Files @ r23516:763b689dacfc
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Location: cpp/openttd-patchpack/source/src/animated_tile.cpp

Henry Wilson
Codechange: [core] Implement SmallVector using std::vector

The public and protected interface to SmallVector are unchanged
SmallVector now requires that items be default constructible
This isn't an issue since some contained items were previously created
uninitialized.

Temporary default constructors are added to the following structs
- SmallPair
- SmallStackItem
- GRFPresence

Where vector<bool> is required, transition immediately to std::vector
to avoid returning proxy object references.
/* $Id$ */

/*
 * 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 animated_tile.cpp Everything related to animated tiles. */

#include "stdafx.h"
#include "core/alloc_func.hpp"
#include "core/smallvec_type.hpp"
#include "tile_cmd.h"
#include "viewport_func.h"
#include "framerate_type.h"

#include "safeguards.h"

/** The table/list with animated tiles. */
SmallVector<TileIndex, 256> _animated_tiles;

/**
 * Removes the given tile from the animated tile table.
 * @param tile the tile to remove
 */
void DeleteAnimatedTile(TileIndex tile)
{
	TileIndex *to_remove = _animated_tiles.Find(tile);
	if (to_remove != _animated_tiles.End()) {
		/* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
		_animated_tiles.ErasePreservingOrder(to_remove);
		MarkTileDirtyByTile(tile);
	}
}

/**
 * Add the given tile to the animated tile table (if it does not exist
 * on that table yet). Also increases the size of the table if necessary.
 * @param tile the tile to make animated
 */
void AddAnimatedTile(TileIndex tile)
{
	MarkTileDirtyByTile(tile);
	_animated_tiles.Include(tile);
}

/**
 * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
 */
void AnimateAnimatedTiles()
{
	PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);

	const TileIndex *ti = _animated_tiles.Begin();
	while (ti < _animated_tiles.End()) {
		const TileIndex curr = *ti;
		AnimateTile(curr);
		/* During the AnimateTile call, DeleteAnimatedTile could have been called,
		 * deleting an element we've already processed and pushing the rest one
		 * slot to the left. We can detect this by checking whether the index
		 * in the current slot has changed - if it has, an element has been deleted,
		 * and we should process the current slot again instead of going forward.
		 * NOTE: this will still break if more than one animated tile is being
		 *       deleted during the same AnimateTile call, but no code seems to
		 *       be doing this anyway.
		 */
		if (*ti == curr) ++ti;
	}
}

/**
 * Initialize all animated tile variables to some known begin point
 */
void InitializeAnimatedTiles()
{
	_animated_tiles.Clear();
}