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https://github.com/JGRennison/OpenTTD-patches.git
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(svn r7632) -Codechange: several small code cleanups of texteff, like moving magic values and defines to an enum and fix coding/documentation style.
-Codechange: make DeleteAnimatedTile a little clearer (pv2b).
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5e1005c592
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58
texteff.c
58
texteff.c
@ -16,6 +16,13 @@
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#include <stdarg.h> /* va_list */
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#include "date.h"
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enum {
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MAX_TEXTMESSAGE_LENGTH = 150,
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MAX_TEXT_MESSAGES = 30,
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MAX_CHAT_MESSAGES = 10,
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MAX_ANIMATED_TILES = 256,
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};
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typedef struct TextEffect {
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StringID string_id;
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int32 x;
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@ -27,7 +34,6 @@ typedef struct TextEffect {
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uint32 params_2;
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} TextEffect;
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#define MAX_TEXTMESSAGE_LENGTH 150
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typedef struct TextMessage {
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char message[MAX_TEXTMESSAGE_LENGTH];
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@ -35,10 +41,9 @@ typedef struct TextMessage {
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Date end_date;
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} TextMessage;
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#define MAX_CHAT_MESSAGES 10
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static TextEffect _text_effect_list[30];
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static TextEffect _text_effect_list[MAX_TEXT_MESSAGES];
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static TextMessage _textmsg_list[MAX_CHAT_MESSAGES];
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TileIndex _animated_tile_list[256];
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TileIndex _animated_tile_list[MAX_ANIMATED_TILES];
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static bool _textmessage_dirty = false;
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static bool _textmessage_visible = false;
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@ -113,19 +118,20 @@ void InitTextMessage(void)
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}
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}
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// Hide the textbox
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/* Hide the textbox */
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void UndrawTextMessage(void)
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{
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if (_textmessage_visible) {
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// Sometimes we also need to hide the cursor
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// This is because both textmessage and the cursor take a shot of the
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// screen before drawing.
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// Now the textmessage takes his shot and paints his data before the cursor
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// does, so in the shot of the cursor is the screen-data of the textmessage
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// included when the cursor hangs somewhere over the textmessage. To
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// avoid wrong repaints, we undraw the cursor in that case, and everything
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// looks nicely ;)
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// (and now hope this story above makes sense to you ;))
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/* Sometimes we also need to hide the cursor
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* This is because both textmessage and the cursor take a shot of the
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* screen before drawing.
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* Now the textmessage takes his shot and paints his data before the cursor
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* does, so in the shot of the cursor is the screen-data of the textmessage
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* included when the cursor hangs somewhere over the textmessage. To
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* avoid wrong repaints, we undraw the cursor in that case, and everything
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* looks nicely ;)
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* (and now hope this story above makes sense to you ;))
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*/
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if (_cursor.visible) {
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if (_cursor.draw_pos.x + _cursor.draw_size.x >= _textmsg_box.x &&
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@ -137,20 +143,20 @@ void UndrawTextMessage(void)
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}
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_textmessage_visible = false;
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// Put our 'shot' back to the screen
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/* Put our 'shot' back to the screen */
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memcpy_pitch(
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_screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
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_textmessage_backup,
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_textmsg_box.width, _textmsg_box.height, _textmsg_box.width, _screen.pitch);
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// And make sure it is updated next time
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/* And make sure it is updated next time */
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_video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);
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_textmessage_dirty = true;
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}
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}
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// Check if a message is expired every day
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/* Check if a message is expired every day */
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void TextMessageDailyLoop(void)
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{
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uint i;
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@ -174,14 +180,14 @@ void TextMessageDailyLoop(void)
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}
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}
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// Draw the textmessage-box
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/* Draw the textmessage-box */
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void DrawTextMessage(void)
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{
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uint y, count;
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if (!_textmessage_dirty) return;
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// First undraw if needed
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/* First undraw if needed */
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UndrawTextMessage();
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if (_iconsole_mode == ICONSOLE_FULL) return;
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@ -190,7 +196,7 @@ void DrawTextMessage(void)
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count = GetTextMessageCount();
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if (count == 0) return;
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// Make a copy of the screen as it is before painting (for undraw)
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/* Make a copy of the screen as it is before painting (for undraw) */
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memcpy_pitch(
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_textmessage_backup,
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_screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
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@ -212,7 +218,7 @@ void DrawTextMessage(void)
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DoDrawString(_textmsg_list[count].message, _textmsg_box.x + 3, _screen.height - _textmsg_box.y - y + 1, _textmsg_list[count].color);
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}
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// Make sure the data is updated next flush
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/* Make sure the data is updated next flush */
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_video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);
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_textmessage_visible = true;
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@ -319,14 +325,14 @@ void DrawTextEffects(DrawPixelInfo *dpi)
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void DeleteAnimatedTile(TileIndex tile)
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{
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TileIndex* ti;
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TileIndex *ti;
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for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
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if (tile == *ti) {
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/* remove the hole */
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memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(_animated_tile_list[0]));
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memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(*ti));
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/* and clear last item */
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endof(_animated_tile_list)[-1] = 0;
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*lastof(_animated_tile_list) = 0;
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MarkTileDirtyByTile(tile);
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return;
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}
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@ -335,7 +341,7 @@ void DeleteAnimatedTile(TileIndex tile)
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bool AddAnimatedTile(TileIndex tile)
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{
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TileIndex* ti;
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TileIndex *ti;
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for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
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if (tile == *ti || *ti == 0) {
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@ -364,7 +370,7 @@ void InitializeAnimatedTiles(void)
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static void SaveLoad_ANIT(void)
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{
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// In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;)
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/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
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if (CheckSavegameVersion(6)) {
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SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32);
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} else {
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