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