Files
@ r26124:7d51c03a3f5e
Branch filter:
Location: cpp/openttd-patchpack/source/src/texteff.cpp
r26124:7d51c03a3f5e
3.9 KiB
text/x-c
Codechange: Don't use globals for story/goal/sign/group command proc return values.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | /*
* 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"
#include "guitimer_func.h"
#include "safeguards.h"
/** Container for all information about a text effect */
struct TextEffect : public ViewportSign {
uint64 params_1; ///< DParam parameter
uint64 params_2; ///< second 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 std::vector<struct TextEffect> _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.size(); i++) {
if (_text_effects[i].string_id == INVALID_STRING_ID) break;
}
if (i == _text_effects.size()) _text_effects.emplace_back();
TextEffect &te = _text_effects[i];
/* Start defining this object */
te.string_id = msg;
te.duration = duration;
te.params_1 = GetDParam(0);
te.params_2 = GetDParam(1);
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.data() + te_id;
if (msg == te->string_id && GetDParam(0) == te->params_1) return;
te->string_id = msg;
te->params_1 = GetDParam(0);
te->params_2 = GetDParam(1);
te->UpdatePosition(te->center, te->top, te->string_id, te->string_id - 1);
}
void UpdateAllTextEffectVirtCoords()
{
for (auto &te : _text_effects) {
if (te.string_id == INVALID_STRING_ID) continue;
SetDParam(0, te.params_1);
SetDParam(1, te.params_2);
te.UpdatePosition(te.center, te.top, te.string_id, te.string_id - 1);
}
}
void RemoveTextEffect(TextEffectID te_id)
{
_text_effects[te_id].Reset();
}
void MoveAllTextEffects(uint delta_ms)
{
static GUITimer texteffecttimer = GUITimer(MILLISECONDS_PER_TICK);
uint count = texteffecttimer.CountElapsed(delta_ms);
if (count == 0) return;
for (TextEffect &te : _text_effects) {
if (te.string_id == INVALID_STRING_ID) continue;
if (te.mode != TE_RISING) continue;
if (te.duration < count) {
te.Reset();
continue;
}
te.MarkDirty(ZOOM_LVL_OUT_8X);
te.duration -= count;
te.top -= count * ZOOM_LVL_BASE;
te.MarkDirty(ZOOM_LVL_OUT_8X);
}
}
void InitTextEffects()
{
_text_effects.clear();
_text_effects.shrink_to_fit();
}
void DrawTextEffects(DrawPixelInfo *dpi)
{
/* Don't draw the text effects when zoomed out a lot */
if (dpi->zoom > ZOOM_LVL_OUT_8X) return;
for (TextEffect &te : _text_effects) {
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_8X, &te, te.string_id, te.string_id - 1, STR_NULL, te.params_1, te.params_2);
}
}
}
|