(svn r12739) -Codechange: use a vector instead of allocating memory in a byte array for ParentSpriteToDraw.

This commit is contained in:
rubidium 2008-04-16 20:01:04 +00:00
parent 1f22f47b3b
commit 5254131d9c
2 changed files with 57 additions and 59 deletions

View File

@ -35,10 +35,20 @@ template <typename T, uint S> struct SmallVector {
return data;
}
T *Begin()
{
return data;
}
const T *End() const
{
return &data[items];
}
T *End()
{
return &data[items];
}
};
#endif /* SMALLVEC_H */

View File

@ -140,6 +140,8 @@ enum FoundationPart {
typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
typedef SmallVector<ParentSpriteToDraw*, 64> ParentSpriteToSortVector;
struct ViewportDrawer {
DrawPixelInfo dpi;
@ -149,15 +151,14 @@ struct ViewportDrawer {
StringSpriteToDrawVector string_sprites_to_draw;
TileSpriteToDrawVector tile_sprites_to_draw;
ParentSpriteToDrawVector parent_sprites_to_draw;
ParentSpriteToSortVector parent_sprites_to_sort;
ChildScreenSpriteToDraw **last_child;
ParentSpriteToDraw **parent_list;
ParentSpriteToDraw * const *eof_parent_list;
byte combine_sprites;
ParentSpriteToDraw *foundation[FOUNDATION_PART_END]; ///< Foundation sprites.
int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
ChildScreenSpriteToDraw **last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations.
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
@ -512,7 +513,7 @@ static void AddChildSpriteToFoundation(SpriteID image, SpriteID pal, const SubSp
{
ViewportDrawer *vd = _cur_vd;
assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
assert(vd->foundation[foundation_part] != NULL);
assert(vd->foundation[foundation_part] != -1);
Point offs = vd->foundation_offset[foundation_part];
/* Change the active ChildSprite list to the one of the foundation */
@ -539,7 +540,7 @@ void DrawGroundSprite(SpriteID image, SpriteID pal, const SubSprite *sub)
/* Switch to first foundation part, if no foundation was drawn */
if (vd->foundation_part == FOUNDATION_PART_NONE) vd->foundation_part = FOUNDATION_PART_NORMAL;
if (vd->foundation[vd->foundation_part] != NULL) {
if (vd->foundation[vd->foundation_part] != -1) {
AddChildSpriteToFoundation(image, pal, sub, vd->foundation_part, 0, 0);
} else {
DrawGroundSpriteAt(image, pal, _cur_ti->x, _cur_ti->y, _cur_ti->z, sub);
@ -569,7 +570,7 @@ void OffsetGroundSprite(int x, int y)
}
/* vd->last_child == NULL if foundation sprite was clipped by the viewport bounds */
if (vd->last_child != NULL) vd->foundation[vd->foundation_part] = vd->parent_list[-1];
if (vd->last_child != NULL) vd->foundation[vd->foundation_part] = vd->parent_sprites_to_draw.items - 1;
vd->foundation_offset[vd->foundation_part].x = x;
vd->foundation_offset[vd->foundation_part].y = y;
@ -599,7 +600,8 @@ static void AddCombinedSprite(SpriteID image, SpriteID pal, int x, int y, byte z
pt.y + spr->y_offs + spr->height <= vd->dpi.top)
return;
AddChildSpriteScreen(image, pal, pt.x - vd->parent_list[-1]->left, pt.y - vd->parent_list[-1]->top, false, sub);
const ParentSpriteToDraw *pstd = vd->parent_sprites_to_draw.End() - 1;
AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub);
}
/** Draw a (transparent) sprite at given coordinates with a given bounding box.
@ -629,8 +631,6 @@ static void AddCombinedSprite(SpriteID image, SpriteID pal, int x, int y, byte z
void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
{
ViewportDrawer *vd = _cur_vd;
ParentSpriteToDraw *ps;
Point pt;
int32 left, right, top, bottom;
assert((image & SPRITE_MASK) < MAX_SPRITES);
@ -652,34 +652,22 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
DEBUG(sprite, 0, "Out of sprite memory");
return;
}
ps = (ParentSpriteToDraw*)vd->spritelist_mem;
if (vd->parent_list >= vd->eof_parent_list) {
/* This can happen rarely, mostly when you zoom out completely
* and have a lot of stuff that moves (and is added to the
* sort-list, this function). To solve it, increase
* parent_list somewhere below to a higher number.
* This can not really hurt you, it just gives some black
* spots on the screen ;) */
DEBUG(sprite, 0, "Out of sprite memory (parent_list)");
return;
}
pt = RemapCoords(x, y, z);
ps->x = pt.x;
ps->y = pt.y;
Point pt = RemapCoords(x, y, z);
int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
/* Compute screen extents of sprite */
if (image == SPR_EMPTY_BOUNDING_BOX) {
left = ps->left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
top = ps->top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
} else {
const Sprite *spr = GetSprite(image & SPRITE_MASK);
left = ps->left = (pt.x += spr->x_offs);
left = tmp_left = (pt.x += spr->x_offs);
right = (pt.x + spr->width );
top = ps->top = (pt.y += spr->y_offs);
top = tmp_top = (pt.y += spr->y_offs);
bottom = (pt.y + spr->height);
}
@ -699,7 +687,12 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
return;
}
vd->spritelist_mem += sizeof(ParentSpriteToDraw);
ParentSpriteToDraw *ps = vd->parent_sprites_to_draw.Append();
