Files @ r24860:fb2788d47d86
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Location: cpp/openttd-patchpack/source/src/game/game_instance.cpp - annotation

Michael Lutz
Codechange: [OSX] Only keep a total dirty rect for drawing.

When drawing an 8bpp screen buffer, palette resolving was done for each
dirty rectangle. In areas with high activity, this would mean a pixel might
have been resolved multiple times. Also, if too many individual updates
were queued, the whole screen would be refreshed, even if unnecessary.

All other drivers only keep one overall dirty rect, so do it here as well.
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/*
 * 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 game_instance.cpp Implementation of GameInstance. */

#include "../stdafx.h"
#include "../error.h"

#include "../script/squirrel_class.hpp"

#include "../script/script_storage.hpp"
#include "../ai/ai_gui.hpp"
#include "game_config.hpp"
#include "game_info.hpp"
#include "game_instance.hpp"
#include "game_text.hpp"
#include "game.hpp"

/* Convert all Game related classes to Squirrel data. */
#include "../script/api/game/game_includes.hpp"

#include "../safeguards.h"


GameInstance::GameInstance() :
	ScriptInstance("GS")
{}

void GameInstance::Initialize(GameInfo *info)
{
	this->versionAPI = info->GetAPIVersion();

	/* Register the GameController */
	SQGSController_Register(this->engine);

	ScriptInstance::Initialize(info->GetMainScript(), info->GetInstanceName(), OWNER_DEITY);
}

void GameInstance::RegisterAPI()
{
	ScriptInstance::RegisterAPI();

	/* Register all classes */
	SQGS_RegisterAll(this->engine);

	RegisterGameTranslation(this->engine);

	if (!this->LoadCompatibilityScripts(this->versionAPI, GAME_DIR)) this->Died();
}

int GameInstance::GetSetting(const char *name)
{
	return GameConfig::GetConfig()->GetSetting(name);
}

ScriptInfo *GameInstance::FindLibrary(const char *library, int version)
{
	return (ScriptInfo *)Game::FindLibrary(library, version);
}

void GameInstance::Died()
{
	ScriptInstance::Died();

	ShowAIDebugWindow(OWNER_DEITY);

	const GameInfo *info = Game::GetInfo();
	if (info != nullptr) {
		ShowErrorMessage(STR_ERROR_AI_PLEASE_REPORT_CRASH, INVALID_STRING_ID, WL_WARNING);

		if (info->GetURL() != nullptr) {
			ScriptLog::Info("Please report the error to the following URL:");
			ScriptLog::Info(info->GetURL());
		}
	}
}

/**
 * DoCommand callback function for all commands executed by Game Scripts.
 * @param result The result of the command.
 * @param tile The tile on which the command was executed.
 * @param p1 p1 as given to DoCommandPInternal.
 * @param p2 p2 as given to DoCommandPInternal.
 * @param cmd cmd as given to DoCommandPInternal.
 */
void CcGame(const CommandCost &result, TileIndex tile, uint32 p1, uint32 p2, uint32 cmd)
{
	if (Game::GetGameInstance()->DoCommandCallback(result, tile, p1, p2, cmd)) {
		Game::GetGameInstance()->Continue();
	}
}

CommandCallback *GameInstance::GetDoCommandCallback()
{
	return &CcGame;
}