# texteff.cpp

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    00001 /* $Id: texteff.cpp 18602 2009-12-22 12:50:41Z rubidium $ */
    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 "openttd.h"
    00014 #include "strings_type.h"
    00015 #include "texteff.hpp"
    00016 #include "core/bitmath_func.hpp"
    00017 #include "transparency.h"
    00018 #include "strings_func.h"
    00019 #include "core/alloc_func.hpp"
    00020 #include "viewport_func.h"
    00021 #include "settings_type.h"
    00022
    00023 enum {
    00024   INIT_NUM_TEXT_EFFECTS  =  20,
    00025 };
    00026
    00028 struct TextEffect : public ViewportSign{
    00029   StringID string_id;
    00030   uint16 duration;
    00031   uint64 params_1;
    00032   TextEffectMode mode;
    00033
    00035   void Reset()
    00036   {
    00037     this->MarkDirty();
    00038     this->width_normal = 0;
    00039     this->string_id = INVALID_STRING_ID;
    00040   }
    00041 };
    00042
    00043 /* used for text effects */
    00044 static TextEffect *_text_effect_list = NULL;
    00045 static uint16 _num_text_effects = INIT_NUM_TEXT_EFFECTS;
    00046
    00047 /* Text Effects */
    00048 TextEffectID AddTextEffect(StringID msg, int center, int y, uint16 duration, TextEffectMode mode)
    00049 {
    00050   TextEffectID i;
    00051
    00052   if (_game_mode == GM_MENU) return INVALID_TE_ID;
    00053
    00054   /* Look for a free spot in the text effect array */
    00055   for (i = 0; i < _num_text_effects; i++) {
    00056     if (_text_effect_list[i].string_id == INVALID_STRING_ID) break;
    00057   }
    00058
    00059   /* If there is none found, we grow the array */
    00060   if (i == _num_text_effects) {
    00061     _num_text_effects += 25;
    00062     _text_effect_list = ReallocT<TextEffect>(_text_effect_list, _num_text_effects);
    00063     for (; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
    00064     i = _num_text_effects - 1;
    00065   }
    00066
    00067   TextEffect *te = &_text_effect_list[i];
    00068
    00069   /* Start defining this object */
    00070   te->string_id = msg;
    00071   te->duration = duration;
    00072   te->params_1 = GetDParam(0);
    00073   te->mode = mode;
    00074
    00075   /* Make sure we only dirty the new area */
    00076   te->width_normal = 0;
    00077   te->UpdatePosition(center, y, msg);
    00078
    00079   return i;
    00080 }
    00081
    00082 void UpdateTextEffect(TextEffectID te_id, StringID msg)
    00083 {
    00084   assert(te_id < _num_text_effects);
    00085
    00086   /* Update details */
    00087   TextEffect *te = &_text_effect_list[te_id];
    00088   te->string_id = msg;
    00089   te->params_1 = GetDParam(0);
    00090
    00091   te->UpdatePosition(te->center, te->top, msg);
    00092 }
    00093
    00094 void RemoveTextEffect(TextEffectID te_id)
    00095 {
    00096   assert(te_id < _num_text_effects);
    00097   _text_effect_list[te_id].Reset();
    00098 }
    00099
    00100 static void MoveTextEffect(TextEffect *te)
    00101 {
    00102   /* Never expire for duration of 0xFFFF */
    00103   if (te->duration == 0xFFFF) return;
    00104   if (te->duration < 8) {
    00105     te->Reset();
    00106   } else {
    00107     te->duration -= 8;
    00108     te->MarkDirty();
    00109     te->top--;
    00110     te->MarkDirty();
    00111   }
    00112 }
    00113
    00114 void MoveAllTextEffects()
    00115 {
    00116   for (TextEffectID i = 0; i < _num_text_effects; i++) {
    00117     TextEffect *te = &_text_effect_list[i];
    00118     if (te->string_id != INVALID_STRING_ID && te->mode == TE_RISING) MoveTextEffect(te);
    00119   }
    00120 }
    00121
    00122 void InitTextEffects()
    00123 {
    00124   if (_text_effect_list == NULL) _text_effect_list = MallocT<TextEffect>(_num_text_effects);
    00125
    00126   for (TextEffectID i = 0; i < _num_text_effects; i++) _text_effect_list[i].string_id = INVALID_STRING_ID;
    00127 }
    00128
    00129 void DrawTextEffects(DrawPixelInfo *dpi)
    00130 {
    00131   /* Don't draw the text effects when zoomed out a lot */
    00132   if (dpi->zoom > ZOOM_LVL_OUT_2X) return;
    00133
    00134   for (TextEffectID i = 0; i < _num_text_effects; i++) {
    00135     const TextEffect *te = &_text_effect_list[i];
    00136     if (te->string_id == INVALID_STRING_ID) continue;
    00137
    00138     if (te->mode == TE_RISING || (_settings_client.gui.loading_indicators && !IsTransparencySet(TO_LOADING))) {
    00139       ViewportAddString(dpi, ZOOM_LVL_OUT_2X, te, te->string_id, te->string_id - 1, 0, te->params_1);
    00140     }
    00141   }
    00142 }