4 * This file is part of OpenTTD.
5 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
6 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
7 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
10 /** @file transparency.h Functions related to transparency. */
12 #ifndef TRANSPARENCY_H
13 #define TRANSPARENCY_H
17 #include "core/bitmath_func.hpp"
20 * Transparency option bits: which position in _transparency_opt stands for which transparency.
21 * If you change the order, change the order of the ShowTransparencyToolbar() stuff in transparency_gui.cpp too.
22 * If you add or remove an option don't forget to change the transparency 'hot keys' in main_gui.cpp.
24 enum TransparencyOption
{
25 TO_SIGNS
= 0, ///< signs
27 TO_HOUSES
, ///< town buildings
28 TO_INDUSTRIES
, ///< industries
29 TO_BUILDINGS
, ///< company buildings - depots, stations, HQ, ...
30 TO_BRIDGES
, ///< bridges
31 TO_STRUCTURES
, ///< other objects such as transmitters and lighthouses
32 TO_CATENARY
, ///< catenary
33 TO_LOADING
, ///< loading indicators
35 TO_INVALID
, ///< Invalid transparency option
38 typedef uint TransparencyOptionBits
; ///< transparency option bits
39 extern TransparencyOptionBits _transparency_opt
;
40 extern TransparencyOptionBits _transparency_lock
;
41 extern TransparencyOptionBits _invisibility_opt
;
42 extern byte _display_opt
;
45 * Check if the transparency option bit is set
46 * and if we aren't in the game menu (there's never transparency)
48 * @param to the structure which transparency option is ask for
50 static inline bool IsTransparencySet(TransparencyOption to
)
52 return (HasBit(_transparency_opt
, to
) && _game_mode
!= GM_MENU
);
56 * Check if the invisibility option bit is set
57 * and if we aren't in the game menu (there's never transparency)
59 * @param to the structure which invisibility option is ask for
61 static inline bool IsInvisibilitySet(TransparencyOption to
)
63 return (HasBit(_transparency_opt
& _invisibility_opt
, to
) && _game_mode
!= GM_MENU
);
67 * Toggle the transparency option bit
69 * @param to the transparency option to be toggled
71 static inline void ToggleTransparency(TransparencyOption to
)
73 ToggleBit(_transparency_opt
, to
);
77 * Toggle the invisibility option bit
79 * @param to the structure which invisibility option is toggle
81 static inline void ToggleInvisibility(TransparencyOption to
)
83 ToggleBit(_invisibility_opt
, to
);
87 * Toggles between invisible and solid state.
88 * If object is transparent, then it is made invisible.
89 * Used by the keyboard shortcuts.
91 * @param to the object type which invisibility option to toggle
93 static inline void ToggleInvisibilityWithTransparency(TransparencyOption to
)
95 if (IsInvisibilitySet(to
)) {
96 ClrBit(_invisibility_opt
, to
);
97 ClrBit(_transparency_opt
, to
);
99 SetBit(_invisibility_opt
, to
);
100 SetBit(_transparency_opt
, to
);
105 * Toggle the transparency lock bit
107 * @param to the transparency option to be locked or unlocked
109 static inline void ToggleTransparencyLock(TransparencyOption to
)
111 ToggleBit(_transparency_lock
, to
);
114 /** Set or clear all non-locked transparency options */
115 static inline void ResetRestoreAllTransparency()
117 /* if none of the non-locked options are set */
118 if ((_transparency_opt
& ~_transparency_lock
) == 0) {
119 /* set all non-locked options */
120 _transparency_opt
|= GB(~_transparency_lock
, 0, TO_END
);
122 /* clear all non-locked options */
123 _transparency_opt
&= _transparency_lock
;
126 MarkWholeScreenDirty();
129 #endif /* TRANSPARENCY_H */