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https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-02 09:40:35 +00:00
(svn r12739) -Codechange: use a vector instead of allocating memory in a byte array for ParentSpriteToDraw.
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1f22f47b3b
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@ -35,10 +35,20 @@ template <typename T, uint S> struct SmallVector {
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return data;
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}
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T *Begin()
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{
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return data;
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}
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const T *End() const
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{
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return &data[items];
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}
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T *End()
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{
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return &data[items];
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}
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};
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#endif /* SMALLVEC_H */
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106
src/viewport.cpp
106
src/viewport.cpp
@ -140,6 +140,8 @@ enum FoundationPart {
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typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
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typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
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typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
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typedef SmallVector<ParentSpriteToDraw*, 64> ParentSpriteToSortVector;
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struct ViewportDrawer {
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DrawPixelInfo dpi;
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@ -149,15 +151,14 @@ struct ViewportDrawer {
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StringSpriteToDrawVector string_sprites_to_draw;
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TileSpriteToDrawVector tile_sprites_to_draw;
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ParentSpriteToDrawVector parent_sprites_to_draw;
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ParentSpriteToSortVector parent_sprites_to_sort;
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ChildScreenSpriteToDraw **last_child;
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ParentSpriteToDraw **parent_list;
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ParentSpriteToDraw * const *eof_parent_list;
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byte combine_sprites;
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ParentSpriteToDraw *foundation[FOUNDATION_PART_END]; ///< Foundation sprites.
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int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
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FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
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ChildScreenSpriteToDraw **last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations.
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Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
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@ -512,7 +513,7 @@ static void AddChildSpriteToFoundation(SpriteID image, SpriteID pal, const SubSp
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{
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ViewportDrawer *vd = _cur_vd;
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assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
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assert(vd->foundation[foundation_part] != NULL);
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assert(vd->foundation[foundation_part] != -1);
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Point offs = vd->foundation_offset[foundation_part];
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/* Change the active ChildSprite list to the one of the foundation */
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@ -539,7 +540,7 @@ void DrawGroundSprite(SpriteID image, SpriteID pal, const SubSprite *sub)
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/* Switch to first foundation part, if no foundation was drawn */
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if (vd->foundation_part == FOUNDATION_PART_NONE) vd->foundation_part = FOUNDATION_PART_NORMAL;
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if (vd->foundation[vd->foundation_part] != NULL) {
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if (vd->foundation[vd->foundation_part] != -1) {
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AddChildSpriteToFoundation(image, pal, sub, vd->foundation_part, 0, 0);
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} else {
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DrawGroundSpriteAt(image, pal, _cur_ti->x, _cur_ti->y, _cur_ti->z, sub);
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@ -569,7 +570,7 @@ void OffsetGroundSprite(int x, int y)
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}
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/* vd->last_child == NULL if foundation sprite was clipped by the viewport bounds */
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if (vd->last_child != NULL) vd->foundation[vd->foundation_part] = vd->parent_list[-1];
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if (vd->last_child != NULL) vd->foundation[vd->foundation_part] = vd->parent_sprites_to_draw.items - 1;
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vd->foundation_offset[vd->foundation_part].x = x;
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vd->foundation_offset[vd->foundation_part].y = y;
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@ -599,7 +600,8 @@ static void AddCombinedSprite(SpriteID image, SpriteID pal, int x, int y, byte z
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pt.y + spr->y_offs + spr->height <= vd->dpi.top)
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return;
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AddChildSpriteScreen(image, pal, pt.x - vd->parent_list[-1]->left, pt.y - vd->parent_list[-1]->top, false, sub);
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const ParentSpriteToDraw *pstd = vd->parent_sprites_to_draw.End() - 1;
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AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub);
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}
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/** Draw a (transparent) sprite at given coordinates with a given bounding box.
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@ -629,8 +631,6 @@ static void AddCombinedSprite(SpriteID image, SpriteID pal, int x, int y, byte z
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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)
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{
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ViewportDrawer *vd = _cur_vd;
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ParentSpriteToDraw *ps;
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Point pt;
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int32 left, right, top, bottom;
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assert((image & SPRITE_MASK) < MAX_SPRITES);
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@ -652,34 +652,22 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
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DEBUG(sprite, 0, "Out of sprite memory");
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return;
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}
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ps = (ParentSpriteToDraw*)vd->spritelist_mem;
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if (vd->parent_list >= vd->eof_parent_list) {
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/* This can happen rarely, mostly when you zoom out completely
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* and have a lot of stuff that moves (and is added to the
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* sort-list, this function). To solve it, increase
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* parent_list somewhere below to a higher number.
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* This can not really hurt you, it just gives some black
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* spots on the screen ;) */
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DEBUG(sprite, 0, "Out of sprite memory (parent_list)");
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return;
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}
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pt = RemapCoords(x, y, z);
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ps->x = pt.x;
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ps->y = pt.y;
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Point pt = RemapCoords(x, y, z);
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int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
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/* Compute screen extents of sprite */
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if (image == SPR_EMPTY_BOUNDING_BOX) {
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left = ps->left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
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left = tmp_left = RemapCoords(x + w , y + bb_offset_y, z + bb_offset_z).x;
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right = RemapCoords(x + bb_offset_x, y + h , z + bb_offset_z).x + 1;
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top = ps->top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
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top = tmp_top = RemapCoords(x + bb_offset_x, y + bb_offset_y, z + dz ).y;
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bottom = RemapCoords(x + w , y + h , z + bb_offset_z).y + 1;
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} else {
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const Sprite *spr = GetSprite(image & SPRITE_MASK);
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left = ps->left = (pt.x += spr->x_offs);
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left = tmp_left = (pt.x += spr->x_offs);
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right = (pt.x + spr->width );
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top = ps->top = (pt.y += spr->y_offs);
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top = tmp_top = (pt.y += spr->y_offs);
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bottom = (pt.y + spr->height);
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}
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@ -699,7 +687,12 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
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return;
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}
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vd->spritelist_mem += sizeof(ParentSpriteToDraw);
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ParentSpriteToDraw *ps = vd->parent_sprites_to_draw.Append();
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ps->x = tmp_x;
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ps->y = tmp_y;
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ps->left = tmp_left;
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ps->top = tmp_top;
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ps->image = image;
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ps->pal = pal;
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@ -715,9 +708,8 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
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ps->comparison_done = false;
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ps->child = NULL;
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vd->last_child = &ps->child;
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*vd->parent_list++ = ps;
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vd->last_child = &ps->child;
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if (vd->combine_sprites == 1) vd->combine_sprites = 2;
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}
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@ -809,7 +801,7 @@ void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 para
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static void DrawSelectionSprite(SpriteID image, SpriteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
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{
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/* FIXME: This is not totally valid for some autorail highlights, that extent over the edges of the tile. */
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if (_cur_vd->foundation[foundation_part] == NULL) {
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if (_cur_vd->foundation[foundation_part] == -1) {
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/* draw on real ground */
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DrawGroundSpriteAt(image, pal, ti->x, ti->y, ti->z + z_offset);
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} else {
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@ -1033,8 +1025,8 @@ static void ViewportAddLandscape()
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x_cur -= 0x10;
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vd->foundation_part = FOUNDATION_PART_NONE;
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vd->foundation[0] = NULL;
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vd->foundation[1] = NULL;
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vd->foundation[0] = -1;
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vd->foundation[1] = -1;
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vd->last_foundation_child[0] = NULL;
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vd->last_foundation_child[1] = NULL;
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@ -1335,9 +1327,11 @@ static void ViewportDrawTileSprites(const TileSpriteToDrawVector *tstdv)
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}
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}
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static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
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static void ViewportSortParentSprites(ParentSpriteToSortVector *psdv)
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{
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while (*psd != NULL) {
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ParentSpriteToDraw **psdvend = psdv->End();
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ParentSpriteToDraw **psd = psdv->Begin();
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while (psd != psdvend) {
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ParentSpriteToDraw *ps = *psd;
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if (ps->comparison_done) {
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@ -1347,7 +1341,7 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
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ps->comparison_done = true;
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for (ParentSpriteToDraw **psd2 = psd + 1; *psd2 != NULL; psd2++) {
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for (ParentSpriteToDraw **psd2 = psd + 1; psd2 != psdvend; psd2++) {