ps->x = tmp_x;
ps->y = tmp_y;
ps->left = tmp_left;
ps->top = tmp_top;
ps->image = image;
ps->pal = pal;
@ -715,9 +708,8 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
ps->comparison_done = false;
ps->child = NULL;
vd->last_child = &ps->child;
*vd->parent_list++ = ps;
vd->last_child = &ps->child;
if (vd->combine_sprites == 1) vd->combine_sprites = 2;
}
@ -809,7 +801,7 @@ void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 para
static void DrawSelectionSprite(SpriteID image, SpriteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
{
/* FIXME: This is not totally valid for some autorail highlights, that extent over the edges of the tile. */
if (_cur_vd->foundation[foundation_part] == NULL) {
if (_cur_vd->foundation[foundation_part] == -1) {
/* draw on real ground */
DrawGroundSpriteAt(image, pal, ti->x, ti->y, ti->z + z_offset);
} else {
@ -1033,8 +1025,8 @@ static void ViewportAddLandscape()
x_cur -= 0x10;
vd->foundation_part = FOUNDATION_PART_NONE;
vd->foundation[0] = NULL;
vd->foundation[1] = NULL;
vd->foundation[0] = -1;
vd->foundation[1] = -1;
vd->last_foundation_child[0] = NULL;
vd->last_foundation_child[1] = NULL;
@ -1335,9 +1327,11 @@ static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
}
}
static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
{
while (*psd != NULL) {
ParentSpriteToDraw **psdvend = psdv->End();
ParentSpriteToDraw **psd = psdv->Begin();
while (psd != psdvend) {
ParentSpriteToDraw *ps = *psd;
if (ps->comparison_done) {
@ -1347,7 +1341,7 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
ps->comparison_done = true;
for (ParentSpriteToDraw **psd2 = psd + 1; *psd2 != NULL; psd2++) {
for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
ParentSpriteToDraw *ps2 = *psd2;
if (ps2->comparison_done) continue;
@ -1383,7 +1377,7 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
/* Swap the two sprites ps and ps2 using bubble-sort algorithm. */
ParentSpriteToDraw **psd3 = psd;
do {
ParentSpriteToDraw* temp = *psd3;
ParentSpriteToDraw *temp = *psd3;
*psd3 = ps2;
ps2 = temp;
@ -1393,15 +1387,14 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
}
}
static void ViewportDrawParentSprites(ParentSpriteToDraw *psd[])
static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd)
{
for (; *psd != NULL; psd++) {
const ParentSpriteToDraw* ps = *psd;
const ChildScreenSpriteToDraw* cs;
const ParentSpriteToDraw * const *psd_end = psd->End();
for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
const ParentSpriteToDraw *ps = *it;
if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSprite(ps->image, ps->pal, ps->x, ps->y, ps->sub);
for (cs = ps->child; cs != NULL; cs = cs->next) {
for (const ChildScreenSpriteToDraw *cs = ps->child; cs != NULL; cs = cs->next) {
DrawSprite(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
}
}
@ -1411,10 +1404,11 @@ static void ViewportDrawParentSprites(ParentSpriteToDraw *psd[])
* Draws the bounding boxes of all ParentSprites
* @param psd Array of ParentSprites
*/
static void ViewportDrawBoundingBoxes(ParentSpriteToDraw *psd[])
static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
{
for (; *psd != NULL; psd++) {
const ParentSpriteToDraw* ps = *psd;
const ParentSpriteToDraw * const *psd_end = psd->End();
for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
const ParentSpriteToDraw *ps = *it;
Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
@ -1500,7 +1494,6 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
DrawPixelInfo *old_dpi;
SmallStackSafeStackAlloc<byte, VIEWPORT_DRAW_MEM> mem;
SmallStackSafeStackAlloc<ParentSpriteToDraw*, PARENT_LIST_SIZE> parent_list;
_cur_vd = &vd;
@ -1523,8 +1516,6 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
vd.parent_list = parent_list;
vd.eof_parent_list = parent_list.EndOf();
vd.spritelist_mem = mem;
vd.eof_spritelist_mem = mem.EndOf() - sizeof(LARGEST_SPRITELIST_STRUCT);
@ -1537,19 +1528,16 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
ViewportAddSigns(&vd.dpi);
ViewportAddWaypoints(&vd.dpi);
/* This assert should never happen (because the length of the parent_list
* is checked) */
assert(vd.parent_list <= endof(parent_list));
if (vd.tile_sprites_to_draw.items != 0) ViewportDrawTileSprites(&vd.tile_sprites_to_draw);
/* null terminate parent sprite list */
*vd.parent_list = NULL;
for (ParentSpriteToDraw *it = vd.parent_sprites_to_draw.Begin(); it != vd.parent_sprites_to_draw.End(); it++) {
*vd.parent_sprites_to_sort.Append() = it;
}
ViewportSortParentSprites(parent_list);
ViewportDrawParentSprites(parent_list);
ViewportSortParentSprites(&vd.parent_sprites_to_sort);
ViewportDrawParentSprites(&vd.parent_sprites_to_sort);
if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(parent_list);
if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&vd.parent_sprites_to_sort);
if (vd.string_sprites_to_draw.items != 0) ViewportDrawStrings(&vd.dpi, &vd.string_sprites_to_draw);