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authorrubidium <rubidium@openttd.org>2008-04-16 21:06:21 +0000
committerrubidium <rubidium@openttd.org>2008-04-16 21:06:21 +0000
commit1367c9016149f3e750bf5cb2b0f7cbe0dbfaee1b (patch)
treedc02ad2a4260e84ae5e31d2f6df3f92b80a15bdf /src/viewport.cpp
parent4703eb20368acdebc3481dcb8397bcc0c466da67 (diff)
downloadopenttd-1367c9016149f3e750bf5cb2b0f7cbe0dbfaee1b.tar.xz
(svn r12741) -Codechange: do not allocate the viewport drawer each time on the stack, but only once and reuse this.
Diffstat (limited to 'src/viewport.cpp')
-rw-r--r--src/viewport.cpp177
1 files changed, 84 insertions, 93 deletions
diff --git a/src/viewport.cpp b/src/viewport.cpp
index 8a5cb43d3..f53a1daa8 100644
--- a/src/viewport.cpp
+++ b/src/viewport.cpp
@@ -153,7 +153,7 @@ struct ViewportDrawer {
Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
};
-static ViewportDrawer *_cur_vd;
+static ViewportDrawer _vd;
TileHighlightData _thd;
static TileInfo *_cur_ti;
@@ -477,7 +477,7 @@ void DrawGroundSpriteAt(SpriteID image, SpriteID pal, int32 x, int32 y, byte z,
{
assert((image & SPRITE_MASK) < MAX_SPRITES);
- TileSpriteToDraw *ts = _cur_vd->tile_sprites_to_draw.Append();
+ TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
ts->image = image;
ts->pal = pal;
ts->sub = sub;
@@ -500,19 +500,18 @@ void DrawGroundSpriteAt(SpriteID image, SpriteID pal, int32 x, int32 y, byte z,
*/
static void AddChildSpriteToFoundation(SpriteID image, SpriteID pal, const SubSprite *sub, FoundationPart foundation_part, int extra_offs_x, int extra_offs_y)
{
- ViewportDrawer *vd = _cur_vd;
assert(IsInsideMM(foundation_part, 0, FOUNDATION_PART_END));
- assert(vd->foundation[foundation_part] != -1);
- Point offs = vd->foundation_offset[foundation_part];
+ assert(_vd.foundation[foundation_part] != -1);
+ Point offs = _vd.foundation_offset[foundation_part];
/* Change the active ChildSprite list to the one of the foundation */
- int *old_child = vd->last_child;
- vd->last_child = vd->last_foundation_child[foundation_part];
+ int *old_child = _vd.last_child;
+ _vd.last_child = _vd.last_foundation_child[foundation_part];
AddChildSpriteScreen(image, pal, offs.x + extra_offs_x, offs.y + extra_offs_y, false, sub);
/* Switch back to last ChildSprite list */
- vd->last_child = old_child;
+ _vd.last_child = old_child;
}
/**
@@ -525,12 +524,11 @@ static void AddChildSpriteToFoundation(SpriteID image, SpriteID pal, const SubSp
*/
void DrawGroundSprite(SpriteID image, SpriteID pal, const SubSprite *sub)
{
- ViewportDrawer *vd = _cur_vd;
/* Switch to first foundation part, if no foundation was drawn */
- if (vd->foundation_part == FOUNDATION_PART_NONE) vd->foundation_part = FOUNDATION_PART_NORMAL;
+ if (_vd.foundation_part == FOUNDATION_PART_NONE) _vd.foundation_part = FOUNDATION_PART_NORMAL;
- if (vd->foundation[vd->foundation_part] != -1) {
- AddChildSpriteToFoundation(image, pal, sub, vd->foundation_part, 0, 0);
+ if (_vd.foundation[_vd.foundation_part] != -1) {
+ AddChildSpriteToFoundation(image, pal, sub, _vd.foundation_part, 0, 0);
} else {
DrawGroundSpriteAt(image, pal, _cur_ti->x, _cur_ti->y, _cur_ti->z, sub);
}
@@ -546,24 +544,23 @@ void DrawGroundSprite(SpriteID image, SpriteID pal, const SubSprite *sub)
*/
void OffsetGroundSprite(int x, int y)
{
- ViewportDrawer *vd = _cur_vd;
/* Switch to next foundation part */
- switch (vd->foundation_part) {
+ switch (_vd.foundation_part) {
case FOUNDATION_PART_NONE:
- vd->foundation_part = FOUNDATION_PART_NORMAL;
+ _vd.foundation_part = FOUNDATION_PART_NORMAL;
break;
case FOUNDATION_PART_NORMAL:
- vd->foundation_part = FOUNDATION_PART_HALFTILE;
+ _vd.foundation_part = FOUNDATION_PART_HALFTILE;
break;
default: NOT_REACHED();
}
- /* vd->last_child == NULL if foundation sprite was clipped by the viewport bounds */
