Files @ r25014:e1f1bf3a062e
Branch filter:

Location: cpp/openttd-patchpack/source/src/news_type.h

Patric Stout
Add: [Video] move GameLoop into its own thread

This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
/*
 * 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 news_type.h Types related to news. */

#ifndef NEWS_TYPE_H
#define NEWS_TYPE_H

#include "core/enum_type.hpp"
#include "date_type.h"
#include "strings_type.h"
#include "sound_type.h"

/**
 * Type of news.
 */
enum NewsType {
	NT_ARRIVAL_COMPANY, ///< First vehicle arrived for company
	NT_ARRIVAL_OTHER,   ///< First vehicle arrived for competitor
	NT_ACCIDENT,        ///< An accident or disaster has occurred
	NT_COMPANY_INFO,    ///< Company info (new companies, bankruptcy messages)
	NT_INDUSTRY_OPEN,   ///< Opening of industries
	NT_INDUSTRY_CLOSE,  ///< Closing of industries
	NT_ECONOMY,         ///< Economic changes (recession, industry up/dowm)
	NT_INDUSTRY_COMPANY,///< Production changes of industry serviced by local company
	NT_INDUSTRY_OTHER,  ///< Production changes of industry serviced by competitor(s)
	NT_INDUSTRY_NOBODY, ///< Other industry production changes
	NT_ADVICE,          ///< Bits of news about vehicles of the company
	NT_NEW_VEHICLES,    ///< New vehicle has become available
	NT_ACCEPTANCE,      ///< A type of cargo is (no longer) accepted
	NT_SUBSIDIES,       ///< News about subsidies (announcements, expirations, acceptance)
	NT_GENERAL,         ///< General news (from towns)
	NT_END,             ///< end-of-array marker
};

/**
 * References to objects in news.
 *
 * @warning
 * Be careful!
 * Vehicles are a special case, as news are kept when vehicles are autoreplaced/renewed.
 * You have to make sure, #ChangeVehicleNews catches the DParams of your message.
 * This is NOT ensured by the references.
 */
enum NewsReferenceType {
	NR_NONE,      ///< Empty reference
	NR_TILE,      ///< Reference tile.     Scroll to tile when clicking on the news.
	NR_VEHICLE,   ///< Reference vehicle.  Scroll to vehicle when clicking on the news. Delete news when vehicle is deleted.
	NR_STATION,   ///< Reference station.  Scroll to station when clicking on the news. Delete news when station is deleted.
	NR_INDUSTRY,  ///< Reference industry. Scroll to industry when clicking on the news. Delete news when industry is deleted.
	NR_TOWN,      ///< Reference town.     Scroll to town when clicking on the news.
	NR_ENGINE,    ///< Reference engine.
};

/**
 * Various OR-able news-item flags.
 * @note #NF_INCOLOUR is set automatically if needed.
 */
enum NewsFlag {
	NFB_INCOLOUR       = 0,                      ///< News item is shown in colour (otherwise it is shown in black & white).
	NFB_NO_TRANSPARENT = 1,                      ///< News item disables transparency in the viewport.
	NFB_SHADE          = 2,                      ///< News item uses shaded colours.
	NFB_WINDOW_LAYOUT  = 3,                      ///< First bit for window layout.
	NFB_WINDOW_LAYOUT_COUNT = 3,                 ///< Number of bits for window layout.
	NFB_VEHICLE_PARAM0 = 6,                      ///< String param 0 contains a vehicle ID. (special autoreplace behaviour)

	NF_INCOLOUR       = 1 << NFB_INCOLOUR,       ///< Bit value for coloured news.
	NF_NO_TRANSPARENT = 1 << NFB_NO_TRANSPARENT, ///< Bit value for disabling transparency.
	NF_SHADE          = 1 << NFB_SHADE,          ///< Bit value for enabling shading.
	NF_VEHICLE_PARAM0 = 1 << NFB_VEHICLE_PARAM0, ///< Bit value for specifying that string param 0 contains a vehicle ID. (special autoreplace behaviour)

	NF_THIN           = 0 << NFB_WINDOW_LAYOUT,  ///< Thin news item. (Newspaper with headline and viewport)
	NF_SMALL          = 1 << NFB_WINDOW_LAYOUT,  ///< Small news item. (Information window with text and viewport)
	NF_NORMAL         = 2 << NFB_WINDOW_LAYOUT,  ///< Normal news item. (Newspaper with text only)
	NF_VEHICLE        = 3 << NFB_WINDOW_LAYOUT,  ///< Vehicle news item. (new engine available)
	NF_COMPANY        = 4 << NFB_WINDOW_LAYOUT,  ///< Company news item. (Newspaper with face)
};
DECLARE_ENUM_AS_BIT_SET(NewsFlag)


/**
 * News display options
 */
enum NewsDisplay {
	ND_OFF,        ///< Only show a reminder in the status bar
	ND_SUMMARY,    ///< Show ticker
	ND_FULL,       ///< Show newspaper
};

/**
 * Per-NewsType data
 */
struct NewsTypeData {
	const char * const name;    ///< Name
	const byte age;             ///< Maximum age of news items (in days)
	const SoundFx sound;        ///< Sound

	/**
	 * Construct this entry.
	 * @param name The name of the type.
	 * @param age The maximum age for these messages.
	 * @param sound The sound to play.
	 */
	NewsTypeData(const char *name, byte age, SoundFx sound) :
		name(name),
		age(age),
		sound(sound)
	{
	}

	NewsDisplay GetDisplay() const;
};

/** Information about a single item of news. */
struct NewsItem {
	NewsItem *prev;              ///< Previous news item
	NewsItem *next;              ///< Next news item
	StringID string_id;          ///< Message text
	Date date;                   ///< Date of the news
	NewsType type;               ///< Type of the news
	NewsFlag flags;              ///< NewsFlags bits @see NewsFlag

	NewsReferenceType reftype1;  ///< Type of ref1
	NewsReferenceType reftype2;  ///< Type of ref2
	uint32 ref1;                 ///< Reference 1 to some object: Used for a possible viewport, scrolling after clicking on the news, and for deleting the news when the object is deleted.
	uint32 ref2;                 ///< Reference 2 to some object: Used for scrolling after clicking on the news, and for deleting the news when the object is deleted.

	void *free_data;             ///< Data to be freed when the news item has reached its end.

	~NewsItem()
	{
		free(this->free_data);
	}

	uint64 params[10]; ///< Parameters for string resolving.
};

/**
 * Data that needs to be stored for company news messages.
 * The problem with company news messages are the custom name
 * of the companies and the fact that the company data is reset,
 * resulting in wrong names and such.
 */
struct CompanyNewsInformation {
	char company_name[64];       ///< The name of the company
	char president_name[64];     ///< The name of the president
	char other_company_name[64]; ///< The name of the company taking over this one

	uint32 face; ///< The face of the president
	byte colour; ///< The colour related to the company

	void FillData(const struct Company *c, const struct Company *other = nullptr);
};

#endif /* NEWS_TYPE_H */