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Location: cpp/openttd-patchpack/source/src/animated_tile.cpp - annotation
r23292:6ef962e537f8
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text/x-c
Fix: [AzurePipelines] in case of a Pull Request, use that number (prefix with 'pr') as branchname
Otherwise the branch name is always 'merge', which is not really
useful or verbose.
Otherwise the branch name is always 'merge', which is not really
useful or verbose.
r9005:e59c0b10c56a r9005:e59c0b10c56a r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r12768:980ae0491352 r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r22807:e6e3e3473802 r17267:4f82ca9bd495 r17267:4f82ca9bd495 r22959:8c769e762c2f r9005:e59c0b10c56a r21383:942c32fb8b0e r21383:942c32fb8b0e r9005:e59c0b10c56a r22807:e6e3e3473802 r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r22807:e6e3e3473802 r22807:e6e3e3473802 r22807:e6e3e3473802 r22807:e6e3e3473802 r22807:e6e3e3473802 r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r22807:e6e3e3473802 r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r22959:8c769e762c2f r22959:8c769e762c2f r22807:e6e3e3473802 r22807:e6e3e3473802 r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r9005:e59c0b10c56a r22807:e6e3e3473802 r9005:e59c0b10c56a | /* $Id$ */
/*
* 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();
}
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