src/transparency.h
author translators
Tue, 02 Dec 2008 18:47:03 +0000
changeset 10397 3794189a5524
parent 10207 c291a21b304e
permissions -rw-r--r--
(svn r14648) -Update: WebTranslator2 update to 2008-12-02 18:46:52
croatian - 3 fixed, 5 changed by knovak (8)
hungarian - 37 changed by IPG (37)
indonesian - 62 fixed by fanioz (62)
lithuanian - 17 fixed by Enternald (17)
malay - 66 fixed, 2 changed by tombakemas (68)
swedish - 6 fixed by daishan (6)
turkish - 42 fixed by Emin (42)
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/* $Id$ */
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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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/**
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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 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,  ///< company buildings - depots, stations, HQ, ...
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	TO_BRIDGES,    ///< bridges
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	TO_STRUCTURES, ///< unmovable structures
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	TO_CATENARY,   ///< catenary
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	TO_LOADING,    ///< loading indicators
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	TO_END,
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};
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typedef uint TransparencyOptionBits; ///< transparency option bits
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extern TransparencyOptionBits _transparency_opt;
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extern TransparencyOptionBits _transparency_lock;
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extern TransparencyOptionBits _invisibility_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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 * 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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 */
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static inline bool IsInvisibilitySet(TransparencyOption to)
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{
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	return (HasBit(_transparency_opt & _invisibility_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 transparency option to be toggled
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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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/**
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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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static inline void ToggleInvisibility(TransparencyOption to)
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{
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	ToggleBit(_invisibility_opt, 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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static inline void ToggleInvisibilityWithTransparency(TransparencyOption to)
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{
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	if (IsInvisibilitySet(to)) {
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		ClrBit(_invisibility_opt, to);
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		ClrBit(_transparency_opt, to);
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	} else {
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		SetBit(_invisibility_opt, to);
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		SetBit(_transparency_opt, 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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static inline void ToggleTransparencyLock(TransparencyOption to)
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{
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	ToggleBit(_transparency_lock, to);
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}
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/** Set or clear all non-locked transparency options */
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static inline void ResetRestoreAllTransparency()
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{
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	/* if none of the non-locked options are set */
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	if ((_transparency_opt & ~_transparency_lock) == 0) {
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		/* set all non-locked options */
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		_transparency_opt |= GB(~_transparency_lock, 0, TO_END);
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	} else {
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		/* clear all non-locked options */
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		_transparency_opt &= _transparency_lock;
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	}
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	MarkWholeScreenDirty();
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}
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#endif /* TRANSPARENCY_H */