OpenTTD-patches/src/animated_tile.cpp
Niels Martin Hansen 2a868b9f3b Feature: Framerate display window (#6822)
Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
2018-07-19 21:17:07 +02:00

80 lines
2.6 KiB
C++

/* $Id$ */
/*
* 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. */
SmallVector<TileIndex, 256> _animated_tiles;
/**
* Removes the given tile from the animated tile table.
* @param tile the tile to remove
*/
void DeleteAnimatedTile(TileIndex tile)
{
TileIndex *to_remove = _animated_tiles.Find(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.ErasePreservingOrder(to_remove);
MarkTileDirtyByTile(tile);
}
}
/**
* 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);
_animated_tiles.Include(tile);
}
/**
* Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
*/
void AnimateAnimatedTiles()
{
PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
const TileIndex *ti = _animated_tiles.Begin();
while (ti < _animated_tiles.End()) {
const TileIndex curr = *ti;
AnimateTile(curr);
/* 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();
}