mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-11 13:10:45 +00:00
6d4474b84e
# Conflicts: # src/cheat_gui.cpp # src/company_gui.cpp # src/console_gui.cpp # src/depot_gui.cpp # src/error_gui.cpp # src/gfx.cpp # src/graph_gui.cpp # src/group_gui.cpp # src/lang/english.txt # src/lang/korean.txt # src/lang/polish.txt # src/misc_gui.cpp # src/network/network_content_gui.h # src/newgrf_debug_gui.cpp # src/order_gui.cpp # src/rail_gui.cpp # src/road_gui.cpp # src/settings_gui.cpp # src/settings_type.h # src/station_gui.cpp # src/subsidy_gui.cpp # src/table/settings/gui_settings.ini # src/timetable_gui.cpp # src/town_gui.cpp # src/train_cmd.cpp # src/vehicle_gui.cpp # src/viewport.cpp # src/water_cmd.cpp # src/widgets/dropdown.cpp # src/window_gui.h
146 lines
4.5 KiB
C++
146 lines
4.5 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file texteff.cpp Handling of text effects. */
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#include "stdafx.h"
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#include "texteff.hpp"
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#include "transparency.h"
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#include "strings_func.h"
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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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#include "guitimer_func.h"
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#include "zoom_func.h"
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#include "window_gui.h"
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#include "safeguards.h"
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static std::vector<struct TextEffect> _text_effects; ///< Text effects are stored there
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static TextEffectID _free_text_effect = 0;
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/** Container for all information about a text effect */
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struct TextEffect : public ViewportSign {
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uint64 params_1; ///< DParam parameter
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uint64 params_2; ///< second DParam parameter
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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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uint8 duration; ///< How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
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TextEffectMode mode; ///< Type of text effect
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/** Reset the text effect */
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void Reset()
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{
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this->MarkDirty(ZOOM_LVL_OUT_8X);
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this->width_normal = 0;
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this->string_id = INVALID_STRING_ID;
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this->params_1 = _free_text_effect;
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_free_text_effect = this - _text_effects.data();
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}
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};
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/* Text Effects */
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TextEffectID AddTextEffect(StringID msg, int center, int y, uint8 duration, TextEffectMode mode)
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{
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if (_game_mode == GM_MENU) return INVALID_TE_ID;
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TextEffectID i = _free_text_effect;
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if (i == _text_effects.size()) {
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_text_effects.emplace_back();
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_free_text_effect++;
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} else {
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_free_text_effect = _text_effects[i].params_1;
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}
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TextEffect &te = _text_effects[i];
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/* Start defining this object */
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te.string_id = msg;
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te.duration = duration;
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te.params_1 = GetDParam(0);
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te.params_2 = GetDParam(1);
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te.mode = mode;
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/* Make sure we only dirty the new area */
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te.width_normal = 0;
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te.UpdatePosition(ZOOM_LVL_OUT_8X, center, y, msg);
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return i;
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}
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void UpdateTextEffect(TextEffectID te_id, StringID msg)
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{
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/* Update details */
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TextEffect *te = _text_effects.data() + te_id;
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if (msg == te->string_id && GetDParam(0) == te->params_1) return;
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te->string_id = msg;
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te->params_1 = GetDParam(0);
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te->params_2 = GetDParam(1);
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te->UpdatePosition(ZOOM_LVL_OUT_8X, te->center, te->top, te->string_id, te->string_id - 1);
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}
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void UpdateAllTextEffectVirtCoords()
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{
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for (auto &te : _text_effects) {
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if (te.string_id == INVALID_STRING_ID) continue;
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SetDParam(0, te.params_1);
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SetDParam(1, te.params_2);
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te.UpdatePosition(ZOOM_LVL_OUT_8X, te.center, te.top, te.string_id, te.string_id - 1);
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}
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}
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void RemoveTextEffect(TextEffectID te_id)
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{
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_text_effects[te_id].Reset();
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}
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void MoveAllTextEffects(uint delta_ms)
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{
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static GUITimer texteffecttimer = GUITimer(MILLISECONDS_PER_TICK);
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uint count = texteffecttimer.CountElapsed(delta_ms);
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if (count == 0) return;
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for (TextEffect &te : _text_effects) {
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if (te.string_id == INVALID_STRING_ID) continue;
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if (te.mode != TE_RISING) continue;
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if (te.duration < count) {
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te.Reset();
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continue;
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}
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te.MarkDirty(ZOOM_LVL_OUT_8X);
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te.duration -= count;
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te.top -= count * ZOOM_LVL_BASE;
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te.MarkDirty(ZOOM_LVL_OUT_8X);
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}
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}
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void InitTextEffects()
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{
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_text_effects.clear();
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_text_effects.shrink_to_fit();
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_free_text_effect = 0;
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}
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void DrawTextEffects(ViewportDrawerDynamic *vdd, DrawPixelInfo *dpi, bool load_transparent)
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{
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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_8X) return;
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const int bottom_threshold = dpi->top + dpi->height;
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const int top_threshold = dpi->top - ScaleByZoom(WidgetDimensions::scaled.framerect.Horizontal() + FONT_HEIGHT_NORMAL, dpi->zoom);
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const bool show_loading = (_settings_client.gui.loading_indicators && !load_transparent);
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for (TextEffect &te : _text_effects) {
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if (te.string_id == INVALID_STRING_ID) continue;
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if ((te.mode == TE_RISING || show_loading) && te.top > top_threshold && te.top < bottom_threshold) {
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ViewportAddString(vdd, 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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}
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}
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}
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