115 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			115 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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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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	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->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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	te->string_id = msg;
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	te->params_1 = GetDParam(0);
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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();
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		te->top--;
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		te->MarkDirty();
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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_2X) 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_2X, te, te->string_id, te->string_id - 1, 0, te->params_1);
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		}
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	}
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}
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