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author | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2007-01-02 19:19:48 +0000 |
commit | 66bbf336c6af7353ef0aeed58002c46543b30635 (patch) | |
tree | ad4a63860df2626b22f77e7dac712e958bea54cb /src/texteff.c | |
parent | ccc0a3f4dbf58c005b22341ac8874252924690cd (diff) | |
download | openttd-66bbf336c6af7353ef0aeed58002c46543b30635.tar.xz |
(svn r7759) -Merge: makefile rewrite. This merge features:
- A proper ./configure, so everything needs to be configured only once, not for every make.
- Usage of makedepend when available. This greatly reduces the time needed for generating the dependencies.
- A generator for all project files. There is a single file with sources, which is used to generate Makefiles and the project files for MSVC.
- Proper support for OSX universal binaries.
- Object files for non-MSVC compiles are also placed in separate directories, making is faster to switch between debug and release compiles and it does not touch the directory with the source files.
- Functionality to make a bundle of all needed files for for example a nightly or distribution of a binary with all needed GRFs and language files.
Note: as this merge moves almost all files, it is recommended to make a backup of your working copy before updating your working copy.
Diffstat (limited to 'src/texteff.c')
-rw-r--r-- | src/texteff.c | 384 |
1 files changed, 384 insertions, 0 deletions
diff --git a/src/texteff.c b/src/texteff.c new file mode 100644 index 000000000..c65cb8675 --- /dev/null +++ b/src/texteff.c @@ -0,0 +1,384 @@ +/* $Id$ */ + +#include "stdafx.h" +#include "openttd.h" +#include "functions.h" +#include "macros.h" +#include "strings.h" +#include "gfx.h" +#include "viewport.h" +#include "saveload.h" +#include "hal.h" +#include "console.h" +#include "string.h" +#include "variables.h" +#include "table/sprites.h" +#include <stdarg.h> /* va_list */ +#include "date.h" + +enum { + MAX_TEXTMESSAGE_LENGTH = 150, + MAX_TEXT_MESSAGES = 30, + MAX_CHAT_MESSAGES = 10, + MAX_ANIMATED_TILES = 256, +}; + +typedef struct TextEffect { + StringID string_id; + int32 x; + int32 y; + int32 right; + int32 bottom; + uint16 duration; + uint32 params_1; + uint32 params_2; +} TextEffect; + + +typedef struct TextMessage { + char message[MAX_TEXTMESSAGE_LENGTH]; + uint16 color; + Date end_date; +} TextMessage; + +static TextEffect _text_effect_list[MAX_TEXT_MESSAGES]; +static TextMessage _textmsg_list[MAX_CHAT_MESSAGES]; +TileIndex _animated_tile_list[MAX_ANIMATED_TILES]; + +static bool _textmessage_dirty = false; +static bool _textmessage_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 Oblong _textmsg_box = {10, 30, 500, 150}; +static Pixel _textmessage_backup[150 * 500]; // (height * width) + +extern void memcpy_pitch(void *dst, void *src, int w, int h, int srcpitch, int dstpitch); + +static inline uint GetTextMessageCount(void) +{ + uint i; + + for (i = 0; i < MAX_CHAT_MESSAGES; i++) { + if (_textmsg_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 AddTextMessage(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); + + /* Force linebreaks for strings that are too long */ + lines = GB(FormatStringLinebreaks(buf, _textmsg_box.width - 8), 0, 16) + 1; + if (lines >= MAX_CHAT_MESSAGES) return; + + msg_count = GetTextMessageCount(); + /* 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(&_textmsg_list[0], &_textmsg_list[i], sizeof(_textmsg_list[0]) * (msg_count - i)); + msg_count = MAX_CHAT_MESSAGES - lines; + } + + for (bufp = buf; lines != 0; lines--) { + TextMessage *tmsg = &_textmsg_list[msg_count++]; + ttd_strlcpy(tmsg->message, bufp, sizeof(tmsg->message)); + + /* The default colour for a message is player colour. Replace this with + * white for any additional lines */ + tmsg->color = (bufp == buf && color & IS_PALETTE_COLOR) ? color : (0x1D - 15) | IS_PALETTE_COLOR; + tmsg->end_date = _date + duration; + + bufp += strlen(bufp) + 1; // jump to 'next line' in the formatted string + } + + _textmessage_dirty = true; +} + +void InitTextMessage(void) +{ + uint i; + + for (i = 0; i < MAX_CHAT_MESSAGES; i++) { + _textmsg_list[i].message[0] = '\0'; + } +} + +/* Hide the textbox */ +void UndrawTextMessage(void) +{ + if (_textmessage_visible) { + /* 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 >= _textmsg_box.x && + _cursor.draw_pos.x <= _textmsg_box.x + _textmsg_box.width && + _cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _textmsg_box.y - _textmsg_box.height && + _cursor.draw_pos.y <= _screen.height - _textmsg_box.y) { + UndrawMouseCursor(); + } + } + + _textmessage_visible = false; + /* Put our 'shot' back to the screen */ + memcpy_pitch( + _screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch, + _textmessage_backup, + _textmsg_box.width, _textmsg_box.height, _textmsg_box.width, _screen.pitch); + + /* And make sure it is updated next time */ + _video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height); + + _textmessage_dirty = true; + } +} + +/* Check if a message is expired every day */ +void TextMessageDailyLoop(void) +{ + uint i; + + for (i = 0; i < MAX_CHAT_MESSAGES; i++) { + TextMessage *tmsg = &_textmsg_list[i]; + if (tmsg->message[0] == '\0') continue; + + /* Message has expired, remove from the list */ + if (tmsg->end_date < _date) { + /* Move the remaining messages over the current message */ + if (i != MAX_CHAT_MESSAGES - 1) memmove(tmsg, tmsg + 1, sizeof(*tmsg) * (MAX_CHAT_MESSAGES - i - 1)); + + /* Mark the last item as empty */ + _textmsg_list[MAX_CHAT_MESSAGES - 1].message[0] = '\0'; + _textmessage_dirty = true; + + /* Go one item back, because we moved the array 1 to the left */ + i--; + } + } +} + +/* Draw the textmessage-box */ +void DrawTextMessage(void) +{ + uint y, count; + + if (!