mirror of
https://github.com/JGRennison/OpenTTD-patches.git
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9ff8643fd9
This is to avoid incorrect settings when loading in trunk, as the min/max clamping is not bitwise. In particular having all options set in trunk when transparent vehicles in tunnels was set.
156 lines
4.9 KiB
C
156 lines
4.9 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 transparency.h Functions related to transparency. */
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#ifndef TRANSPARENCY_H
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#define TRANSPARENCY_H
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#include "gfx_func.h"
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#include "openttd.h"
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#include "core/bitmath_func.hpp"
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/**
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* Transparency option bits: which position in _transparency_opt stands for which transparency.
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* If you change the order, change the order of the ShowTransparencyToolbar() stuff in transparency_gui.cpp too.
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* If you add or remove an option don't forget to change the transparency 'hot keys' in main_gui.cpp.
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*/
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enum TransparencyOption {
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TO_SIGNS = 0, ///< signs
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TO_TREES, ///< trees
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TO_HOUSES, ///< town buildings
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TO_INDUSTRIES, ///< industries
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TO_BUILDINGS, ///< company buildings - depots, stations, HQ, ...
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TO_BRIDGES, ///< bridges
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TO_STRUCTURES, ///< other objects such as transmitters and lighthouses
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TO_CATENARY, ///< catenary
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TO_LOADING, ///< loading indicators
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TO_TUNNELS, ///< vehicles in tunnels
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TO_END,
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TO_INVALID, ///< Invalid transparency option
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};
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typedef uint TransparencyOptionBits; ///< transparency option bits
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extern TransparencyOptionBits _transparency_opt;
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extern TransparencyOptionBits _transparency_lock;
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extern TransparencyOptionBits _transparency_opt_base;
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extern TransparencyOptionBits _transparency_lock_base;
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extern TransparencyOptionBits _transparency_opt_extra;
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extern TransparencyOptionBits _transparency_lock_extra;
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extern TransparencyOptionBits _invisibility_opt;
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extern byte _display_opt;
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extern byte _extra_display_opt;
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void PreTransparencyOptionSave();
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void PostTransparencyOptionLoad();
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/**
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* Check if the transparency option bit is set
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* and if we aren't in the game menu (there's never transparency)
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*
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* @param to the structure which transparency option is ask for
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*/
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static inline bool IsTransparencySet(TransparencyOption to)
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{
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return (HasBit(_transparency_opt, to) && _game_mode != GM_MENU);
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}
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/**
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* Check if the invisibility option bit is set
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* and if we aren't in the game menu (there's never transparency)
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*
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* @param to the structure which invisibility option is ask for
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*/
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static inline bool IsInvisibilitySet(TransparencyOption to)
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{
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return (HasBit(_transparency_opt & _invisibility_opt, to) && _game_mode != GM_MENU);
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}
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/**
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* Toggle the transparency option bit
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*
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* @param to the transparency option to be toggled
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*/
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static inline void ToggleTransparency(TransparencyOption to)
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{
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ToggleBit(_transparency_opt, to);
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extern void UpdateAllVehiclesIsDrawn();
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if (to == TO_TUNNELS) UpdateAllVehiclesIsDrawn();
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extern void MarkAllViewportMapLandscapesDirty();
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if (to == TO_TREES) MarkAllViewportMapLandscapesDirty();
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}
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/**
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* Toggle the invisibility option bit
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*
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* @param to the structure which invisibility option is toggle
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*/
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static inline void ToggleInvisibility(TransparencyOption to)
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{
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ToggleBit(_invisibility_opt, to);
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extern void MarkAllViewportMapLandscapesDirty();
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if (to == TO_TREES) MarkAllViewportMapLandscapesDirty();
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}
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/**
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* Toggles between invisible and solid state.
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* If object is transparent, then it is made invisible.
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* Used by the keyboard shortcuts.
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*
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* @param to the object type which invisibility option to toggle
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*/
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static inline void ToggleInvisibilityWithTransparency(TransparencyOption to)
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{
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if (IsInvisibilitySet(to)) {
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ClrBit(_invisibility_opt, to);
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ClrBit(_transparency_opt, to);
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} else {
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SetBit(_invisibility_opt, to);
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SetBit(_transparency_opt, to);
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}
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}
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/**
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* Toggle the transparency lock bit
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*
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* @param to the transparency option to be locked or unlocked
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*/
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static inline void ToggleTransparencyLock(TransparencyOption to)
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{
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ToggleBit(_transparency_lock, to);
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}
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/** Set or clear all non-locked transparency options */
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static inline void ResetRestoreAllTransparency()
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{
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const TransparencyOptionBits old_transparency_opt = _transparency_opt;
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/* if none of the non-locked options are set */
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if ((_transparency_opt & ~_transparency_lock) == 0) {
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/* set all non-locked options */
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_transparency_opt |= GB(~_transparency_lock, 0, TO_END);
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} else {
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/* clear all non-locked options */
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_transparency_opt &= _transparency_lock;
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}
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if (HasBit(old_transparency_opt ^ _transparency_opt, TO_TUNNELS)) {
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extern void UpdateAllVehiclesIsDrawn();
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UpdateAllVehiclesIsDrawn();
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}
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if (HasBit(old_transparency_opt ^ _transparency_opt, TO_TREES)) {
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extern void MarkAllViewportMapLandscapesDirty();
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MarkAllViewportMapLandscapesDirty();
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}
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MarkWholeScreenDirty();
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}
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#endif /* TRANSPARENCY_H */
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