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https://github.com/JGRennison/OpenTTD-patches.git
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cbdd9f84d8
# 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
103 lines
3.2 KiB
C++
103 lines
3.2 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file animated_tile.cpp Everything related to animated tiles. */
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#include "stdafx.h"
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#include "core/alloc_func.hpp"
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#include "core/smallvec_type.hpp"
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#include "tile_cmd.h"
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#include "viewport_func.h"
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#include "framerate_type.h"
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#include "safeguards.h"
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/** The table/list with animated tiles. */
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std::vector<TileIndex> _animated_tiles;
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/**
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* Removes the given tile from the animated tile table.
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* @param tile the tile to remove
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*/
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void DeleteAnimatedTile(TileIndex tile)
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{
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auto to_remove = std::find(_animated_tiles.begin(), _animated_tiles.end(), tile);
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if (to_remove != _animated_tiles.end()) {
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/* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
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_animated_tiles.erase(to_remove);
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MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
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}
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}
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/**
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* Add the given tile to the animated tile table (if it does not exist
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* on that table yet). Also increases the size of the table if necessary.
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* @param tile the tile to make animated
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*/
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void AddAnimatedTile(TileIndex tile)
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{
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MarkTileDirtyByTile(tile, ZOOM_LVL_DRAW_MAP);
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include(_animated_tiles, tile);
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}
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/**
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* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
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*/
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void AnimateAnimatedTiles()
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{
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extern void AnimateTile_Town(TileIndex tile);
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extern void AnimateTile_Station(TileIndex tile);
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extern void AnimateTile_Industry(TileIndex tile);
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extern void AnimateTile_Object(TileIndex tile);
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PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
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const TileIndex *ti = _animated_tiles.data();
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while (ti < _animated_tiles.data() + _animated_tiles.size()) {
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const TileIndex curr = *ti;
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switch (GetTileType(curr)) {
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case MP_HOUSE:
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AnimateTile_Town(curr);
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break;
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case MP_STATION:
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AnimateTile_Station(curr);
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break;
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case MP_INDUSTRY:
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AnimateTile_Industry(curr);
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break;
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case MP_OBJECT:
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AnimateTile_Object(curr);
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break;
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default:
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NOT_REACHED();
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}
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/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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* deleting an element we've already processed and pushing the rest one
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* slot to the left. We can detect this by checking whether the index
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* in the current slot has changed - if it has, an element has been deleted,
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* and we should process the current slot again instead of going forward.
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* NOTE: this will still break if more than one animated tile is being
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* deleted during the same AnimateTile call, but no code seems to
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* be doing this anyway.
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*/
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if (*ti == curr) ++ti;
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}
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}
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/**
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* Initialize all animated tile variables to some known begin point
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*/
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void InitializeAnimatedTiles()
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{
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_animated_tiles.clear();
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}
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