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Location: cpp/openttd-patchpack/source/src/texteff.cpp
r14054:7efba5ff753b
4.0 KiB
text/x-c
(svn r18607) -Fix (r18583): Preserve window width when shading.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 | /* $Id$ */
/*
* 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 "openttd.h"
#include "strings_type.h"
#include "texteff.hpp"
#include "core/bitmath_func.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "core/alloc_func.hpp"
#include "viewport_func.h"
#include "settings_type.h"
enum {
INIT_NUM_TEXT_EFFECTS = 20,
};
/** Container for all information about a text effect */
struct TextEffect : public ViewportSign{
StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
uint16 duration; ///< How long the text effect should stay
uint64 params_1; ///< DParam parameter
TextEffectMode mode; ///< Type of text effect
/** Reset the text effect */
void Reset()
{
this->MarkDirty();
this->width_normal = 0;
this->string_id = INVALID_STRING_ID;
}
};
/* used for text effects */
static TextEffect *_text_effect_list = NULL;
static uint16 _num_text_effects = INIT_NUM_TEXT_EFFECTS;
/* Text Effects */
TextEffectID AddTextEffect(StringID msg, int center, int y, uint16 duration, TextEffectMode mode)
{
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;
}
TextEffect *te = &_text_effect_list[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)
{
assert(te_id < _num_text_effects);
/* Update details */
TextEffect *te = &_text_effect_list[te_id];
te->string_id = msg;
te->params_1 = GetDParam(0);
te->UpdatePosition(te->center, te->top, msg);
}
void RemoveTextEffect(TextEffectID te_id)
{
assert(te_id < _num_text_effects);
_text_effect_list[te_id].Reset();
}
static void MoveTextEffect(TextEffect *te)
{
/* Never expire for duration of 0xFFFF */
if (te->duration == 0xFFFF) return;
if (te->duration < 8) {
te->Reset();
} else {
te->duration -= 8;
te->MarkDirty();
te->top--;
te->MarkDirty();
}
}
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)
{
/* Don't draw the text effects when zoomed out a lot */
if (dpi->zoom > ZOOM_LVL_OUT_2X) return;
for (TextEffectID i = 0; i < _num_text_effects; i++) {
const TextEffect *te = &_text_effect_list[i];
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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