OpenTTD-patches/src/transparency.h
belugas f55fdfb7c4 (svn r11399) -Feature(ette): transparency settings can now be saved and thus remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation
-Change: Clicking "transparent building" menu will toggle Houses And Trees only.  The other options can be used in the transparency gui.
Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.
2007-11-10 01:17:15 +00:00

70 lines
2.2 KiB
C

/* $Id$ */
/** @file transparency.h */
#ifndef TRANSPARENCY_H
#define TRANSPARENCY_H
/**
* 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.
* If you add an option and have more then 8, change the typedef TransparencyOptionBits and
* the save stuff (e.g. SLE_UINT8 to SLE_UINT16) in settings.cpp .
*/
enum TransparencyOption {
TO_SIGNS = 0, ///< signs
TO_TREES, ///< trees
TO_HOUSES, ///< town buildings
TO_INDUSTRIES, ///< industries
TO_BUILDINGS, ///< player buildings - depots, stations, HQ, ...
TO_BRIDGES, ///< bridges
TO_STRUCTURES, ///< unmovable structures
TO_LOADING, ///< loading indicators
TO_END,
};
typedef byte TransparencyOptionBits; ///< transparency option bits
extern TransparencyOptionBits _transparency_opt;
/**
* 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);
}
/**
* Toggle the transparency option bit
*
* @param to the structure which transparency option is toggle
*/
static inline void ToggleTransparency(TransparencyOption to)
{
TOGGLEBIT(_transparency_opt, to);
}
/** Toggle all transparency options (except signs) or restore the stored transparencies */
static inline void ResetRestoreAllTransparency()
{
/* backup of the original transparencies or if all transparencies false toggle them to true */
static TransparencyOptionBits trans_opt = ~0;
if (_transparency_opt == 0) {
/* no structure is transparent, so restore the old transparency if present otherwise set all true */
_transparency_opt = trans_opt;
} else {
/* any structure is transparent, so store current transparency settings and reset it */
trans_opt = _transparency_opt;
_transparency_opt = 0;
}
MarkWholeScreenDirty();
}
#endif /* TRANSPARENCY_H */