 2a868b9f3b
			
		
	
	2a868b9f3b
	
	
	
		
			
			Frame rate and various game loop/graphics timing measurements and graphs. Accessible via the Help menu, and can print some stats in the console via the fps command.
		
			
				
	
	
		
			80 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			80 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /* $Id$ */
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| 
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| /*
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|  * This file is part of OpenTTD.
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|  * 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.
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|  * 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.
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|  * 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/>.
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|  */
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| 
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| /** @file animated_tile.cpp Everything related to animated tiles. */
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| 
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| #include "stdafx.h"
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| #include "core/alloc_func.hpp"
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| #include "core/smallvec_type.hpp"
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| #include "tile_cmd.h"
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| #include "viewport_func.h"
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| #include "framerate_type.h"
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| 
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| #include "safeguards.h"
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| 
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| /** The table/list with animated tiles. */
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| SmallVector<TileIndex, 256> _animated_tiles;
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| 
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| /**
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|  * Removes the given tile from the animated tile table.
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|  * @param tile the tile to remove
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|  */
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| void DeleteAnimatedTile(TileIndex tile)
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| {
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| 	TileIndex *to_remove = _animated_tiles.Find(tile);
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| 	if (to_remove != _animated_tiles.End()) {
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| 		/* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */
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| 		_animated_tiles.ErasePreservingOrder(to_remove);
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| 		MarkTileDirtyByTile(tile);
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| 	}
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| }
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| 
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| /**
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|  * Add the given tile to the animated tile table (if it does not exist
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|  * on that table yet). Also increases the size of the table if necessary.
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|  * @param tile the tile to make animated
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|  */
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| void AddAnimatedTile(TileIndex tile)
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| {
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| 	MarkTileDirtyByTile(tile);
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| 	_animated_tiles.Include(tile);
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| }
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| 
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| /**
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|  * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
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|  */
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| void AnimateAnimatedTiles()
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| {
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| 	PerformanceAccumulator framerate(PFE_GL_LANDSCAPE);
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| 
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| 	const TileIndex *ti = _animated_tiles.Begin();
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| 	while (ti < _animated_tiles.End()) {
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| 		const TileIndex curr = *ti;
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| 		AnimateTile(curr);
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| 		/* During the AnimateTile call, DeleteAnimatedTile could have been called,
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| 		 * deleting an element we've already processed and pushing the rest one
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| 		 * slot to the left. We can detect this by checking whether the index
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| 		 * in the current slot has changed - if it has, an element has been deleted,
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| 		 * and we should process the current slot again instead of going forward.
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| 		 * NOTE: this will still break if more than one animated tile is being
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| 		 *       deleted during the same AnimateTile call, but no code seems to
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| 		 *       be doing this anyway.
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| 		 */
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| 		if (*ti == curr) ++ti;
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| 	}
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| }
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| 
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| /**
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|  * Initialize all animated tile variables to some known begin point
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|  */
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| void InitializeAnimatedTiles()
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| {
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| 	_animated_tiles.Clear();
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| }
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