_textmessage_dirty) return; + + /* First undraw if needed */ + UndrawTextMessage(); + + if (_iconsole_mode == ICONSOLE_FULL) return; + + /* Check if we have anything to draw at all */ + count = GetTextMessageCount(); + if (count == 0) return; + + /* Make a copy of the screen as it is before painting (for undraw) */ + memcpy_pitch( + _textmessage_backup, + _screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch, + _textmsg_box.width, _textmsg_box.height, _screen.pitch, _textmsg_box.width); + + _cur_dpi = &_screen; // switch to _screen painting + + /* Paint a half-transparent box behind the text messages */ + GfxFillRect( + _textmsg_box.x, + _screen.height - _textmsg_box.y - count * 13 - 2, + _textmsg_box.x + _textmsg_box.width - 1, + _screen.height - _textmsg_box.y - 2, + 0x322 | USE_COLORTABLE // black, but with some alpha for background + ); + + /* Paint the messages starting with the lowest at the bottom */ + for (y = 13; count-- != 0; y += 13) { + DoDrawString(_textmsg_list[count].message, _textmsg_box.x + 3, _screen.height - _textmsg_box.y - y + 1, _textmsg_list[count].color); + } + + /* Make sure the data is updated next flush */ + _video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height); + + _textmessage_visible = true; + _textmessage_dirty = false; +} + +static void MarkTextEffectAreaDirty(TextEffect *te) +{ + MarkAllViewportsDirty( + te->x, + te->y - 1, + (te->right - te->x)*2 + te->x + 1, + (te->bottom - (te->y - 1)) * 2 + (te->y - 1) + 1 + ); +} + +void AddTextEffect(StringID msg, int x, int y, uint16 duration) +{ + TextEffect *te; + int w; + char buffer[100]; + + if (_game_mode == GM_MENU) return; + + for (te = _text_effect_list; te->string_id != INVALID_STRING_ID; ) { + if (++te == endof(_text_effect_list)) return; + } + + 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); + + GetString(buffer, msg, lastof(buffer)); + w = GetStringBoundingBox(buffer).width; + + te->x = x - (w >> 1); + te->right = x + (w >> 1) - 1; + MarkTextEffectAreaDirty(te); +} + +static void MoveTextEffect(TextEffect *te) +{ + if (te->duration < 8) { + te->string_id = INVALID_STRING_ID; + } else { + te->duration -= 8; + te->y--; + te->bottom--; + } + MarkTextEffectAreaDirty(te); +} + +void MoveAllTextEffects(void) +{ + TextEffect *te; + + for (te = _text_effect_list; te != endof(_text_effect_list); te++) { + if (te->string_id != INVALID_STRING_ID) MoveTextEffect(te); + } +} + +void InitTextEffects(void) +{ + TextEffect *te; + + for (te = _text_effect_list; te != endof(_text_effect_list); te++) { + te->string_id = INVALID_STRING_ID; + } +} + +void DrawTextEffects(DrawPixelInfo *dpi) +{ + const TextEffect* te; + + switch (dpi->zoom) { + case 0: + for (te = _text_effect_list; te != endof(_text_effect_list); te++) { + 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) { + AddStringToDraw(te->x, te->y, te->string_id, te->params_1, te->params_2); + } + } + break; + + case 1: + for (te = _text_effect_list; te != endof(_text_effect_list); te++) { + 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) { + AddStringToDraw(te->x, te->y, (StringID)(te->string_id-1), te->params_1, te->params_2); + } + } + break; + } +} + +void DeleteAnimatedTile(TileIndex tile) +{ + TileIndex *ti; + + for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) { + if (tile == *ti) { + /* remove the hole */ + memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(*ti)); + /* and clear last item */ + *lastof(_animated_tile_list) = 0; + MarkTileDirtyByTile(tile); + return; + } + } +} + +bool AddAnimatedTile(TileIndex tile) +{ + TileIndex *ti; + + for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) { + if (tile == *ti || *ti == 0) { + *ti = tile; + MarkTileDirtyByTile(tile); + return true; + } + } + + return false; +} + +void AnimateAnimatedTiles(void) +{ + const TileIndex* ti; + + for (ti = _animated_tile_list; ti != endof(_animated_tile_list) && *ti != 0; ti++) { + AnimateTile(*ti); + } +} + +void InitializeAnimatedTiles(void) +{ + memset(_animated_tile_list, 0, sizeof(_animated_tile_list)); +} + +static void SaveLoad_ANIT(void) +{ + /* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */ + if (CheckSavegameVersion(6)) { + SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32); + } else { + SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_UINT32); + } +} + + +const ChunkHandler _animated_tile_chunk_handlers[] = { + { 'ANIT', SaveLoad_ANIT, SaveLoad_ANIT, CH_RIFF | CH_LAST}, +}; |