openttd 1.4 rc1
--HG-- branch : openttd
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118
src/texteff.cpp
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118
src/texteff.cpp
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/* $Id: texteff.cpp 25011 2013-02-17 14:50:54Z rubidium $ */
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/*
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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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/** 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();
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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 SmallVector<struct TextEffect, 32> _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.Length(); 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.Length()) _text_effects.Append();
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TextEffect *te = _text_effects.Get(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(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.Get(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(te->center, te->top, msg);
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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()
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{
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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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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-- == 0) {
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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->top -= 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.Reset();
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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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const TextEffect *end = _text_effects.End();
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for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
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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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ViewportAddString(dpi, ZOOM_LVL_OUT_8X, te, te->string_id, te->string_id - 1, 0, te->params_1, te->params_2);
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}
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}
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}
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