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Location: cpp/openttd-patchpack/source/src/game/game_scanner.cpp - annotation
r24860:fb2788d47d86
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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.
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_scanner.cpp allows scanning Game scripts */
#include "../stdafx.h"
#include "../script/squirrel_class.hpp"
#include "game_info.hpp"
#include "game_scanner.hpp"
#include "../safeguards.h"
void GameScannerInfo::Initialize()
{
ScriptScanner::Initialize("GSScanner");
}
void GameScannerInfo::GetScriptName(ScriptInfo *info, char *name, const char *last)
{
seprintf(name, last, "%s", info->GetName());
}
void GameScannerInfo::RegisterAPI(class Squirrel *engine)
{
GameInfo::RegisterAPI(engine);
}
GameInfo *GameScannerInfo::FindInfo(const char *nameParam, int versionParam, bool force_exact_match)
{
if (this->info_list.size() == 0) return nullptr;
if (nameParam == nullptr) return nullptr;
char game_name[1024];
strecpy(game_name, nameParam, lastof(game_name));
strtolower(game_name);
if (versionParam == -1) {
/* We want to load the latest version of this Game script; so find it */
if (this->info_single_list.find(game_name) != this->info_single_list.end()) return static_cast<GameInfo *>(this->info_single_list[game_name]);
return nullptr;
}
if (force_exact_match) {
/* Try to find a direct 'name.version' match */
char game_name_tmp[1024];
seprintf(game_name_tmp, lastof(game_name_tmp), "%s.%d", game_name, versionParam);
strtolower(game_name_tmp);
if (this->info_list.find(game_name_tmp) != this->info_list.end()) return static_cast<GameInfo *>(this->info_list[game_name_tmp]);
return nullptr;
}
GameInfo *info = nullptr;
int version = -1;
/* See if there is a compatible Game script which goes by that name, with the highest
* version which allows loading the requested version */
for (const auto &item : this->info_list) {
GameInfo *i = static_cast<GameInfo *>(item.second);
if (strcasecmp(game_name, i->GetName()) == 0 && i->CanLoadFromVersion(versionParam) && (version == -1 || i->GetVersion() > version)) {
version = item.second->GetVersion();
info = i;
}
}
return info;
}
void GameScannerLibrary::Initialize()
{
ScriptScanner::Initialize("GSScanner");
}
void GameScannerLibrary::GetScriptName(ScriptInfo *info, char *name, const char *last)
{
GameLibrary *library = static_cast<GameLibrary *>(info);
seprintf(name, last, "%s.%s", library->GetCategory(), library->GetInstanceName());
}
void GameScannerLibrary::RegisterAPI(class Squirrel *engine)
{
GameLibrary::RegisterAPI(engine);
}
GameLibrary *GameScannerLibrary::FindLibrary(const char *library, int version)
{
/* Internally we store libraries as 'library.version' */
char library_name[1024];
seprintf(library_name, lastof(library_name), "%s.%d", library, version);
strtolower(library_name);
/* Check if the library + version exists */
ScriptInfoList::iterator it = this->info_list.find(library_name);
if (it == this->info_list.end()) return nullptr;
return static_cast<GameLibrary *>((*it).second);
}
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