Files @ r22926:82779a967ee2
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Location: cpp/openttd-patchpack/source/src/progress.cpp

Niels Martin Hansen
Change: Modernise music control logic implementation (#6839)

Rewrite of almost the entire music control logic to a more modern style, hopefully also easier to understand. The old playlist handling made it look like arcane magic, which it doesn't have to be.

- Playlists are now stored in std::vector of objects instead of arrays of bytes with magic sentinel values, that need to be rotated around all the time. Position in playlist is stored as a simple index.
- The theme song is now reserved for the title screen, it doesn't play on any of the standard playlists, but is still available for use on custom playlists.
- When the player enters/leaves the game from the main menu, the music always restarts.
- Playback state (playing or not) is kept even if music becomes unavailable due to an empty playlist (or an empty music set), so it can restart immediately if music becomes available again.
- The shuffle algorithm was changed to a standard Fisher-Yates.
- Possibly better behavior when editing a custom playlist while it's playing.
- Custom playlists should be compatible.
- Framework for supporting custom playlists with songs from multiple music sets.
/* $Id$ */

/*
 * 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 progress.cpp Functions for modal progress windows. */

#include "stdafx.h"
#include "thread/thread.h"

#include "safeguards.h"

/** Are we in a modal progress or not? */
bool _in_modal_progress = false;
bool _first_in_modal_loop = false;
/** Rights for the performing work. */
ThreadMutex *_modal_progress_work_mutex = ThreadMutex::New();
/** Rights for the painting. */
ThreadMutex *_modal_progress_paint_mutex = ThreadMutex::New();

/**
 * Set the modal progress state.
 * @note Makes IsFirstModalProgressLoop return true for the next call.
 * @param state The new state; are we modal or not?
 */
void SetModalProgress(bool state)
{
	_in_modal_progress = state;
	_first_in_modal_loop = true;
}

/**
 * Check whether this is the first modal progress loop.
 * @note Set by SetModalProgress, unset by calling this method.
 * @return True if this is the first loop.
 */
bool IsFirstModalProgressLoop()
{
	bool ret = _first_in_modal_loop;
	_first_in_modal_loop = false;
	return ret;
}