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Location: cpp/openttd-patchpack/source/src/townname_type.h - annotation
r25014:e1f1bf3a062e
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Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
This allows drawing to happen while the GameLoop is doing an
iteration too.
Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.
Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.
This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r15610:623a23fb6560 r15610:623a23fb6560 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r17624:f2c5f47dceaa r24803:d9506734523b r21225:0dab0ea6d8cc r21225:0dab0ea6d8cc r21225:0dab0ea6d8cc r21225:0dab0ea6d8cc r13100:30174268a209 r24803:d9506734523b r24803:d9506734523b r13100:30174268a209 r23140:4e420922ab96 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 r24803:d9506734523b r24803:d9506734523b r24803:d9506734523b r13100:30174268a209 r13100:30174268a209 r17624:f2c5f47dceaa r13100:30174268a209 r13100:30174268a209 r13100:30174268a209 | /*
* 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 townname_type.h
* Definition of structures used for generating town names.
*/
#ifndef TOWNNAME_TYPE_H
#define TOWNNAME_TYPE_H
#include "newgrf_townname.h"
#include "town_type.h"
#include "string_type.h"
#include <set>
#include <string>
typedef std::set<std::string> TownNames;
static constexpr uint BUILTIN_TOWNNAME_GENERATOR_COUNT = SPECSTR_TOWNNAME_LAST - SPECSTR_TOWNNAME_START + 1; ///< Number of built-in town name generators.
/**
* Struct holding parameters used to generate town name.
* Speeds things up a bit because these values are computed only once per name generation.
*/
struct TownNameParams {
uint32 grfid; ///< newgrf ID (0 if not used)
uint16 type; ///< town name style
/**
* Initializes this struct from language ID
* @param town_name town name 'language' ID
*/
TownNameParams(byte town_name)
{
bool grf = town_name >= BUILTIN_TOWNNAME_GENERATOR_COUNT;
this->grfid = grf ? GetGRFTownNameId(town_name - BUILTIN_TOWNNAME_GENERATOR_COUNT) : 0;
this->type = grf ? GetGRFTownNameType(town_name - BUILTIN_TOWNNAME_GENERATOR_COUNT) : SPECSTR_TOWNNAME_START + town_name;
}
TownNameParams(const Town *t);
};
#endif /* TOWNNAME_TYPE_H */
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