1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
|
/* $Id$ */
/*
* 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 "openttd.h"
#include "strings_type.h"
#include "texteff.hpp"
#include "core/bitmath_func.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "core/alloc_func.hpp"
#include "viewport_func.h"
#include "settings_type.h"
enum {
INIT_NUM_TEXT_EFFECTS = 20,
};
/** Container for all information about a text effect */
struct TextEffect : public ViewportSign{
StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
uint16 duration; ///< How long the text effect should stay
uint64 params_1; ///< DParam parameter
TextEffectMode mode; ///< Type of text effect
/** Reset the text effect */
void Reset()
{
this->MarkDirty();
this->width_normal = 0;
this->string_id = INVALID_STRING_ID;
}
};
/* used for text effects */
static TextEffect *_text_effect_list = NULL;
static uint16 _num_text_effects = INIT_NUM_TEXT_EFFECTS;
/* Text Effects */
TextEffectID AddTextEffect(StringID msg, int center, int y, uint16 duration, TextEffectMode mode)
{
TextEffectID i;
if (_game_mode == GM_MENU) return INVALID_TE_ID;
/* Look for a free spot in the text effect array */
for (i = 0; i < _num_text_effects; i++) {
if (_text_effect_list[i].string_id == INVALID_STRING_ID) break;
}
/* If there is none found, we grow the array */
if (i == _num_text_effects) {
_num_text_effects += 25;
_text_effect_list = ReallocT<TextEffect>(_text_effect_list, _num_text_effects);
for (; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
i = _num_text_effects - 1;
}
TextEffect *te = &_text_effect_list[i];
/* Start defining this object */
te->string_id = msg;
te->duration = duration;
te->params_1 = GetDParam(0);
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)
{
assert(te_id < _num_text_effects);
/* Update details */
TextEffect *te = &_text_effect_list[te_id];
te->string_id = msg;
te->params_1 = GetDParam(0);
te->UpdatePosition(te->center, te->top, msg);
}
void RemoveTextEffect(TextEffectID te_id)
{
assert(te_id < _num_text_effects);
_text_effect_list[te_id].Reset();
}
static void MoveTextEffect(TextEffect *te)
{
/* Never expire for duration of 0xFFFF */
if (te->duration == 0xFFFF) return;
if (te->duration < 8) {
te->Reset();
} else {
te->duration -= 8;
te->MarkDirty();
te->top--;
te->MarkDirty();
}
}
void MoveAllTextEffects()
{
for (TextEffectID i = 0; i < _num_text_effects; i++) {
TextEffect *te = &_text_effect_list[i];
if (te->string_id != INVALID_STRING_ID && te->mode == TE_RISING) MoveTextEffect(te);
}
}
void InitTextEffects()
{
if (_text_effect_list == NULL) _text_effect_list = MallocT<TextEffect>(_num_text_effects);
for (TextEffectID i = 0; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
}
void DrawTextEffects(DrawPixelInfo *dpi)
{
/* Don't draw the text effects when zoomed out a lot */
if (dpi->zoom > ZOOM_LVL_OUT_2X) return;
for (TextEffectID i = 0; i < _num_text_effects; i++) {
const TextEffect *te = &_text_effect_list[i];
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_2X, te, te->string_id, te->string_id - 1, 0, te->params_1);
}
}
}
|