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When drawing viewport strings, the StringID is used to determine how to draw the sign. Instead, allow the behaviour to be set by the caller with flags. This means that some of the viewport-specific strings are no longer necessary. ViewportAddString() now returns a pointer to a string as it may not actually add the string, in which case preparing the string parameters in advance is a waste of time.
139 lines
4.3 KiB
C++
139 lines
4.3 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<StringParameterData> 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_t 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_t duration, TextEffectMode mode)
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{
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if (_game_mode == GM_MENU) return INVALID_TE_ID;
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auto it = std::ranges::find(_text_effects, INVALID_STRING_ID, &TextEffect::string_id);
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if (it == std::end(_text_effects)) {
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/* _text_effects.size() is the maximum ID + 1 that has been allocated. We should not allocate INVALID_TE_ID or beyond. */
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if (_text_effects.size() >= INVALID_TE_ID) return INVALID_TE_ID;
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it = _text_effects.emplace(std::end(_text_effects));
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}
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TextEffect &te = *it;
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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 static_cast<TextEffectID>(it - std::begin(_text_effects));
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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[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);
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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);
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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_TEXT_EFFECT);
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te.duration -= count;
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te.top -= count * ZOOM_BASE;
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te.MarkDirty(ZOOM_LVL_TEXT_EFFECT);
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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_TEXT_EFFECT) return;
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if (IsTransparencySet(TO_TEXT)) return;
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ViewportStringFlags flags{};
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if (dpi->zoom >= ZOOM_LVL_TEXT_EFFECT) flags |= ViewportStringFlags::Small;
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for (const 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) {
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std::string *str = ViewportAddString(dpi, &te, flags, INVALID_COLOUR);
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if (str == nullptr) continue;
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CopyInDParam(te.params);
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*str = GetString(te.string_id);
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}
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}
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}
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