mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-19 15:25:39 +00:00
130 lines
3.9 KiB
C++
130 lines
3.9 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 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 "viewport_func.h"
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#include "settings_type.h"
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#include "command_type.h"
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#include "timer/timer.h"
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#include "timer/timer_window.h"
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#include "safeguards.h"
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/** Container for all information about a text effect */
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struct TextEffect : public ViewportSign {
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std::vector<StringParameterBackup> params; ///< Backup of string parameters
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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();
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this->width_normal = 0;
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this->string_id = INVALID_STRING_ID;
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}
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};
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static std::vector<struct TextEffect> _text_effects; ///< Text effects are stored there
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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;
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for (i = 0; i < _text_effects.size(); i++) {
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if (_text_effects[i].string_id == INVALID_STRING_ID) break;
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}
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if (i == _text_effects.size()) _text_effects.emplace_back();
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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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CopyOutDParam(te.params, 2);
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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(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 && !HaveDParamChanged(te->params)) return;
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te->string_id = msg;
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CopyOutDParam(te->params, 2);
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te->UpdatePosition(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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CopyInDParam(te.params);
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te.UpdatePosition(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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/** Slowly move text effects upwards. */
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IntervalTimer<TimerWindow> move_all_text_effects_interval = {std::chrono::milliseconds(30), [](uint count) {
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if (_pause_mode && _game_mode != GM_EDITOR && _settings_game.construction.command_pause_level <= CMDPL_NO_CONSTRUCTION) 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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}
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void DrawTextEffects(DrawPixelInfo *dpi)
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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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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 || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
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CopyInDParam(te.params);
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ViewportAddString(dpi, ZOOM_LVL_OUT_8X, &te, te.string_id, te.string_id - 1, STR_NULL);
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}
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}
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}
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