(svn r11399) -Feature(ette): transparency settings can now be saved and thus remembered.
-Codechange: Wrap all transparency settings in accessors, hiding the implementation -Change: Clicking "transparent building" menu will toggle Houses And Trees only. The other options can be used in the transparency gui. Initial patch by Smatz (FS#1349), with some rework by BigBB and your humble servant.pull/155/head
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/* $Id$ */
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/** @file transparency.h */
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#ifndef TRANSPARENCY_H
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#define TRANSPARENCY_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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* If you add an option and have more then 8, change the typedef TransparencyOptionBits and
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* the save stuff (e.g. SLE_UINT8 to SLE_UINT16) in settings.cpp .
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*/
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enum TransparencyOption {
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TO_SIGNS = 0, ///< signs
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TO_TREES, ///< trees
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TO_HOUSES, ///< town buildings
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TO_INDUSTRIES, ///< industries
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TO_BUILDINGS, ///< player buildings - depots, stations, HQ, ...
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TO_BRIDGES, ///< bridges
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TO_STRUCTURES, ///< unmovable structures
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TO_LOADING, ///< loading indicators
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TO_END,
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};
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typedef byte TransparencyOptionBits; ///< transparency option bits
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extern TransparencyOptionBits _transparency_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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*/
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static inline bool IsTransparencySet(TransparencyOption to)
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{
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return (HASBIT(_transparency_opt, to) && _game_mode != GM_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 structure which transparency option is toggle
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*/
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static inline void ToggleTransparency(TransparencyOption to)
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{
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TOGGLEBIT(_transparency_opt, to);
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}
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/** Toggle all transparency options (except signs) or restore the stored transparencies */
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static inline void ResetRestoreAllTransparency()
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{
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/* backup of the original transparencies or if all transparencies false toggle them to true */
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static TransparencyOptionBits trans_opt = ~0;
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if (_transparency_opt == 0) {
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/* no structure is transparent, so restore the old transparency if present otherwise set all true */
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_transparency_opt = trans_opt;
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} else {
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/* any structure is transparent, so store current transparency settings and reset it */
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trans_opt = _transparency_opt;
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_transparency_opt = 0;
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}
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MarkWholeScreenDirty();
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}
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#endif /* TRANSPARENCY_H */
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