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author | smatz <smatz@openttd.org> | 2009-04-25 22:04:13 +0000 |
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committer | smatz <smatz@openttd.org> | 2009-04-25 22:04:13 +0000 |
commit | f09807bfe19c638fb440abd133e13aaa73a589f9 (patch) | |
tree | a091043feb428400487415f7b427afd525fc7f58 | |
parent | a36ab04d5dd345a020ab4168de11db8f7ea087cb (diff) | |
download | openttd-f09807bfe19c638fb440abd133e13aaa73a589f9.tar.xz |
(svn r16146) -Codechange: use faster algorithm in SetSelectionTilesDirty(). Up to 1000 times faster when large area is selected
-rw-r--r-- | src/dummy_land.cpp | 3 | ||||
-rw-r--r-- | src/viewport.cpp | 107 |
2 files changed, 79 insertions, 31 deletions
diff --git a/src/dummy_land.cpp b/src/dummy_land.cpp index bf0efde4a..355b41dfc 100644 --- a/src/dummy_land.cpp +++ b/src/dummy_land.cpp @@ -6,6 +6,7 @@ #include "tile_cmd.h" #include "command_func.h" #include "viewport_func.h" +#include "tile_map.h" #include "table/strings.h" #include "table/sprites.h" @@ -18,7 +19,7 @@ static void DrawTile_Dummy(TileInfo *ti) static uint GetSlopeZ_Dummy(TileIndex tile, uint x, uint y) { - return 0; + return TilePixelHeight(tile); } static Foundation GetFoundation_Dummy(TileIndex tile, Slope tileh) diff --git a/src/viewport.cpp b/src/viewport.cpp index 8e72a7036..aa32bc96d 100644 --- a/src/viewport.cpp +++ b/src/viewport.cpp @@ -1711,13 +1711,7 @@ void MarkTileDirtyByTile(TileIndex tile) void MarkTileDirty(int x, int y) { - uint z = 0; - Point pt; - - if (IsInsideMM(x, 0, MapSizeX() * TILE_SIZE) && - IsInsideMM(y, 0, MapSizeY() * TILE_SIZE)) - z = GetTileZ(TileVirtXY(x, y)); - pt = RemapCoords(x, y, z); + Point pt = RemapCoords(x, y, GetTileZ(TileVirtXY(x, y))); MarkAllViewportsDirty( pt.x - 31, @@ -1732,38 +1726,91 @@ void MarkTileDirty(int x, int y) * * This function marks the selected tiles as dirty for repaint * - * @note Documentation may be wrong (Progman) * @ingroup dirty */ static void SetSelectionTilesDirty() { - int y_size, x_size; - int x = _thd.pos.x; - int y = _thd.pos.y; + int x_start = _thd.pos.x; + int y_start = _thd.pos.y; + + int x_size = _thd.size.x; + int y_size = _thd.size.y; + + if (_thd.outersize.x != 0) { + x_size += _thd.outersize.x; + x_start += _thd.offs.x; + y_size += _thd.outersize.y; + y_start += _thd.offs.y; + } + + x_size -= TILE_SIZE; + y_size -= TILE_SIZE; + + assert(x_size >= 0); + assert(y_size >= 0); + + int x_end = Clamp(x_start + x_size, 0, MapSizeX() * TILE_SIZE - TILE_SIZE); + int y_end = Clamp(y_start + y_size, 0, MapSizeY() * TILE_SIZE - TILE_SIZE); + + x_start = Clamp(x_start, 0, MapSizeX() * TILE_SIZE - TILE_SIZE); + y_start = Clamp(y_start, 0, MapSizeY() * TILE_SIZE - TILE_SIZE); + + /* make sure everything is multiple of TILE_SIZE */ + assert((x_end | y_end | x_start | y_start) % TILE_SIZE == 0); + + /* How it works: + * Suppose we have to mark dirty rectangle of 3x4 tiles: + * x + * xxx + * xxxxx + * xxxxx + * xxx + * x + * This algorithm marks dirty columns of tiles, so it is done in 3+4-1 steps: + * 1) x 2) x + * xxx Oxx + * Oxxxx xOxxx + * xxxxx Oxxxx + * xxx xxx + * x x + * And so forth... + */ - x_size = _thd.size.x; - y_size = _thd.size.y; + int top_x = x_end; // coordinates of top dirty tile + int top_y = y_start; + int bot_x = top_x; // coordinates of bottom dirty tile + int bot_y = top_y; - if (_thd.outersize.x) { - x_size += _thd.outersize.x; - x += _thd.offs.x; - y_size += _thd.outersize.y; - y += _thd.offs.y; - } + do { + Point top = RemapCoords2(top_x, top_y); // topmost dirty point + Point bot = RemapCoords2(bot_x + TILE_SIZE - 1, bot_y + TILE_SIZE - 1); // bottommost point - assert(x_size > 0); - assert(y_size > 0); + /* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle), + * tile height/slope affects only the 'y' on-screen coordinate! */ - x_size += x; - y_size += y; + int l = top.x - (TILE_PIXELS - 2); // 'x' coordinate of left side of dirty rectangle + int t = top.y; // 'y' coordinate of top side -//- + int r = top.x + (TILE_PIXELS - 2); // right side of dirty rectangle + int b = bot.y; // bottom -//- - do { - int y_bk = y; - do { - MarkTileDirty(x, y); - } while ( (y += TILE_SIZE) != y_size); - y = y_bk; - } while ( (x += TILE_SIZE) != x_size); + static const int OVERLAY_WIDTH = 4; // part of selection sprites is drawn outside the selected area + + MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH); + + /* haven't we reached the topmost tile yet? */ + if (top_x != x_start) { + top_x -= TILE_SIZE; + } else { + top_y += TILE_SIZE; + } + + /* the way the bottom tile changes is different when we reach the bottommost tile */ + if (bot_y != y_end) { + bot_y += TILE_SIZE; + } else { + bot_x -= TILE_SIZE; + } + } while (bot_x >= top_x); } |