(svn r10270) -Add: prefixed the loading indicator with an arrow, up meaning vehicle is loading, down meaning vehicle is unloading

This commit is contained in:
truelight 2007-06-22 18:28:44 +00:00
parent 74b867db72
commit f80fa33cc5
6 changed files with 35 additions and 13 deletions

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@ -1669,11 +1669,12 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
/* Calculate the loading indicator fill percent and display */
if (_patches.loading_indicators && _game_mode != GM_MENU && v->owner == _local_player) {
int percent = CalcPercentVehicleFilled(v);
StringID percent_up_down = STR_NULL;
int percent = CalcPercentVehicleFilled(v, &percent_up_down);
if (v->fill_percent_te_id == INVALID_TE_ID) {
v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent);
v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
} else {
UpdateFillingPercent(v->fill_percent_te_id, percent);
UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
}
}

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@ -3292,8 +3292,12 @@ STR_TRANSPARENT_BRIDGES_DESC :{BLACK}Toggle t
STR_TRANSPARENT_STRUCTURES_DESC :{BLACK}Toggle transparency for structures like lighthouses and antennas, maybe in future for eyecandy
STR_TRANSPARENT_LOADING_DESC :{BLACK}Toggle transparency for loading indicators
STR_PERCENT_FULL_SMALL :{TINYFONT}{WHITE}{NUM}%
STR_PERCENT_FULL :{WHITE}{NUM}%
STR_PERCENT_UP_SMALL :{TINYFONT}{WHITE}{NUM}%{UPARROW}
STR_PERCENT_UP :{WHITE}{NUM}%{UPARROW}
STR_PERCENT_DOWN_SMALL :{TINYFONT}{WHITE}{NUM}%{DOWNARROW}
STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWNARROW}
STR_PERCENT_UP_DOWN_SMALL :{TINYFONT}{WHITE}{NUM}%{UPARROW}{DOWNARROW}
STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UPARROW}{DOWNARROW}
##### Mass Order
STR_GROUP_NAME_FORMAT :Group {COMMA}

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@ -644,18 +644,22 @@ void ShowFeederIncomeAnimation(int x, int y, int z, Money cost)
AddTextEffect(STR_FEEDER, pt.x, pt.y, 0x250, TE_RISING);
}
TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent)
TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent, StringID string)
{
Point pt = RemapCoords(x, y, z);
assert(string != STR_NULL);
SetDParam(0, percent);
return AddTextEffect(STR_PERCENT_FULL, pt.x, pt.y, 0xFFFF, TE_STATIC);
return AddTextEffect(string, pt.x, pt.y, 0xFFFF, TE_STATIC);
}
void UpdateFillingPercent(TextEffectID te_id, uint8 percent)
void UpdateFillingPercent(TextEffectID te_id, uint8 percent, StringID string)
{
assert(string != STR_NULL);
SetDParam(0, percent);
UpdateTextEffect(te_id, STR_PERCENT_FULL);
UpdateTextEffect(te_id, string);
}
void HideFillingPercent(TextEffectID te_id)

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@ -28,8 +28,8 @@ void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...
void UndrawTextMessage();
/* misc_gui.cpp */
TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent);
void UpdateFillingPercent(TextEffectID te_id, uint8 percent);
TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent, StringID color);
void UpdateFillingPercent(TextEffectID te_id, uint8 percent, StringID color);
void HideFillingPercent(TextEffectID te_id);
#endif /* TEXTEFF_HPP */

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@ -2271,19 +2271,32 @@ bool IsVehicleInDepot(const Vehicle *v)
/**
* Calculates how full a vehicle is.
* @param v The Vehicle to check. For trains, use the first engine.
* @param color The string to show depending on if we are unloading or loading
* @return A percentage of how full the Vehicle is.
*/
uint8 CalcPercentVehicleFilled(Vehicle *v)
uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color)
{
int count = 0;
int max = 0;
int cars = 0;
int unloading = 0;
assert(color != NULL);
/* Count up max and used */
for (; v != NULL; v = v->next) {
count += v->cargo.Count();
max += v->cargo_cap;
if (v->cargo_cap != 0) {
unloading += HASBIT(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
cars++;
}
}
if (unloading == 0) *color = STR_PERCENT_UP;
else if (cars == unloading) *color = STR_PERCENT_DOWN;
else *color = STR_PERCENT_UP_DOWN;
/* Train without capacity */
if (max == 0) return 100;

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@ -505,7 +505,7 @@ void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc);
void CallVehicleTicks();
Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
uint8 CalcPercentVehicleFilled(Vehicle *v);
uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color);
void InitializeTrains();
byte VehicleRandomBits();