mirror of https://github.com/OpenTTD/OpenTTD.git
(svn r10270) -Add: prefixed the loading indicator with an arrow, up meaning vehicle is loading, down meaning vehicle is unloading
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@ -1669,11 +1669,12 @@ static void LoadUnloadVehicle(Vehicle *v, int *cargo_left)
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/* Calculate the loading indicator fill percent and display */
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if (_patches.loading_indicators && _game_mode != GM_MENU && v->owner == _local_player) {
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int percent = CalcPercentVehicleFilled(v);
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StringID percent_up_down = STR_NULL;
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int percent = CalcPercentVehicleFilled(v, &percent_up_down);
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if (v->fill_percent_te_id == INVALID_TE_ID) {
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v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent);
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v->fill_percent_te_id = ShowFillingPercent(v->x_pos, v->y_pos, v->z_pos + 20, percent, percent_up_down);
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} else {
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UpdateFillingPercent(v->fill_percent_te_id, percent);
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UpdateFillingPercent(v->fill_percent_te_id, percent, percent_up_down);
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}
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}
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@ -3292,8 +3292,12 @@ STR_TRANSPARENT_BRIDGES_DESC :{BLACK}Toggle t
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STR_TRANSPARENT_STRUCTURES_DESC :{BLACK}Toggle transparency for structures like lighthouses and antennas, maybe in future for eyecandy
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STR_TRANSPARENT_LOADING_DESC :{BLACK}Toggle transparency for loading indicators
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STR_PERCENT_FULL_SMALL :{TINYFONT}{WHITE}{NUM}%
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STR_PERCENT_FULL :{WHITE}{NUM}%
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STR_PERCENT_UP_SMALL :{TINYFONT}{WHITE}{NUM}%{UPARROW}
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STR_PERCENT_UP :{WHITE}{NUM}%{UPARROW}
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STR_PERCENT_DOWN_SMALL :{TINYFONT}{WHITE}{NUM}%{DOWNARROW}
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STR_PERCENT_DOWN :{WHITE}{NUM}%{DOWNARROW}
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STR_PERCENT_UP_DOWN_SMALL :{TINYFONT}{WHITE}{NUM}%{UPARROW}{DOWNARROW}
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STR_PERCENT_UP_DOWN :{WHITE}{NUM}%{UPARROW}{DOWNARROW}
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##### Mass Order
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STR_GROUP_NAME_FORMAT :Group {COMMA}
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@ -644,18 +644,22 @@ void ShowFeederIncomeAnimation(int x, int y, int z, Money cost)
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AddTextEffect(STR_FEEDER, pt.x, pt.y, 0x250, TE_RISING);
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}
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TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent)
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TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent, StringID string)
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{
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Point pt = RemapCoords(x, y, z);
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assert(string != STR_NULL);
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SetDParam(0, percent);
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return AddTextEffect(STR_PERCENT_FULL, pt.x, pt.y, 0xFFFF, TE_STATIC);
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return AddTextEffect(string, pt.x, pt.y, 0xFFFF, TE_STATIC);
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}
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void UpdateFillingPercent(TextEffectID te_id, uint8 percent)
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void UpdateFillingPercent(TextEffectID te_id, uint8 percent, StringID string)
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{
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assert(string != STR_NULL);
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SetDParam(0, percent);
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UpdateTextEffect(te_id, STR_PERCENT_FULL);
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UpdateTextEffect(te_id, string);
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}
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void HideFillingPercent(TextEffectID te_id)
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@ -28,8 +28,8 @@ void CDECL AddTextMessage(uint16 color, uint8 duration, const char *message, ...
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void UndrawTextMessage();
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/* misc_gui.cpp */
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TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent);
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void UpdateFillingPercent(TextEffectID te_id, uint8 percent);
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TextEffectID ShowFillingPercent(int x, int y, int z, uint8 percent, StringID color);
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void UpdateFillingPercent(TextEffectID te_id, uint8 percent, StringID color);
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void HideFillingPercent(TextEffectID te_id);
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#endif /* TEXTEFF_HPP */
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@ -2271,19 +2271,32 @@ bool IsVehicleInDepot(const Vehicle *v)
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/**
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* Calculates how full a vehicle is.
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* @param v The Vehicle to check. For trains, use the first engine.
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* @param color The string to show depending on if we are unloading or loading
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* @return A percentage of how full the Vehicle is.
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*/
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uint8 CalcPercentVehicleFilled(Vehicle *v)
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uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color)
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{
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int count = 0;
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int max = 0;
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int cars = 0;
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int unloading = 0;
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assert(color != NULL);
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/* Count up max and used */
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for (; v != NULL; v = v->next) {
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count += v->cargo.Count();
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max += v->cargo_cap;
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if (v->cargo_cap != 0) {
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unloading += HASBIT(v->vehicle_flags, VF_CARGO_UNLOADING) ? 1 : 0;
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cars++;
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}
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}
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if (unloading == 0) *color = STR_PERCENT_UP;
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else if (cars == unloading) *color = STR_PERCENT_DOWN;
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else *color = STR_PERCENT_UP_DOWN;
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/* Train without capacity */
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if (max == 0) return 100;
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@ -505,7 +505,7 @@ void *VehicleFromPos(TileIndex tile, void *data, VehicleFromPosProc *proc);
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void *VehicleFromPosXY(int x, int y, void *data, VehicleFromPosProc *proc);
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void CallVehicleTicks();
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Vehicle *FindVehicleOnTileZ(TileIndex tile, byte z);
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uint8 CalcPercentVehicleFilled(Vehicle *v);
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uint8 CalcPercentVehicleFilled(Vehicle *v, StringID *color);
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void InitializeTrains();
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byte VehicleRandomBits();
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