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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 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, ///< unmovable structures
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 */
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