf, _chatmsg_box.width - 8), 0, 16) + 1;
if (lines >= MAX_CHAT_MESSAGES) return;
msg_count = GetChatMessageCount();
/* We want to add more chat messages than there is free space for, remove 'old' */
if (lines > MAX_CHAT_MESSAGES - msg_count) {
int i = lines - (MAX_CHAT_MESSAGES - msg_count);
memmove(&_chatmsg_list[0], &_chatmsg_list[i], sizeof(_chatmsg_list[0]) * (msg_count - i));
msg_count = MAX_CHAT_MESSAGES - lines;
}
for (bufp = buf; lines != 0; lines--) {
ChatMessage *cmsg = &_chatmsg_list[msg_count++];
ttd_strlcpy(cmsg->message, bufp, sizeof(cmsg->message));
/* The default colour for a message is player colour. Replace this with
* white for any additional lines */
cmsg->color = (bufp == buf && color & IS_PALETTE_COLOR) ? color : (0x1D - 15) | IS_PALETTE_COLOR;
cmsg->end_date = _date + duration;
bufp += strlen(bufp) + 1; // jump to 'next line' in the formatted string
}
_chatmessage_dirty = true;
}
void InitChatMessage()
{
uint i;
for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
_chatmsg_list[i].message[0] = '\0';
}
}
/** Hide the chatbox */
void UndrawChatMessage()
{
if (_chatmessage_visible) {
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
/* Sometimes we also need to hide the cursor
* This is because both textmessage and the cursor take a shot of the
* screen before drawing.
* Now the textmessage takes his shot and paints his data before the cursor
* does, so in the shot of the cursor is the screen-data of the textmessage
* included when the cursor hangs somewhere over the textmessage. To
* avoid wrong repaints, we undraw the cursor in that case, and everything
* looks nicely ;)
* (and now hope this story above makes sense to you ;))
*/
if (_cursor.visible) {
if (_cursor.draw_pos.x + _cursor.draw_size.x >= _chatmsg_box.x &&
_cursor.draw_pos.x <= _chatmsg_box.x + _chatmsg_box.width &&
_cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _chatmsg_box.y - _chatmsg_box.height &&
_cursor.draw_pos.y <= _screen.height - _chatmsg_box.y) {
UndrawMouseCursor();
}
}
int x = _chatmsg_box.x;
int y = _screen.height - _chatmsg_box.y - _chatmsg_box.height;
int width = _chatmsg_box.width;
int height = _chatmsg_box.height;
if (y < 0) {
height = max(height + y, min(_chatmsg_box.height, _screen.height));
y = 0;
}
if (x + width >= _screen.width) {
width = _screen.width - x;
}
if (width <= 0 || height <= 0) return;
_chatmessage_visible = false;
/* Put our 'shot' back to the screen */
blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height);
/* And make sure it is updated next time */
_video_driver->MakeDirty(x, y, width, height);
_chatmessage_dirty = true;
}
}
/** Check if a message is expired every day */
void ChatMessageDailyLoop()
{
uint i;
for (i = 0; i < MAX_CHAT_MESSAGES; i++) {
ChatMessage *cmsg = &_chatmsg_list[i];
if (cmsg->message[0] == '\0') continue;
/* Message has expired, remove from the list */
if (cmsg->end_date < _date) {
/* Move the remaining messages over the current message */
if (i != MAX_CHAT_MESSAGES - 1) memmove(cmsg, cmsg + 1, sizeof(*cmsg) * (MAX_CHAT_MESSAGES - i - 1));
/* Mark the last item as empty */
_chatmsg_list[MAX_CHAT_MESSAGES - 1].message[0] = '\0';
_chatmessage_dirty = true;
/* Go one item back, because we moved the array 1 to the left */
i--;
}
}
}
/** Draw the chat message-box */
void DrawChatMessage()
{
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
if (!_chatmessage_dirty) return;
/* First undraw if needed */
UndrawChatMessage();
if (_iconsole_mode == ICONSOLE_FULL) return;
/* Check if we have anything to draw at all */
uint count = GetChatMessageCount();
if (count == 0) return;
int x = _chatmsg_box.x;
int y = _screen.height - _chatmsg_box.y - _chatmsg_box.height;
int width = _chatmsg_box.width;
int height = _chatmsg_box.height;
if (y < 0) {
height = max(height + y, min(_chatmsg_box.height, _screen.height));
y = 0;
}
if (x + width >= _screen.width) {
width = _screen.width - x;
}
if (width <= 0 || height <= 0) return;
assert(blitter->BufferSize(width, height) < (int)sizeof(_chatmessage_backup));
/* Make a copy of the screen as it is before painting (for undraw) */
blitter->CopyToBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height);
_cur_dpi = &_screen; // switch to _screen painting
/* Paint a half-transparent box behind the chat messages */
GfxFillRect(
_chatmsg_box.x,
_screen.height - _chatmsg_box.y - count * 13 - 2,
_chatmsg_box.x + _chatmsg_box.width - 1,
_screen.height - _chatmsg_box.y - 2,
PALETTE_TO_TRANSPARENT | (1 << USE_COLORTABLE) // black, but with some alpha for background
);
/* Paint the chat messages starting with the lowest at the bottom */
for (uint y = 13; count-- != 0; y += 13) {
DoDrawString(_chatmsg_list[count].message, _chatmsg_box.x + 3, _screen.height - _chatmsg_box.y - y + 1, _chatmsg_list[count].color);
}
/* Make sure the data is updated next flush */
_video_driver->MakeDirty(x, y, width, height);
_chatmessage_visible = true;
_chatmessage_dirty = false;
}
/* Text Effects */
/**
* Mark the area of the text effect as dirty.
