/* $Id$ */ /* * 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 "texteff.hpp" #include "transparency.h" #include "strings_func.h" #include "core/smallvec_type.hpp" #include "viewport_func.h" #include "settings_type.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 SmallVector<struct TextEffect, 32> _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.Length(); i++) { if (_text_effects[i].string_id == INVALID_STRING_ID) break; } if (i == _text_effects.Length()) _text_effects.Append(); TextEffect *te = _text_effects.Get(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.Get(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, msg); } void RemoveTextEffect(TextEffectID te_id) { _text_effects[te_id].Reset(); } void MoveAllTextEffects() { const TextEffect *end = _text_effects.End(); for (TextEffect *te = _text_effects.Begin(); te != end; te++) { if (te->string_id == INVALID_STRING_ID) continue; if (te->mode != TE_RISING) continue; if (te->duration-- == 0) { te->Reset(); continue; } te->MarkDirty(ZOOM_LVL_OUT_8X); te->top -= ZOOM_LVL_BASE; te->MarkDirty(ZOOM_LVL_OUT_8X); } } void InitTextEffects() { _text_effects.Reset(); } void DrawTextEffects(DrawPixelInfo *dpi) { /* Don't draw the text effects when zoomed out a lot */ if (dpi->zoom > ZOOM_LVL_OUT_8X) return; const TextEffect *end = _text_effects.End(); for (TextEffect *te = _text_effects.Begin(); te != end; te++) { 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, 0, te->params_1, te->params_2); } } }