OpenTTD-patches/src/texteff.cpp
Jonathan G Rennison 6d4474b84e Merge tag '13.0-beta2' into jgrpp
# 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
2022-12-04 20:43:11 +00:00

146 lines
4.5 KiB
C++

/*
* 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 "texteff.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "core/smallvec_type.hpp"
#include "viewport_func.h"
#include "settings_type.h"
#include "guitimer_func.h"
#include "zoom_func.h"
#include "window_gui.h"
#include "safeguards.h"
static std::vector<struct TextEffect> _text_effects; ///< Text effects are stored there
static TextEffectID _free_text_effect = 0;
/** Container for all information about a text effect */
struct TextEffect : public ViewportSign {
uint64 params_1; ///< DParam parameter
uint64 params_2; ///< second DParam parameter
StringID string_id; ///< String to draw for the text effect, if INVALID_STRING_ID then it's not valid
uint8 duration; ///< How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
TextEffectMode mode; ///< Type of text effect
/** Reset the text effect */
void Reset()
{
this->MarkDirty(ZOOM_LVL_OUT_8X);
this->width_normal = 0;
this->string_id = INVALID_STRING_ID;
this->params_1 = _free_text_effect;
_free_text_effect = this - _text_effects.data();
}
};
/* Text Effects */
TextEffectID AddTextEffect(StringID msg, int center, int y, uint8 duration, TextEffectMode mode)
{
if (_game_mode == GM_MENU) return INVALID_TE_ID;
TextEffectID i = _free_text_effect;
if (i == _text_effects.size()) {
_text_effects.emplace_back();
_free_text_effect++;
} else {
_free_text_effect = _text_effects[i].params_1;
}
TextEffect &te = _text_effects[i];
/* Start defining this object */
te.string_id = msg;
te.duration = duration;
te.params_1 = GetDParam(0);
te.params_2 = GetDParam(1);
te.mode = mode;
/* Make sure we only dirty the new area */
te.width_normal = 0;
te.UpdatePosition(ZOOM_LVL_OUT_8X, center, y, msg);
return i;
}
void UpdateTextEffect(TextEffectID te_id, StringID msg)
{
/* Update details */
TextEffect *te = _text_effects.data() + te_id;
if (msg == te->string_id && GetDParam(0) == te->params_1) return;
te->string_id = msg;
te->params_1 = GetDParam(0);
te->params_2 = GetDParam(1);
te->UpdatePosition(ZOOM_LVL_OUT_8X, te->center, te->top, te->string_id, te->string_id - 1);
}
void UpdateAllTextEffectVirtCoords()
{
for (auto &te : _text_effects) {
if (te.string_id == INVALID_STRING_ID) continue;
SetDParam(0, te.params_1);
SetDParam(1, te.params_2);
te.UpdatePosition(ZOOM_LVL_OUT_8X, te.center, te.top, te.string_id, te.string_id - 1);
}
}
void RemoveTextEffect(TextEffectID te_id)
{
_text_effects[te_id].Reset();
}
void MoveAllTextEffects(uint delta_ms)
{
static GUITimer texteffecttimer = GUITimer(MILLISECONDS_PER_TICK);
uint count = texteffecttimer.CountElapsed(delta_ms);
if (count == 0) return;
for (TextEffect &te : _text_effects) {
if (te.string_id == INVALID_STRING_ID) continue;
if (te.mode != TE_RISING) continue;
if (te.duration < count) {
te.Reset();
continue;
}
te.MarkDirty(ZOOM_LVL_OUT_8X);
te.duration -= count;
te.top -= count * ZOOM_LVL_BASE;
te.MarkDirty(ZOOM_LVL_OUT_8X);
}
}
void InitTextEffects()
{
_text_effects.clear();
_text_effects.shrink_to_fit();
_free_text_effect = 0;
}
void DrawTextEffects(ViewportDrawerDynamic *vdd, DrawPixelInfo *dpi, bool load_transparent)
{
/* Don't draw the text effects when zoomed out a lot */
if (dpi->zoom > ZOOM_LVL_OUT_8X) return;
const int bottom_threshold = dpi->top + dpi->height;
const int top_threshold = dpi->top - ScaleByZoom(WidgetDimensions::scaled.framerect.Horizontal() + FONT_HEIGHT_NORMAL, dpi->zoom);
const bool show_loading = (_settings_client.gui.loading_indicators && !load_transparent);
for (TextEffect &te : _text_effects) {
if (te.string_id == INVALID_STRING_ID) continue;
if ((te.mode == TE_RISING || show_loading) && te.top > top_threshold && te.top < bottom_threshold) {
ViewportAddString(vdd, dpi, ZOOM_LVL_OUT_8X, &te, te.string_id, te.string_id - 1, STR_NULL, te.params_1, te.params_2);
}
}
}