*
* This function marks the area of a text effect as dirty for repaint.
*
* @param te The TextEffect to mark the area dirty
* @ingroup dirty
*/
static void MarkTextEffectAreaDirty(TextEffect *te)
{
/* Width and height of the text effect are doubled, so they are correct in both zoom out levels 1x and 2x. */
MarkAllViewportsDirty(
te->x,
te->y - 1,
(te->right - te->x)*2 + te->x + 1,
(te->bottom - (te->y - 1)) * 2 + (te->y - 1) + 1
);
}
TextEffectID AddTextEffect(StringID msg, int x, int y, uint16 duration, TextEffectMode mode)
{
TextEffect *te;
int w;
char buffer[100];
TextEffectID i;
if (_game_mode == GM_MENU) return INVALID_TE_ID;
/* Look for a free spot in the text effect array */
for (i = 0; i < _num_text_effects; i++) {
if (_text_effect_list[i].string_id == INVALID_STRING_ID) break;
}
/* If there is none found, we grow the array */
if (i == _num_text_effects) {
_num_text_effects += 25;
_text_effect_list = ReallocT<TextEffect>(_text_effect_list, _num_text_effects);
for (; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
i = _num_text_effects - 1;
}
te = &_text_effect_list[i];
/* Start defining this object */
te->string_id = msg;
te->duration = duration;
te->y = y - 5;
te->bottom = y + 5;
te->params_1 = GetDParam(0);
te->params_2 = GetDParam(4);
te->mode = mode;
GetString(buffer, msg, lastof(buffer));
w = GetStringBoundingBox(buffer).width;
te->x = x - (w >> 1);
te->right = x + (w >> 1) - 1;
MarkTextEffectAreaDirty(te);
return i;
}
void UpdateTextEffect(TextEffectID te_id, StringID msg)
{
assert(te_id < _num_text_effects);
TextEffect *te;
/* Update details */
te = &_text_effect_list[te_id];
te->string_id = msg;
te->params_1 = GetDParam(0);
te->params_2 = GetDParam(4);
/* Update width of text effect */
char buffer[100];
GetString(buffer, msg, lastof(buffer));
int w = GetStringBoundingBox(buffer).width;
/* Only allow to make it broader, so it completely covers the old text. That avoids remnants of the old text. */
int right_new = te->x + w;
if (te->right < right_new) te->right = right_new;
MarkTextEffectAreaDirty(te);
}
void RemoveTextEffect(TextEffectID te_id)
{
assert(te_id < _num_text_effects);
TextEffect *te;
te = &_text_effect_list[te_id];
MarkTextEffectAreaDirty(te);
te->string_id = INVALID_STRING_ID;
}
static void MoveTextEffect(TextEffect *te)
{
/* Never expire for duration of 0xFFFF */
if (te->duration == 0xFFFF) return;
if (te->duration < 8) {
te->string_id = INVALID_STRING_ID;
} else {
te->duration -= 8;
te->y--;
te->bottom--;
}
MarkTextEffectAreaDirty(te);
}
void MoveAllTextEffects()
{
for (TextEffectID i = 0; i < _num_text_effects; i++) {
TextEffect *te = &_text_effect_list[i];
if (te->string_id != INVALID_STRING_ID && te->mode == TE_RISING) MoveTextEffect(te);
}
}
void InitTextEffects()
{
if (_text_effect_list == NULL) _text_effect_list = MallocT<TextEffect>(_num_text_effects);
for (TextEffectID i = 0; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
}
void DrawTextEffects(DrawPixelInfo *dpi)
{
switch (dpi->zoom) {
case ZOOM_LVL_NORMAL:
for (TextEffectID i = 0; i < _num_text_effects; i++) {
TextEffect *te = &_text_effect_list[i];
if (te->string_id != INVALID_STRING_ID &&
dpi->left <= te->right &&
dpi->top <= te->bottom &&
dpi->left + dpi->width > te->x &&
dpi->top + dpi->height > te->y) {
if (te->mode == TE_RISING || (_patches.loading_indicators && !IsTransparencySet(TO_LOADING))) {
AddStringToDraw(te->x, te->y, te->string_id, te->params_1, te->params_2);
}
}
}
break;
case ZOOM_LVL_OUT_2X:
for (TextEffectID i = 0; i < _num_text_effects; i++) {
TextEffect *te = &_text_effect_list[i];
if (te->string_id != INVALID_STRING_ID &&
dpi->left <= te->right * 2 - te->x &&
dpi->top <= te->bottom * 2 - te->y &&
dpi->left + dpi->width > te->x &&
dpi->top + dpi->height > te->y) {
if (te->mode == TE_RISING || (_patches.loading_indicators && !IsTransparencySet(TO_LOADING))) {
AddStringToDraw(te->x, te->y, (StringID)(te->string_id - 1), te->params_1, te->params_2);
