Codechange: Use GetVisibleRangeIterators()
in more places. (#12190)
This replaces more first/last index calculation, along with indexed array/vector access, with iterator access instead.
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@@ -626,9 +626,9 @@ public:
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if (this->vli.index != ALL_GROUP && this->grouping == GB_NONE) {
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/* Mark vehicles which are in sub-groups (only if we are not using shared order coalescing) */
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Rect mr = r.WithHeight(this->resize.step_height);
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size_t max = std::min<size_t>(this->vscroll->GetPosition() + this->vscroll->GetCapacity(), this->vehgroups.size());
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for (size_t i = this->vscroll->GetPosition(); i < max; ++i) {
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const Vehicle *v = this->vehgroups[i].GetSingleVehicle();
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auto [first, last] = this->vscroll->GetVisibleRangeIterators(this->vehgroups);
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for (auto it = first; it != last; ++it) {
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const Vehicle *v = it->GetSingleVehicle();
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if (v->group_id != this->vli.index) {
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GfxFillRect(mr.Shrink(WidgetDimensions::scaled.bevel), GetColourGradient(COLOUR_GREY, SHADE_DARK), FILLRECT_CHECKER);
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}
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