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(svn r18635) -Codechange: store TextEffects in a SmallVector
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@ -17,13 +17,10 @@
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#include "transparency.h"
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#include "strings_func.h"
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#include "core/alloc_func.hpp"
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#include "core/smallvec_type.hpp"
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#include "viewport_func.h"
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#include "settings_type.h"
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enum {
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INIT_NUM_TEXT_EFFECTS = 20,
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};
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/** Container for all information about a text effect */
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struct TextEffect : public ViewportSign{
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StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
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@ -40,31 +37,20 @@ struct TextEffect : public ViewportSign{
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}
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};
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/* used for text effects */
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static TextEffect *_text_effect_list = NULL;
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static uint16 _num_text_effects = INIT_NUM_TEXT_EFFECTS;
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static SmallVector<struct TextEffect, 32> _text_effects; ///< Text effects are stored there
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/* Text Effects */
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TextEffectID AddTextEffect(StringID msg, int center, int y, uint16 duration, TextEffectMode mode)
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{
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TextEffectID i;
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if (_game_mode == GM_MENU) return INVALID_TE_ID;
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/* Look for a free spot in the text effect array */
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for (i = 0; i < _num_text_effects; i++) {
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if (_text_effect_list[i].string_id == INVALID_STRING_ID) break;
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TextEffectID i;
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for (i = 0; i < _text_effects.Length(); i++) {
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if (_text_effects[i].string_id == INVALID_STRING_ID) break;
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}
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if (i == _text_effects.Length()) _text_effects.Append();
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/* If there is none found, we grow the array */
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if (i == _num_text_effects) {
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_num_text_effects += 25;
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_text_effect_list = ReallocT<TextEffect>(_text_effect_list, _num_text_effects);
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for (; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
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i = _num_text_effects - 1;
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}
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TextEffect *te = &_text_effect_list[i];
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TextEffect *te = _text_effects.Get(i);
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/* Start defining this object */
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te->string_id = msg;
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@ -81,10 +67,8 @@ TextEffectID AddTextEffect(StringID msg, int center, int y, uint16 duration, Tex
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void UpdateTextEffect(TextEffectID te_id, StringID msg)
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{
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assert(te_id < _num_text_effects);
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/* Update details */
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TextEffect *te = &_text_effect_list[te_id];
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TextEffect *te = _text_effects.Get(te_id);
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te->string_id = msg;
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te->params_1 = GetDParam(0);
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@ -93,8 +77,7 @@ void UpdateTextEffect(TextEffectID te_id, StringID msg)
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void RemoveTextEffect(TextEffectID te_id)
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{
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assert(te_id < _num_text_effects);
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_text_effect_list[te_id].Reset();
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_text_effects[te_id].Reset();
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}
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static void MoveTextEffect(TextEffect *te)
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@ -113,17 +96,15 @@ static void MoveTextEffect(TextEffect *te)
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void MoveAllTextEffects()
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{
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for (TextEffectID i = 0; i < _num_text_effects; i++) {
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TextEffect *te = &_text_effect_list[i];
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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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if (te->string_id != INVALID_STRING_ID && te->mode == TE_RISING) MoveTextEffect(te);
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}
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}
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void InitTextEffects()
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{
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if (_text_effect_list == NULL) _text_effect_list = MallocT<TextEffect>(_num_text_effects);
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for (TextEffectID i = 0; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
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_text_effects.Reset();
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}
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void DrawTextEffects(DrawPixelInfo *dpi)
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@ -131,10 +112,9 @@ void DrawTextEffects(DrawPixelInfo *dpi)
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/* Don't draw the text effects when zoomed out a lot */
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if (dpi->zoom > ZOOM_LVL_OUT_2X) return;
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for (TextEffectID i = 0; i < _num_text_effects; i++) {
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const TextEffect *te = &_text_effect_list[i];
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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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if (te->string_id == INVALID_STRING_ID) continue;
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if (te->mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
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ViewportAddString(dpi, ZOOM_LVL_OUT_2X, te, te->string_id, te->string_id - 1, 0, te->params_1);
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}
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