}
}
}
break;
case ZOOM_LVL_OUT_4X:
case ZOOM_LVL_OUT_8X:
break;
default: NOT_REACHED();
}
}
/** The table/list with animated tiles. */
TileIndex *_animated_tile_list = NULL;
/** The number of animated tiles in the current state. */
uint _animated_tile_count = 0;
/** The number of slots for animated tiles allocated currently. */
static uint _animated_tile_allocated = 0;
/**
* Removes the given tile from the animated tile table.
* @param tile the tile to remove
*/
void DeleteAnimatedTile(TileIndex tile)
{
for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
if (tile == *ti) {
/* Remove the hole
* The order of the remaining elements must stay the same, otherwise the animation loop
* may miss a tile; that's why we must use memmove instead of just moving the last element.
*/
memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
_animated_tile_count--;
MarkTileDirtyByTile(tile);
return;
}
}
}
/**
* Add the given tile to the animated tile table (if it does not exist
* on that table yet). Also increases the size of the table if necessary.
* @param tile the tile to make animated
*/
void AddAnimatedTile(TileIndex tile)
{
MarkTileDirtyByTile(tile);
for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
if (tile == *ti) return;
}
/* Table not large enough, so make it larger */
if (_animated_tile_count == _animated_tile_allocated) {
_animated_tile_allocated *= 2;
_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
}
_animated_tile_list[_animated_tile_count] = tile;
_animated_tile_count++;
}
/**
* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
*/
void AnimateAnimatedTiles()
{
const TileIndex *ti = _animated_tile_list;
while (ti < _animated_tile_list + _animated_tile_count) {
const TileIndex curr = *ti;
AnimateTile(curr);
/* During the AnimateTile call, DeleteAnimatedTile could have been called,
* deleting an element we've already processed and pushing the rest one
* slot to the left. We can detect this by checking whether the index
* in the current slot has changed - if it has, an element has been deleted,
* and we should process the current slot again instead of going forward.
* NOTE: this will still break if more than one animated tile is being
* deleted during the same AnimateTile call, but no code seems to
* be doing this anyway.
*/
if (*ti == curr) ++ti;
}
}
/**
* Initialize all animated tile variables to some known begin point
*/
void InitializeAnimatedTiles()
{
_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
_animated_tile_count = 0;
_animated_tile_allocated = 256;
}
/**
* Save the ANIT chunk.
*/
static void Save_ANIT()
{
SlSetLength(_animated_tile_count * sizeof(*_animated_tile_list));
SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
}
/**
* Load the ANIT chunk; the chunk containing the animated tiles.
*/
static void Load_ANIT()
{
/* Before version 80 we did NOT have a variable length animated tile table */
if (CheckSavegameVersion(80)) {
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
SlArray(_animated_tile_list, 256, CheckSavegameVersion(6) ? (SLE_FILE_U16 | SLE_VAR_U32) : SLE_UINT32);
for (_animated_tile_count = 0; _animated_tile_count < 256; _animated_tile_count++) {
if (_animated_tile_list[_animated_tile_count] == 0) break;
}
return;
}
_animated_tile_count = SlGetFieldLength() / sizeof(*_animated_tile_list);
/* Determine a nice rounded size for the amount of allocated tiles */
_animated_tile_allocated = 256;
while (_animated_tile_allocated < _animated_tile_count) _animated_tile_allocated *= 2;
_animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
SlArray(_animated_tile_list, _animated_tile_count, SLE_UINT32);
}
/**
* "Definition" imported by the saveload code to be able to load and save
* the animated tile table.
*/
extern const ChunkHandler _animated_tile_chunk_handlers[] = {
{ 'ANIT', Save_ANIT, Load_ANIT, CH_RIFF | CH_LAST},
};
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