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OpenTTD/src/texteff.cpp

137 lines
4.1 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file texteff.cpp Handling of text effects. */
#include "stdafx.h"
#include "texteff.hpp"
#include "transparency.h"
#include "strings_func.h"
#include "viewport_func.h"
#include "settings_type.h"
#include "command_type.h"
#include "timer/timer.h"
#include "timer/timer_window.h"
#include "safeguards.h"
/** Container for all information about a text effect */
struct TextEffect : public ViewportSign {
TextEffectMode mode; ///< Type of text effect.
uint8_t duration; ///< How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
EncodedString msg; ///< Encoded message for text effect.
/** Reset the text effect */
void Reset()
{
this->MarkDirty();
this->width_normal = 0;
this->mode = TE_INVALID;
}
inline bool IsValid() const { return this->mode != TE_INVALID; }
};
static std::vector<TextEffect> _text_effects; ///< Text effects are stored there
/* Text Effects */
TextEffectID AddTextEffect(EncodedString &&msg, int center, int y, uint8_t duration, TextEffectMode mode)
{
if (_game_mode == GM_MENU) return INVALID_TE_ID;
auto it = std::ranges::find_if(_text_effects, [](const TextEffect &te) { return !te.IsValid(); });
if (it == std::end(_text_effects)) {
/* _text_effects.size() is the maximum ID + 1 that has been allocated. We should not allocate INVALID_TE_ID or beyond. */
if (_text_effects.size() >= INVALID_TE_ID) return INVALID_TE_ID;
it = _text_effects.emplace(std::end(_text_effects));
}
TextEffect &te = *it;
/* Start defining this object */
te.msg = std::move(msg);
te.duration = duration;
te.mode = mode;
/* Make sure we only dirty the new area */
te.width_normal = 0;
te.UpdatePosition(center, y, te.msg.GetDecodedString());
return static_cast<TextEffectID>(it - std::begin(_text_effects));
}
void UpdateTextEffect(TextEffectID te_id, EncodedString &&msg)
{
/* Update details */
TextEffect &te = _text_effects[te_id];
if (msg == te.msg) return;
te.msg = std::move(msg);
te.UpdatePosition(te.center, te.top, te.msg.GetDecodedString());
}
void UpdateAllTextEffectVirtCoords()
{
for (auto &te : _text_effects) {
if (!te.IsValid()) continue;
te.UpdatePosition(te.center, te.top, te.msg.GetDecodedString());
}
}
void RemoveTextEffect(TextEffectID te_id)
{
_text_effects[te_id].Reset();
}
/** Slowly move text effects upwards. */
IntervalTimer<TimerWindow> move_all_text_effects_interval = {std::chrono::milliseconds(30), [](uint count) {
if (_pause_mode.Any() && _game_mode != GM_EDITOR && _settings_game.construction.command_pause_level <= CMDPL_NO_CONSTRUCTION) return;
for (TextEffect &te : _text_effects) {
if (!te.IsValid()) continue;
if (te.mode != TE_RISING) continue;
if (te.duration < count) {
te.Reset();
continue;
}
te.MarkDirty(ZOOM_LVL_TEXT_EFFECT);
te.duration -= count;
te.top -= count * ZOOM_BASE;
te.MarkDirty(ZOOM_LVL_TEXT_EFFECT);
}
}};
void InitTextEffects()
{
_text_effects.clear();
_text_effects.shrink_to_fit();
}
void DrawTextEffects(DrawPixelInfo *dpi)
{
/* Don't draw the text effects when zoomed out a lot */
if (dpi->zoom > ZOOM_LVL_TEXT_EFFECT) return;
if (IsTransparencySet(TO_TEXT)) return;
ViewportStringFlags flags{};
if (dpi->zoom >= ZOOM_LVL_TEXT_EFFECT) flags.Set(ViewportStringFlag::Small);
for (const TextEffect &te : _text_effects) {
if (!te.IsValid()) continue;
if (te.mode == TE_RISING || _settings_client.gui.loading_indicators) {
std::string *str = ViewportAddString(dpi, &te, flags, INVALID_COLOUR);
if (str == nullptr) continue;
*str = te.msg.GetDecodedString();
}
}
}