(svn r7632) -Codechange: several small code cleanups of texteff, like moving magic values and defines to an enum and fix coding/documentation style.

-Codechange: make DeleteAnimatedTile a little clearer (pv2b).
This commit is contained in:
rubidium 2006-12-30 00:46:48 +00:00
parent 9290966044
commit 662e25dded
1 changed files with 32 additions and 26 deletions

View File

@ -16,6 +16,13 @@
#include <stdarg.h> /* va_list */
#include "date.h"
enum {
MAX_TEXTMESSAGE_LENGTH = 150,
MAX_TEXT_MESSAGES = 30,
MAX_CHAT_MESSAGES = 10,
MAX_ANIMATED_TILES = 256,
};
typedef struct TextEffect {
StringID string_id;
int32 x;
@ -27,7 +34,6 @@ typedef struct TextEffect {
uint32 params_2;
} TextEffect;
#define MAX_TEXTMESSAGE_LENGTH 150
typedef struct TextMessage {
char message[MAX_TEXTMESSAGE_LENGTH];
@ -35,10 +41,9 @@ typedef struct TextMessage {
Date end_date;
} TextMessage;
#define MAX_CHAT_MESSAGES 10
static TextEffect _text_effect_list[30];
static TextEffect _text_effect_list[MAX_TEXT_MESSAGES];
static TextMessage _textmsg_list[MAX_CHAT_MESSAGES];
TileIndex _animated_tile_list[256];
TileIndex _animated_tile_list[MAX_ANIMATED_TILES];
static bool _textmessage_dirty = false;
static bool _textmessage_visible = false;
@ -113,19 +118,20 @@ void InitTextMessage(void)
}
}
// Hide the textbox
/* Hide the textbox */
void UndrawTextMessage(void)
{
if (_textmessage_visible) {
// Sometimes we also need to hide the cursor
// This is because both textmessage and the cursor take a shot of the
// screen before drawing.
// Now the textmessage takes his shot and paints his data before the cursor
// does, so in the shot of the cursor is the screen-data of the textmessage
// included when the cursor hangs somewhere over the textmessage. To
// avoid wrong repaints, we undraw the cursor in that case, and everything
// looks nicely ;)
// (and now hope this story above makes sense to you ;))
/* Sometimes we also need to hide the cursor
* This is because both textmessage and the cursor take a shot of the
* screen before drawing.
* Now the textmessage takes his shot and paints his data before the cursor
* does, so in the shot of the cursor is the screen-data of the textmessage
* included when the cursor hangs somewhere over the textmessage. To
* avoid wrong repaints, we undraw the cursor in that case, and everything
* looks nicely ;)
* (and now hope this story above makes sense to you ;))
*/
if (_cursor.visible) {
if (_cursor.draw_pos.x + _cursor.draw_size.x >= _textmsg_box.x &&
@ -137,20 +143,20 @@ void UndrawTextMessage(void)
}
_textmessage_visible = false;
// Put our 'shot' back to the screen
/* Put our 'shot' back to the screen */
memcpy_pitch(
_screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
_textmessage_backup,
_textmsg_box.width, _textmsg_box.height, _textmsg_box.width, _screen.pitch);
// And make sure it is updated next time
/* And make sure it is updated next time */
_video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);
_textmessage_dirty = true;
}
}
// Check if a message is expired every day
/* Check if a message is expired every day */
void TextMessageDailyLoop(void)
{
uint i;
@ -174,14 +180,14 @@ void TextMessageDailyLoop(void)
}
}
// Draw the textmessage-box
/* Draw the textmessage-box */
void DrawTextMessage(void)
{
uint y, count;
if (!_textmessage_dirty) return;
// First undraw if needed
/* First undraw if needed */
UndrawTextMessage();
if (_iconsole_mode == ICONSOLE_FULL) return;
@ -190,7 +196,7 @@ void DrawTextMessage(void)
count = GetTextMessageCount();
if (count == 0) return;
// Make a copy of the screen as it is before painting (for undraw)
/* Make a copy of the screen as it is before painting (for undraw) */
memcpy_pitch(
_textmessage_backup,
_screen.dst_ptr + _textmsg_box.x + (_screen.height - _textmsg_box.y - _textmsg_box.height) * _screen.pitch,
@ -212,7 +218,7 @@ void DrawTextMessage(void)
DoDrawString(_textmsg_list[count].message, _textmsg_box.x + 3, _screen.height - _textmsg_box.y - y + 1, _textmsg_list[count].color);
}
// Make sure the data is updated next flush
/* Make sure the data is updated next flush */
_video_driver->make_dirty(_textmsg_box.x, _screen.height - _textmsg_box.y - _textmsg_box.height, _textmsg_box.width, _textmsg_box.height);
_textmessage_visible = true;
@ -319,14 +325,14 @@ void DrawTextEffects(DrawPixelInfo *dpi)
void DeleteAnimatedTile(TileIndex tile)
{
TileIndex* ti;
TileIndex *ti;
for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
if (tile == *ti) {
/* remove the hole */
memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(_animated_tile_list[0]));
memmove(ti, ti + 1, (lastof(_animated_tile_list) - ti) * sizeof(*ti));
/* and clear last item */
endof(_animated_tile_list)[-1] = 0;
*lastof(_animated_tile_list) = 0;
MarkTileDirtyByTile(tile);
return;
}
@ -335,7 +341,7 @@ void DeleteAnimatedTile(TileIndex tile)
bool AddAnimatedTile(TileIndex tile)
{
TileIndex* ti;
TileIndex *ti;
for (ti = _animated_tile_list; ti != endof(_animated_tile_list); ti++) {
if (tile == *ti || *ti == 0) {
@ -364,7 +370,7 @@ void InitializeAnimatedTiles(void)
static void SaveLoad_ANIT(void)
{
// In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;)
/* In pre version 6, we has 16bit per tile, now we have 32bit per tile, convert it ;) */
if (CheckSavegameVersion(6)) {
SlArray(_animated_tile_list, lengthof(_animated_tile_list), SLE_FILE_U16 | SLE_VAR_U32);
} else {