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136 lines
4.2 KiB
C
136 lines
4.2 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 <https://www.gnu.org/licenses/old-licenses/gpl-2.0>.
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*/
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/** @file transparency.h Functions related to transparency. */
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#ifndef TRANSPARENCY_H
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#define TRANSPARENCY_H
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#include "gfx_func.h"
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#include "openttd.h"
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#include "core/bitmath_func.hpp"
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#include "station_type.h"
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/**
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* Transparency option bits: which position in _transparency_opt stands for which transparency.
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* If you change the order, change the order of the ShowTransparencyToolbar() stuff in transparency_gui.cpp too.
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* If you add or remove an option don't forget to change the transparency 'hot keys' in main_gui.cpp.
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*/
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enum class TransparencyOption : uint8_t {
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Signs = 0, ///< signs
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Trees = 1, ///< trees
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Houses = 2, ///< town buildings
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Industries = 3, ///< industries
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Buildings = 4, ///< company buildings - depots, stations, HQ, ...
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Bridges = 5, ///< bridges
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Structures = 6, ///< other objects such as transmitters and lighthouses
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Catenary = 7, ///< catenary
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Text = 8, ///< loading and cost/income text
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Invalid, ///< Invalid transparency option
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};
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/** Bitset of \c TransparencyOption elements. */
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using TransparencyOptions = EnumBitSet<TransparencyOption, uint32_t>;
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extern TransparencyOptions _transparency_opt;
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extern TransparencyOptions _transparency_lock;
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extern TransparencyOptions _invisibility_opt;
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extern DisplayOptions _display_opt;
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extern StationFacilities _facility_display_opt;
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/**
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* Check if the transparency option bit is set
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* and if we aren't in the game menu (there's never transparency)
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*
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* @param to the structure which transparency option is ask for
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* @return \c true if transparency is set for the option, and not in the main menu.
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*/
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inline bool IsTransparencySet(TransparencyOption to)
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{
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return _transparency_opt.Test(to) && _game_mode != GameMode::Menu;
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}
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/**
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* Check if the invisibility option bit is set
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* and if we aren't in the game menu (there's never transparency)
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*
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* @param to the structure which invisibility option is ask for
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* @return \c true if invisibility is set for the option, and not in the main menu.
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*/
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inline bool IsInvisibilitySet(TransparencyOption to)
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{
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return IsTransparencySet(to) && _invisibility_opt.Test(to) && _game_mode != GameMode::Menu;
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}
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/**
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* Toggle the transparency option bit
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*
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* @param to the transparency option to be toggled
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*/
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inline void ToggleTransparency(TransparencyOption to)
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{
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_transparency_opt.Flip(to);
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}
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/**
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* Toggle the invisibility option bit
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*
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* @param to the structure which invisibility option is toggle
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*/
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inline void ToggleInvisibility(TransparencyOption to)
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{
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_invisibility_opt.Flip(to);
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}
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/**
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* Toggles between invisible and solid state.
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* If object is transparent, then it is made invisible.
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* Used by the keyboard shortcuts.
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*
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* @param to the object type which invisibility option to toggle
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*/
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inline void ToggleInvisibilityWithTransparency(TransparencyOption to)
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{
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if (IsInvisibilitySet(to)) {
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_invisibility_opt.Reset(to);
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_transparency_opt.Reset(to);
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} else {
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_invisibility_opt.Set(to);
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_transparency_opt.Set(to);
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}
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}
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/**
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* Toggle the transparency lock bit
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*
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* @param to the transparency option to be locked or unlocked
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*/
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inline void ToggleTransparencyLock(TransparencyOption to)
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{
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_transparency_lock.Flip(to);
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}
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/** Set or clear all non-locked transparency options */
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inline void ResetRestoreAllTransparency()
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{
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TransparencyOptions unlocked = _transparency_lock;
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unlocked.Flip();
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/* if none of the non-locked options are set */
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if (!_transparency_opt.Any(unlocked)) {
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/* set all non-locked options */
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_transparency_opt.Set(unlocked);
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} else {
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/* clear all non-locked options */
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_transparency_opt.Reset(unlocked);
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}
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MarkWholeScreenDirty();
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}
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#endif /* TRANSPARENCY_H */
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