OpenTTD Source 20241224-master-gf74b0cf984
texteff.cpp
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1/*
2 * This file is part of OpenTTD.
3 * 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.
4 * 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.
5 * 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/>.
6 */
7
10#include "stdafx.h"
11#include "texteff.hpp"
12#include "transparency.h"
13#include "strings_func.h"
14#include "viewport_func.h"
15#include "settings_type.h"
16#include "command_type.h"
17#include "timer/timer.h"
18#include "timer/timer_window.h"
19
20#include "safeguards.h"
21
23struct TextEffect : public ViewportSign {
24 std::vector<StringParameterData> params;
26 uint8_t duration;
28
30 void Reset()
31 {
32 this->MarkDirty();
33 this->width_normal = 0;
34 this->string_id = INVALID_STRING_ID;
35 }
36};
37
38static std::vector<struct TextEffect> _text_effects;
39
40/* Text Effects */
41TextEffectID AddTextEffect(StringID msg, int center, int y, uint8_t duration, TextEffectMode mode)
42{
43 if (_game_mode == GM_MENU) return INVALID_TE_ID;
44
45 auto it = std::ranges::find(_text_effects, INVALID_STRING_ID, &TextEffect::string_id);
46 if (it == std::end(_text_effects)) {
47 /* _text_effects.size() is the maximum ID + 1 that has been allocated. We should not allocate INVALID_TE_ID or beyond. */
48 if (_text_effects.size() >= INVALID_TE_ID) return INVALID_TE_ID;
49 it = _text_effects.emplace(std::end(_text_effects));
50 }
51
52 TextEffect &te = *it;
53
54 /* Start defining this object */
55 te.string_id = msg;
56 te.duration = duration;
57 CopyOutDParam(te.params, 2);
58 te.mode = mode;
59
60 /* Make sure we only dirty the new area */
61 te.width_normal = 0;
62 te.UpdatePosition(center, y, msg);
63
64 return static_cast<TextEffectID>(it - std::begin(_text_effects));
65}
66
67void UpdateTextEffect(TextEffectID te_id, StringID msg)
68{
69 /* Update details */
70 TextEffect &te = _text_effects[te_id];
71 if (msg == te.string_id && !HaveDParamChanged(te.params)) return;
72 te.string_id = msg;
73 CopyOutDParam(te.params, 2);
74
75 te.UpdatePosition(te.center, te.top, te.string_id);
76}
77
78void UpdateAllTextEffectVirtCoords()
79{
80 for (auto &te : _text_effects) {
81 if (te.string_id == INVALID_STRING_ID) continue;
83 te.UpdatePosition(te.center, te.top, te.string_id);
84 }
85}
86
87void RemoveTextEffect(TextEffectID te_id)
88{
89 _text_effects[te_id].Reset();
90}
91
93IntervalTimer<TimerWindow> move_all_text_effects_interval = {std::chrono::milliseconds(30), [](uint count) {
94 if (_pause_mode && _game_mode != GM_EDITOR && _settings_game.construction.command_pause_level <= CMDPL_NO_CONSTRUCTION) return;
95
96 for (TextEffect &te : _text_effects) {
97 if (te.string_id == INVALID_STRING_ID) continue;
98 if (te.mode != TE_RISING) continue;
99
100 if (te.duration < count) {
101 te.Reset();
102 continue;
103 }
104
106 te.duration -= count;
107 te.top -= count * ZOOM_BASE;
109 }
110}};
111
112void InitTextEffects()
113{
114 _text_effects.clear();
115 _text_effects.shrink_to_fit();
116}
117
118void DrawTextEffects(DrawPixelInfo *dpi)
119{
120 /* Don't draw the text effects when zoomed out a lot */
121 if (dpi->zoom > ZOOM_LVL_TEXT_EFFECT) return;
122 if (IsTransparencySet(TO_TEXT)) return;
123 for (TextEffect &te : _text_effects) {
124 if (te.string_id == INVALID_STRING_ID) continue;
127 ViewportAddString(dpi, ZOOM_LVL_TEXT_EFFECT, &te, te.string_id, te.string_id, STR_NULL);
128 }
129 }
130}
An interval timer will fire every interval, and will continue to fire until it is deleted.
Definition timer.h:76
Types related to commands.
@ CMDPL_NO_CONSTRUCTION
No construction actions may be executed.
PauseMode _pause_mode
The current pause mode.
Definition gfx.cpp:50
void MarkDirty(ZoomLevel maxzoom=ZOOM_LVL_MAX) const
Mark the sign dirty in all viewports.
A number of safeguards to prevent using unsafe methods.
GameSettings _settings_game
Game settings of a running game or the scenario editor.
Definition settings.cpp:57
ClientSettings _settings_client
The current settings for this game.
Definition settings.cpp:56
Types related to global configuration settings.
Definition of base types and functions in a cross-platform compatible way.
void CopyOutDParam(std::vector< StringParameterData > &backup, size_t num)
Copy num string parameters from the global string parameter array to the backup.
Definition strings.cpp:171
void CopyInDParam(const std::span< const StringParameterData > backup)
Copy the parameters from the backup into the global string parameter array.
Definition strings.cpp:159
bool HaveDParamChanged(const std::span< const StringParameterData > backup)
Checks whether the global string parameters have changed compared to the given backup.
Definition strings.cpp:184
Functions related to OTTD's strings.
uint32_t StringID
Numeric value that represents a string, independent of the selected language.
static const StringID INVALID_STRING_ID
Constant representing an invalid string (16bit in case it is used in savegames)
GUISettings gui
settings related to the GUI
uint8_t command_pause_level
level/amount of commands that can't be executed while paused
Data about how and where to blit pixels.
Definition gfx_type.h:157
uint8_t loading_indicators
show loading indicators
ConstructionSettings construction
construction of things in-game
Container for all information about a text effect.
Definition texteff.cpp:23
TextEffectMode mode
Type of text effect.
Definition texteff.cpp:27
uint8_t duration
How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
Definition texteff.cpp:26
StringID string_id
String to draw for the text effect, if INVALID_STRING_ID then it's not valid.
Definition texteff.cpp:25
std::vector< StringParameterData > params
Backup of string parameters.
Definition texteff.cpp:24
void Reset()
Reset the text effect.
Definition texteff.cpp:30
Location information about a sign as seen on the viewport.
int32_t center
The center position of the sign.
uint16_t width_normal
The width when not zoomed out (normal font)
void UpdatePosition(int center, int top, StringID str, StringID str_small=STR_NULL)
Update the position of the viewport sign.
int32_t top
The top of the sign.
static std::vector< struct TextEffect > _text_effects
Text effects are stored there.
Definition texteff.cpp:38
IntervalTimer< TimerWindow > move_all_text_effects_interval
Slowly move text effects upwards.
Definition texteff.cpp:93
Functions related to text effects.
TextEffectMode
Text effect modes.
Definition texteff.hpp:20
@ TE_RISING
Make the text effect slowly go upwards.
Definition texteff.hpp:21
Definition of Interval and OneShot timers.
Definition of the Window system.
Functions related to transparency.
@ TO_TEXT
loading and cost/income text
bool IsTransparencySet(TransparencyOption to)
Check if the transparency option bit is set and if we aren't in the game menu (there's never transpar...
void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, Colours colour)
Add a string to draw in the viewport.
Functions related to (drawing on) viewports.
@ ZOOM_LVL_TEXT_EFFECT
All zoom levels above this will not show text effects.
Definition zoom_type.h:39