/* $Id$ */ /** @file transparency.h */ #ifndef TRANSPARENCY_H #define TRANSPARENCY_H #include "gfx_func.h" /** * Transparency option bits: which position in _transparency_opt stands for which transparency. * If you change the order, change the order of the ShowTransparencyToolbar() stuff in transparency_gui.cpp too. * If you add or remove an option don't forget to change the transparency 'hot keys' in main_gui.cpp. * If you add an option and have more then 8, change the typedef TransparencyOptionBits and * the save stuff (e.g. SLE_UINT8 to SLE_UINT16) in settings.cpp . */ enum TransparencyOption { TO_SIGNS = 0, ///< signs TO_TREES, ///< trees TO_HOUSES, ///< town buildings TO_INDUSTRIES, ///< industries TO_BUILDINGS, ///< player buildings - depots, stations, HQ, ... TO_BRIDGES, ///< bridges TO_STRUCTURES, ///< unmovable structures TO_LOADING, ///< loading indicators TO_END, }; typedef byte TransparencyOptionBits; ///< transparency option bits extern TransparencyOptionBits _transparency_opt; /** * Check if the transparency option bit is set * and if we aren't in the game menu (there's never transparency) * * @param to the structure which transparency option is ask for */ static inline bool IsTransparencySet(TransparencyOption to) { return (HasBit(_transparency_opt, to) && _game_mode != GM_MENU); } /** * Toggle the transparency option bit * * @param to the structure which transparency option is toggle */ static inline void ToggleTransparency(TransparencyOption to) { ToggleBit(_transparency_opt, to); } /** Toggle all transparency options (except signs) or restore the stored transparencies */ static inline void ResetRestoreAllTransparency() { /* backup of the original transparencies or if all transparencies false toggle them to true */ static TransparencyOptionBits trans_opt = ~0; if (_transparency_opt == 0) { /* no structure is transparent, so restore the old transparency if present otherwise set all true */ _transparency_opt = trans_opt; } else { /* any structure is transparent, so store current transparency settings and reset it */ trans_opt = _transparency_opt; _transparency_opt = 0; } MarkWholeScreenDirty(); } #endif /* TRANSPARENCY_H */