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authorbjarni <bjarni@openttd.org>2006-09-24 15:01:02 +0000
committerbjarni <bjarni@openttd.org>2006-09-24 15:01:02 +0000
commit8f4a4a81da0e11db1cf1947d393eb12344edfbc9 (patch)
tree680aa98cd17642b6eb9f646e79fac71932347f3c /ship_gui.c
parent1c56a5ae0fefac5636a7f93c3bed9285fca558d8 (diff)
downloadopenttd-8f4a4a81da0e11db1cf1947d393eb12344edfbc9.tar.xz
(svn r6503) -Codechange: added a function to tell what vehicles a depot contains
This will ensure that you can always get the same list when checking for vehicles in a depot (no need to duplicate code for each place, that needs such a list) Since the vehicles are only looped once for each redraw, drawing speed is around twice as fast (measured to be 114%-121% faster depending on the number of vehicles in the game)
Diffstat (limited to 'ship_gui.c')
-rw-r--r--ship_gui.c83
1 files changed, 39 insertions, 44 deletions
diff --git a/ship_gui.c b/ship_gui.c
index 3853200dd..6a1fcda09 100644
--- a/ship_gui.c
+++ b/ship_gui.c
@@ -606,9 +606,10 @@ void ShowShipViewWindow(const Vehicle *v)
static void DrawShipDepotWindow(Window *w)
{
+ Vehicle **vl = WP(w, traindepot_d).vehicle_list;
TileIndex tile;
- Vehicle *v;
- int num,x,y;
+ int x, y, max;
+ uint16 num = WP(w, traindepot_d).engine_count;
Depot *depot;
tile = w->window_number;
@@ -618,10 +619,6 @@ static void DrawShipDepotWindow(Window *w)
IsTileOwner(tile, _local_player) ? 0 : ((1 << 4) | (1 << 7));
/* determine amount of items for scroller */
- num = 0;
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_Ship && IsShipInDepot(v) && v->tile == tile) num++;
- }
SetVScrollCount(w, (num + w->hscroll.cap - 1) / w->hscroll.cap);
/* locate the depot struct */
@@ -634,30 +631,28 @@ static void DrawShipDepotWindow(Window *w)
x = 2;
y = 15;
num = w->vscroll.pos * w->hscroll.cap;
+ max = min(WP(w, traindepot_d).engine_count, num + (w->vscroll.cap * w->hscroll.cap));
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_Ship && IsShipInDepot(v) && v->tile == tile &&
- --num < 0 && num >= -w->vscroll.cap * w->hscroll.cap) {
- DrawShipImage(v, x+19, y, WP(w,traindepot_d).sel);
+ for (; num < max; num++) {
+ const Vehicle *v = vl[num];
+ DrawShipImage(v, x + 19, y, WP(w,traindepot_d).sel);
- SetDParam(0, v->unitnumber);
- DrawString(x, y+2, (uint16)(v->max_age-366) >= v->age ? STR_00E2 : STR_00E3, 0);
+ SetDParam(0, v->unitnumber);
+ DrawString(x, y + 2, (uint16)(v->max_age-366) >= v->age ? STR_00E2 : STR_00E3, 0);
- DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, x, y + 9);
+ DrawSprite((v->vehstatus & VS_STOPPED) ? SPR_FLAG_VEH_STOPPED : SPR_FLAG_VEH_RUNNING, x, y + 9);
- if ((x+=90) == 2 + 90 * w->hscroll.cap) {
- x = 2;
- y += 24;
- }
+ if ((x += 90) == 2 + 90 * w->hscroll.cap) {
+ x = 2;
+ y += 24;
}
}
}
static int GetVehicleFromShipDepotWndPt(const Window *w, int x, int y, Vehicle **veh)
{
+ Vehicle **vl = WP(w, traindepot_d).vehicle_list;
uint xt,row,xm,ym;
- TileIndex tile;
- Vehicle *v;
int pos;
xt = x / 90;
@@ -670,23 +665,16 @@ static int GetVehicleFromShipDepotWndPt(const Window *w, int x, int y, Vehicle *
pos = (row + w->vscroll.pos) * w->hscroll.cap + xt;
- tile = w->window_number;
- FOR_ALL_VEHICLES(v) {
- if (v->type == VEH_Ship && v->vehstatus & VS_HIDDEN && v->tile == tile &&
- --pos < 0) {
- *veh = v;
- if (xm >= 19) return 0;
- if (ym <= 10) return -1; /* show window */
- return -2; /* start stop */
- }
- }
-
- return 1; /* outside */
+ if (WP(w, traindepot_d).engine_count <= pos) return 1; // empty block, so no vehicle is selected
+ *veh = vl[pos];
+ if (xm >= 19) return 0; // drag vehicle
+ if (ym <= 10) return -1; // show window
+ return -2; // start stop
}
static void ShipDepotClick(Window *w, int x, int y)
{
- Vehicle *v;
+ Vehicle *v = NULL;
int mode = GetVehicleFromShipDepotWndPt(w, x, y, &v);
// share / copy orders
@@ -746,34 +734,40 @@ static void ClonePlaceObj(const Window *w)
static void ShipDepotWndProc(Window *w, WindowEvent *e)
{
switch (e->event) {
+ case WE_CREATE:
+ WP(w, traindepot_d).vehicle_list = NULL;
+ WP(w, traindepot_d).engine_count = 0;
+ break;
+
case WE_PAINT:
+ BuildDepotVehicleList(VEH_Ship, w->window_number, &WP(w, traindepot_d).vehicle_list, &WP(w, traindepot_d).engine_list_length, &WP(w, traindepot_d).engine_count, NULL, NULL, NULL);
DrawShipDepotWindow(w);
break;
case WE_CLICK:
switch (e->we.click.widget) {
- case 5:
+ case 5: // List
ShipDepotClick(w, e->we.click.pt.x, e->we.click.pt.y);
break;
- case 7:
+ case 7: // Build vehicle
ResetObjectToPlace();
ShowBuildShipWindow(w->window_number);
break;
- case 8: /* clone button */
+ case 8: // Clone button
InvalidateWidget(w, 8);
- TOGGLEBIT(w->click_state, 8);
+ TOGGLEBIT(w->click_state, 8);
- if (HASBIT(w->click_state, 8)) {
- _place_clicked_vehicle = NULL;
- SetObjectToPlaceWnd(SPR_CURSOR_CLONE, VHM_RECT, w);
- } else {
- ResetObjectToPlace();
- }
- break;
+ if (HASBIT(w->click_state, 8)) {
+ _place_clicked_vehicle = NULL;
+ SetObjectToPlaceWnd(SPR_CURSOR_CLONE, VHM_RECT, w);
+ } else {
+ ResetObjectToPlace();
+ }
+ break;
- case 9: ScrollMainWindowToTile(w->window_number); break;
+ case 9: ScrollMainWindowToTile(w->window_number); break;
}
break;
@@ -799,6 +793,7 @@ static void ShipDepotWndProc(Window *w, WindowEvent *e)
case WE_DESTROY:
DeleteWindowById(WC_BUILD_VEHICLE, w->window_number);
+ free((void*)WP(w, traindepot_d).vehicle_list);
break;
case WE_DRAGDROP: