OpenTTD-patches/src/animated_tile.cpp
Jonathan G Rennison cbdd9f84d8 Merge branch 'master' into jgrpp
# Conflicts:
#	src/console_gui.cpp
#	src/lang/korean.txt
#	src/video/sdl2_v.cpp
#	src/video/sdl2_v.h
#	src/window.cpp
#	src/window_gui.h
2019-11-12 18:43:10 +00:00

103 lines
3.2 KiB
C++

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file animated_tile.cpp Everything related to animated tiles. */
#include "stdafx.h"
#include "core/alloc_func.hpp"
#include "core/smallvec_type.hpp"
#include "tile_cmd.h"
#include "viewport_func.h"
#include "framerate_type.h"
#include "safeguards.h"
/** The table/list with animated tiles. */
std::vector<TileIndex> _animated_tiles;
/**
* Removes the given tile from the animated tile table.
* @param tile the tile to remove
*/
void DeleteAnimatedTile(TileIndex tile)
{
auto to_remove = std::find(_animated_tiles.begin(), _animated_tiles.end(), tile);
if (to_remove != _animated_tiles.end()) {
/* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
_animated_tiles.erase(to_remove);
MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
}
}
/**
* Add the given tile to the animated tile table (if it does not exist
* on that table yet). Also increases the size of the table if necessary.
* @param tile the tile to make animated
*/
void AddAnimatedTile(TileIndex tile)
{
MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
include(_animated_tiles, tile);
}
/**
* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
*/
void AnimateAnimatedTiles()
{
extern void AnimateTile_Town(TileIndex tile);
extern void AnimateTile_Station(TileIndex tile);
extern void AnimateTile_Industry(TileIndex tile);
extern void AnimateTile_Object(TileIndex tile);
PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
const TileIndex *ti = _animated_tiles.data();
while (ti < _animated_tiles.data() + _animated_tiles.size()) {
const TileIndex curr = *ti;
switch (GetTileType(curr)) {
case MP_HOUSE:
AnimateTile_Town(curr);
break;
case MP_STATION:
AnimateTile_Station(curr);
break;
case MP_INDUSTRY:
AnimateTile_Industry(curr);
break;
case MP_OBJECT:
AnimateTile_Object(curr);
break;
default:
NOT_REACHED();
}
/* During the AnimateTile call, DeleteAnimatedTile could have been called,
* deleting an element we've already processed and pushing the rest one
* slot to the left. We can detect this by checking whether the index
* in the current slot has changed - if it has, an element has been deleted,
* and we should process the current slot again instead of going forward.
* NOTE: this will still break if more than one animated tile is being
* deleted during the same AnimateTile call, but no code seems to
* be doing this anyway.
*/
if (*ti == curr) ++ti;
}
}
/**
* Initialize all animated tile variables to some known begin point
*/
void InitializeAnimatedTiles()
{
_animated_tiles.clear();
}