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@@ -106,6 +106,15 @@ enum FoundationPart {
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FOUNDATION_PART_END
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};
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/** Mode of "sprite combining"
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* @see StartSpriteCombine
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*/
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enum SpriteCombineMode {
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SPRITE_COMBINE_NONE, ///< Every #AddSortableSpriteToDraw start its own bounding box
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SPRITE_COMBINE_PENDING, ///< %Sprite combining will start with the next unclipped sprite.
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SPRITE_COMBINE_ACTIVE, ///< %Sprite combining is active. #AddSortableSpriteToDraw outputs child sprites.
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};
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typedef SmallVector<TileSpriteToDraw, 64> TileSpriteToDrawVector;
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typedef SmallVector<StringSpriteToDraw, 4> StringSpriteToDrawVector;
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typedef SmallVector<ParentSpriteToDraw, 64> ParentSpriteToDrawVector;
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@@ -124,7 +133,7 @@ struct ViewportDrawer {
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int *last_child;
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byte combine_sprites;
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SpriteCombineMode combine_sprites; ///< Current mode of "sprite combining". @see StartSpriteCombine
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int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
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FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
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@@ -619,7 +628,7 @@ void AddSortableSpriteToDraw(SpriteID im
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pal = PALETTE_TO_TRANSPARENT;
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}
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if (_vd.combine_sprites == 2) {
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if (_vd.combine_sprites == SPRITE_COMBINE_ACTIVE) {
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AddCombinedSprite(image, pal, x, y, z, sub);
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return;
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}
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@@ -683,17 +692,41 @@ void AddSortableSpriteToDraw(SpriteID im
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_vd.last_child = &ps->first_child;
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if (_vd.combine_sprites == 1) _vd.combine_sprites = 2;
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if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
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}
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/**
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* Starts a block of sprites, which are "combined" into a single bounding box.
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*
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* Subsequent calls to #AddSortableSpriteToDraw will be drawn into the same bounding box.
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* That is: The first sprite that is not clipped by the viewport defines the bounding box, and
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* the following sprites will be child sprites to that one.
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*
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* That implies:
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* - The drawing order is definite. No other sprites will be sorted between those of the block.
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* - You have to provide a valid bounding box for all sprites,
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* as you won't know which one is the first non-clipped one.
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* Preferable you use the same bounding box for all.
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* - You cannot use #AddChildSpriteScreen inside the block, as its result will be indefinite.
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*
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* The block is terminated by #EndSpriteCombine.
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*
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* You cannot nest "combined" blocks.
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*/
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void StartSpriteCombine()
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{
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_vd.combine_sprites = 1;
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assert(_vd.combine_sprites == SPRITE_COMBINE_NONE);
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_vd.combine_sprites = SPRITE_COMBINE_PENDING;
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}
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/**
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* Terminates a block of sprites started by #StartSpriteCombine.
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* Take a look there for details.
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*/
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void EndSpriteCombine()
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{
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_vd.combine_sprites = 0;
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assert(_vd.combine_sprites != SPRITE_COMBINE_NONE);
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_vd.combine_sprites = SPRITE_COMBINE_NONE;
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}
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/**
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@@ -1451,7 +1484,7 @@ void ViewportDoDraw(const ViewPort *vp,
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_vd.dpi.zoom = vp->zoom;
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int mask = ScaleByZoom(-1, vp->zoom);
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_vd.combine_sprites = 0;
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_vd.combine_sprites = SPRITE_COMBINE_NONE;
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_vd.dpi.width = (right - left) & mask;
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_vd.dpi.height = (bottom - top) & mask;
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