24 std::vector<StringParameterData>
params;
43 if (_game_mode == GM_MENU)
return INVALID_TE_ID;
48 if (
_text_effects.size() >= INVALID_TE_ID)
return INVALID_TE_ID;
64 return static_cast<TextEffectID
>(it - std::begin(
_text_effects));
67void UpdateTextEffect(TextEffectID te_id,
StringID msg)
78void UpdateAllTextEffectVirtCoords()
87void RemoveTextEffect(TextEffectID te_id)
107 te.
top -= count * ZOOM_BASE;
112void InitTextEffects()
132 if (str ==
nullptr)
continue;
constexpr EnumBitSet & Set(Tenum value)
Set the enum value.
An interval timer will fire every interval, and will continue to fire until it is deleted.
Types related to commands.
@ CMDPL_NO_CONSTRUCTION
No construction actions may be executed.
PauseMode _pause_mode
The current pause mode.
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.
ClientSettings _settings_client
The current settings for this game.
Types related to global configuration settings.
Definition of base types and functions in a cross-platform compatible way.
std::string GetString(StringID string)
Resolve the given StringID into a std::string with all the associated DParam lookups and formatting.
void CopyOutDParam(std::vector< StringParameterData > &backup, size_t num)
Copy num string parameters from the global string parameter array to the backup.
void CopyInDParam(const std::span< const StringParameterData > backup)
Copy the parameters from the backup into the global string parameter array.
bool HaveDParamChanged(const std::span< const StringParameterData > backup)
Checks whether the global string parameters have changed compared to the given backup.
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.
uint8_t loading_indicators
show loading indicators
ConstructionSettings construction
construction of things in-game
Container for all information about a text effect.
TextEffectMode mode
Type of text effect.
uint8_t duration
How long the text effect should stay, in ticks (applies only when mode == TE_RISING)
StringID string_id
String to draw for the text effect, if INVALID_STRING_ID then it's not valid.
std::vector< StringParameterData > params
Backup of string parameters.
void Reset()
Reset the text effect.
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.
IntervalTimer< TimerWindow > move_all_text_effects_interval
Slowly move text effects upwards.
Functions related to text effects.
TextEffectMode
Text effect modes.
@ TE_RISING
Make the text effect slowly go upwards.
Definition of Interval and OneShot timers.
Definition of the Window system.
Functions related to transparency.
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...
@ TO_TEXT
loading and cost/income text
std::string * ViewportAddString(const DrawPixelInfo *dpi, const ViewportSign *sign, ViewportStringFlags flags, Colours colour)
Add a string to draw in the current viewport.
Functions related to (drawing on) viewports.
@ Small
Draw using the small font.
@ ZOOM_LVL_TEXT_EFFECT
All zoom levels above this will not show text effects.