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Location: cpp/openttd-patchpack/source/src/object_base.h - annotation
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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 object_base.h Base for all objects. */
#ifndef OBJECT_BASE_H
#define OBJECT_BASE_H
#include "core/pool_type.hpp"
#include "object_type.h"
#include "tilearea_type.h"
#include "town_type.h"
#include "date_type.h"
typedef Pool<Object, ObjectID, 64, 0xFF0000> ObjectPool;
extern ObjectPool _object_pool;
/** An object, such as transmitter, on the map. */
struct Object : ObjectPool::PoolItem<&_object_pool> {
ObjectType type; ///< Type of the object
Town *town; ///< Town the object is built in
TileArea location; ///< Location of the object
Date build_date; ///< Date of construction
byte colour; ///< Colour of the object, for display purpose
byte view; ///< The view setting for this object
/** Make sure the object isn't zeroed. */
Object() {}
/** Make sure the right destructor is called as well! */
~Object() {}
static Object *GetByTile(TileIndex tile);
/**
* Increment the count of objects for this type.
* @param type ObjectType to increment
* @pre type < NUM_OBJECTS
*/
static inline void IncTypeCount(ObjectType type)
{
assert(type < NUM_OBJECTS);
counts[type]++;
}
/**
* Decrement the count of objects for this type.
* @param type ObjectType to decrement
* @pre type < NUM_OBJECTS
*/
static inline void DecTypeCount(ObjectType type)
{
assert(type < NUM_OBJECTS);
counts[type]--;
}
/**
* Get the count of objects for this type.
* @param type ObjectType to query
* @pre type < NUM_OBJECTS
*/
static inline uint16 GetTypeCount(ObjectType type)
{
assert(type < NUM_OBJECTS);
return counts[type];
}
/** Resets object counts. */
static inline void ResetTypeCounts()
{
memset(&counts, 0, sizeof(counts));
}
protected:
static uint16 counts[NUM_OBJECTS]; ///< Number of objects per type ingame
};
/**
* Keeps track of removed objects during execution/testruns of commands.
*/
struct ClearedObjectArea {
TileIndex first_tile; ///< The first tile being cleared, which then causes the whole object to be cleared.
TileArea area; ///< The area of the object.
};
ClearedObjectArea *FindClearedObject(TileIndex tile);
extern std::vector<ClearedObjectArea> _cleared_object_areas;
#endif /* OBJECT_BASE_H */
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