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ParentSpriteToDraw *ps2 = *psd2;
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if (ps2->comparison_done) continue;
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@ -1383,7 +1377,7 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
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/* Swap the two sprites ps and ps2 using bubble-sort algorithm. */
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ParentSpriteToDraw **psd3 = psd;
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do {
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ParentSpriteToDraw* temp = *psd3;
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ParentSpriteToDraw *temp = *psd3;
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*psd3 = ps2;
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ps2 = temp;
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@ -1393,15 +1387,14 @@ static void ViewportSortParentSprites(ParentSpriteToDraw *psd[])
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}
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}
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static void ViewportDrawParentSprites(ParentSpriteToDraw *psd[])
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static void ViewportDrawParentSprites(const ParentSpriteToSortVector *psd)
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{
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for (; *psd != NULL; psd++) {
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const ParentSpriteToDraw* ps = *psd;
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const ChildScreenSpriteToDraw* cs;
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const ParentSpriteToDraw * const *psd_end = psd->End();
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for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
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const ParentSpriteToDraw *ps = *it;
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if (ps->image != SPR_EMPTY_BOUNDING_BOX) DrawSprite(ps->image, ps->pal, ps->x, ps->y, ps->sub);
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for (cs = ps->child; cs != NULL; cs = cs->next) {
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for (const ChildScreenSpriteToDraw *cs = ps->child; cs != NULL; cs = cs->next) {
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DrawSprite(cs->image, cs->pal, ps->left + cs->x, ps->top + cs->y, cs->sub);
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}
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}
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@ -1411,10 +1404,11 @@ static void ViewportDrawParentSprites(ParentSpriteToDraw *psd[])
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* Draws the bounding boxes of all ParentSprites
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* @param psd Array of ParentSprites
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*/
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static void ViewportDrawBoundingBoxes(ParentSpriteToDraw *psd[])
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static void ViewportDrawBoundingBoxes(const ParentSpriteToSortVector *psd)
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{
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for (; *psd != NULL; psd++) {
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const ParentSpriteToDraw* ps = *psd;
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const ParentSpriteToDraw * const *psd_end = psd->End();
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for (const ParentSpriteToDraw * const *it = psd->Begin(); it != psd_end; it++) {
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const ParentSpriteToDraw *ps = *it;
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Point pt1 = RemapCoords(ps->xmax + 1, ps->ymax + 1, ps->zmax + 1); // top front corner
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Point pt2 = RemapCoords(ps->xmin , ps->ymax + 1, ps->zmax + 1); // top left corner
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Point pt3 = RemapCoords(ps->xmax + 1, ps->ymin , ps->zmax + 1); // top right corner
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@ -1500,7 +1494,6 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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DrawPixelInfo *old_dpi;
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SmallStackSafeStackAlloc<byte, VIEWPORT_DRAW_MEM> mem;
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SmallStackSafeStackAlloc<ParentSpriteToDraw*, PARENT_LIST_SIZE> parent_list;
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_cur_vd = &vd;
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@ -1523,8 +1516,6 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
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vd.parent_list = parent_list;
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vd.eof_parent_list = parent_list.EndOf();
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vd.spritelist_mem = mem;
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vd.eof_spritelist_mem = mem.EndOf() - sizeof(LARGEST_SPRITELIST_STRUCT);
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@ -1537,19 +1528,16 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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ViewportAddSigns(&vd.dpi);
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ViewportAddWaypoints(&vd.dpi);
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/* This assert should never happen (because the length of the parent_list
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* is checked) */
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assert(vd.parent_list <= endof(parent_list));
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if (vd.tile_sprites_to_draw.items != 0) ViewportDrawTileSprites(&vd.tile_sprites_to_draw);
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/* null terminate parent sprite list */
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*vd.parent_list = NULL;
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for (ParentSpriteToDraw *it = vd.parent_sprites_to_draw.Begin(); it != vd.parent_sprites_to_draw.End(); it++) {
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*vd.parent_sprites_to_sort.Append() = it;
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}
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ViewportSortParentSprites(parent_list);
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ViewportDrawParentSprites(parent_list);
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ViewportSortParentSprites(&vd.parent_sprites_to_sort);
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ViewportDrawParentSprites(&vd.parent_sprites_to_sort);
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if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(parent_list);
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if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&vd.parent_sprites_to_sort);
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if (vd.string_sprites_to_draw.items != 0) ViewportDrawStrings(&vd.dpi, &vd.string_sprites_to_draw);
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