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/* $Id$ */
/*
* 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"
#include "guitimer_func.h"
#include "safeguards.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.size(); i++) {
if (_text_effects[i].string_id == INVALID_STRING_ID) break;
}
if (i == _text_effects.size()) _text_effects.Append();
TextEffect *te = _text_effects.data() + 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.data() + 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(uint delta_ms)
{
static GUITimer texteffecttimer = GUITimer(MILLISECONDS_PER_TICK);
uint count = texteffecttimer.CountElapsed(delta_ms);
if (count == 0) 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) continue;
if (te->duration < count) {
te->Reset();
continue;
}
te->MarkDirty(ZOOM_LVL_OUT_8X);
te->duration -= count;
te->top -= count * ZOOM_LVL_BASE;
te->MarkDirty(ZOOM_LVL_OUT_8X);
}
}
void InitTextEffects()
{
_text_effects.clear();
_text_effects.shrink_to_fit();
}
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, STR_NULL, te->params_1, te->params_2);
}
}
}
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