texteff.cpp

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00001 /* $Id$ */
00002 
00003 /*
00004  * This file is part of OpenTTD.
00005  * 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.
00006  * 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.
00007  * 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/>.
00008  */
00009 
00012 #include "stdafx.h"
00013 #include "texteff.hpp"
00014 #include "transparency.h"
00015 #include "strings_func.h"
00016 #include "core/smallvec_type.hpp"
00017 #include "viewport_func.h"
00018 #include "settings_type.h"
00019 
00021 struct TextEffect : public ViewportSign {
00022   uint64 params_1;     
00023   uint64 params_2;     
00024   StringID string_id;  
00025   uint8 duration;      
00026   TextEffectMode mode; 
00027 
00029   void Reset()
00030   {
00031     this->MarkDirty();
00032     this->width_normal = 0;
00033     this->string_id = INVALID_STRING_ID;
00034   }
00035 };
00036 
00037 static SmallVector<struct TextEffect, 32> _text_effects; 
00038 
00039 /* Text Effects */
00040 TextEffectID AddTextEffect(StringID msg, int center, int y, uint8 duration, TextEffectMode mode)
00041 {
00042   if (_game_mode == GM_MENU) return INVALID_TE_ID;
00043 
00044   TextEffectID i;
00045   for (i = 0; i < _text_effects.Length(); i++) {
00046     if (_text_effects[i].string_id == INVALID_STRING_ID) break;
00047   }
00048   if (i == _text_effects.Length()) _text_effects.Append();
00049 
00050   TextEffect *te = _text_effects.Get(i);
00051 
00052   /* Start defining this object */
00053   te->string_id = msg;
00054   te->duration = duration;
00055   te->params_1 = GetDParam(0);
00056   te->params_2 = GetDParam(1);
00057   te->mode = mode;
00058 
00059   /* Make sure we only dirty the new area */
00060   te->width_normal = 0;
00061   te->UpdatePosition(center, y, msg);
00062 
00063   return i;
00064 }
00065 
00066 void UpdateTextEffect(TextEffectID te_id, StringID msg)
00067 {
00068   /* Update details */
00069   TextEffect *te = _text_effects.Get(te_id);
00070   if (msg == te->string_id && GetDParam(0) == te->params_1) return;
00071   te->string_id = msg;
00072   te->params_1 = GetDParam(0);
00073   te->params_2 = GetDParam(1);
00074 
00075   te->UpdatePosition(te->center, te->top, msg);
00076 }
00077 
00078 void RemoveTextEffect(TextEffectID te_id)
00079 {
00080   _text_effects[te_id].Reset();
00081 }
00082 
00083 void MoveAllTextEffects()
00084 {
00085   const TextEffect *end = _text_effects.End();
00086   for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
00087     if (te->string_id == INVALID_STRING_ID) continue;
00088     if (te->mode != TE_RISING) continue;
00089 
00090     if (te->duration-- == 0) {
00091       te->Reset();
00092       continue;
00093     }
00094 
00095     te->MarkDirty(ZOOM_LVL_OUT_8X);
00096     te->top -= ZOOM_LVL_BASE;
00097     te->MarkDirty(ZOOM_LVL_OUT_8X);
00098   }
00099 }
00100 
00101 void InitTextEffects()
00102 {
00103   _text_effects.Reset();
00104 }
00105 
00106 void DrawTextEffects(DrawPixelInfo *dpi)
00107 {
00108   /* Don't draw the text effects when zoomed out a lot */
00109   if (dpi->zoom > ZOOM_LVL_OUT_8X) return;
00110 
00111   const TextEffect *end = _text_effects.End();
00112   for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
00113     if (te->string_id == INVALID_STRING_ID) continue;
00114     if (te->mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
00115       ViewportAddString(dpi, ZOOM_LVL_OUT_8X, te, te->string_id, te->string_id - 1, 0, te->params_1, te->params_2);
00116     }
00117   }
00118 }