/* $Id$ */ /* * 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 transparency.h Functions related to transparency. */ #ifndef TRANSPARENCY_H #define TRANSPARENCY_H #include "gfx_func.h" #include "openttd.h" #include "core/bitmath_func.hpp" /** * Transparency option bits: which position in _transparency_opt stands for which transparency. * If you change the order, change the order of the ShowTransparencyToolbar() stuff in transparency_gui.cpp too. * If you add or remove an option don't forget to change the transparency 'hot keys' in main_gui.cpp. */ enum TransparencyOption { TO_SIGNS = 0, ///< signs TO_TREES, ///< trees TO_HOUSES, ///< town buildings TO_INDUSTRIES, ///< industries TO_BUILDINGS, ///< company buildings - depots, stations, HQ, ... TO_BRIDGES, ///< bridges TO_STRUCTURES, ///< other objects such as transmitters and lighthouses TO_CATENARY, ///< catenary TO_LOADING, ///< loading indicators TO_END, }; typedef uint TransparencyOptionBits; ///< transparency option bits extern TransparencyOptionBits _transparency_opt; extern TransparencyOptionBits _transparency_lock; extern TransparencyOptionBits _invisibility_opt; extern byte _display_opt; ///< What do we want to draw/do? /** * Check if the transparency option bit is set * and if we aren't in the game menu (there's never transparency) * * @param to the structure which transparency option is ask for */ static inline bool IsTransparencySet(TransparencyOption to) { return (HasBit(_transparency_opt, to) && _game_mode != GM_MENU); } /** * Check if the invisibility option bit is set * and if we aren't in the game menu (there's never transparency) * * @param to the structure which invisibility option is ask for */ static inline bool IsInvisibilitySet(TransparencyOption to) { return (HasBit(_transparency_opt & _invisibility_opt, to) && _game_mode != GM_MENU); } /** * Toggle the transparency option bit * * @param to the transparency option to be toggled */ static inline void ToggleTransparency(TransparencyOption to) { ToggleBit(_transparency_opt, to); } /** * Toggle the invisibility option bit * * @param to the structure which invisibility option is toggle */ static inline void ToggleInvisibility(TransparencyOption to) { ToggleBit(_invisibility_opt, to); } /** * Toggles between invisible and solid state. * If object is transparent, then it is made invisible. * Used by the keyboard shortcuts. * * @param to the object type which invisibility option to toggle */ static inline void ToggleInvisibilityWithTransparency(TransparencyOption to) { if (IsInvisibilitySet(to)) { ClrBit(_invisibility_opt, to); ClrBit(_transparency_opt, to); } else { SetBit(_invisibility_opt, to); SetBit(_transparency_opt, to); } } /** * Toggle the transparency lock bit * * @param to the transparency option to be locked or unlocked */ static inline void ToggleTransparencyLock(TransparencyOption to) { ToggleBit(_transparency_lock, to); } /** Set or clear all non-locked transparency options */ static inline void ResetRestoreAllTransparency() { /* if none of the non-locked options are set */ if ((_transparency_opt & ~_transparency_lock) == 0) { /* set all non-locked options */ _transparency_opt |= GB(~_transparency_lock, 0, TO_END); } else { /* clear all non-locked options */ _transparency_opt &= _transparency_lock; } MarkWholeScreenDirty(); } #endif /* TRANSPARENCY_H */