- if (vd->last_child != NULL) vd->foundation[vd->foundation_part] = vd->parent_sprites_to_draw.items - 1;
+ /* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
+ if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.items - 1;
- vd->foundation_offset[vd->foundation_part].x = x;
- vd->foundation_offset[vd->foundation_part].y = y;
- vd->last_foundation_child[vd->foundation_part] = vd->last_child;
+ _vd.foundation_offset[_vd.foundation_part].x = x;
+ _vd.foundation_offset[_vd.foundation_part].y = y;
+ _vd.last_foundation_child[_vd.foundation_part] = _vd.last_child;
}
/**
@@ -579,17 +576,16 @@ void OffsetGroundSprite(int x, int y)
*/
static void AddCombinedSprite(SpriteID image, SpriteID pal, int x, int y, byte z, const SubSprite *sub)
{
- const ViewportDrawer *vd = _cur_vd;
Point pt = RemapCoords(x, y, z);
const Sprite* spr = GetSprite(image & SPRITE_MASK);
- if (pt.x + spr->x_offs >= vd->dpi.left + vd->dpi.width ||
- pt.x + spr->x_offs + spr->width <= vd->dpi.left ||
- pt.y + spr->y_offs >= vd->dpi.top + vd->dpi.height ||
- pt.y + spr->y_offs + spr->height <= vd->dpi.top)
+ if (pt.x + spr->x_offs >= _vd.dpi.left + _vd.dpi.width ||
+ pt.x + spr->x_offs + spr->width <= _vd.dpi.left ||
+ pt.y + spr->y_offs >= _vd.dpi.top + _vd.dpi.height ||
+ pt.y + spr->y_offs + spr->height <= _vd.dpi.top)
return;
- const ParentSpriteToDraw *pstd = vd->parent_sprites_to_draw.End() - 1;
+ const ParentSpriteToDraw *pstd = _vd.parent_sprites_to_draw.End() - 1;
AddChildSpriteScreen(image, pal, pt.x - pstd->left, pt.y - pstd->top, false, sub);
}
@@ -619,7 +615,6 @@ static void AddCombinedSprite(SpriteID image, SpriteID pal, int x, int y, byte z
*/
void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w, int h, int dz, int z, bool transparent, int bb_offset_x, int bb_offset_y, int bb_offset_z, const SubSprite *sub)
{
- ViewportDrawer *vd = _cur_vd;
int32 left, right, top, bottom;
assert((image & SPRITE_MASK) < MAX_SPRITES);
@@ -630,12 +625,12 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
pal = PALETTE_TO_TRANSPARENT;
}
- if (vd->combine_sprites == 2) {
+ if (_vd.combine_sprites == 2) {
AddCombinedSprite(image, pal, x, y, z, sub);
return;
}
- vd->last_child = NULL;
+ _vd.last_child = NULL;
Point pt = RemapCoords(x, y, z);
int tmp_left, tmp_top, tmp_x = pt.x, tmp_y = pt.y;
@@ -663,14 +658,14 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
}
/* Do not add the sprite to the viewport, if it is outside */
- if (left >= vd->dpi.left + vd->dpi.width ||
- right <= vd->dpi.left ||
- top >= vd->dpi.top + vd->dpi.height ||
- bottom <= vd->dpi.top) {
+ if (left >= _vd.dpi.left + _vd.dpi.width ||
+ right <= _vd.dpi.left ||
+ top >= _vd.dpi.top + _vd.dpi.height ||
+ bottom <= _vd.dpi.top) {
return;
}
- ParentSpriteToDraw *ps = vd->parent_sprites_to_draw.Append();
+ ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
ps->x = tmp_x;
ps->y = tmp_y;
@@ -690,22 +685,22 @@ void AddSortableSpriteToDraw(SpriteID image, SpriteID pal, int x, int y, int w,
ps->zmax = z + max(bb_offset_z, dz) - 1;
ps->comparison_done = false;
- ps->first_child = vd->child_screen_sprites_to_draw.items;
- ps->last_child = vd->child_screen_sprites_to_draw.items;
+ ps->first_child = _vd.child_screen_sprites_to_draw.items;
+ ps->last_child = _vd.child_screen_sprites_to_draw.items;
- vd->last_child = &ps->last_child;
+ _vd.last_child = &ps->last_child;
- if (vd->combine_sprites == 1) vd->combine_sprites = 2;
+ if (_vd.combine_sprites == 1) _vd.combine_sprites = 2;
}
void StartSpriteCombine()
{
- _cur_vd->combine_sprites = 1;
+ _vd.combine_sprites = 1;
}
void EndSpriteCombine()
{
- _cur_vd->combine_sprites = 0;
+ _vd.combine_sprites = 0;
}
/**
@@ -720,12 +715,10 @@ void EndSpriteCombine()
*/
void AddChildSpriteScreen(SpriteID image, SpriteID pal, int x, int y, bool transparent, const SubSprite *sub)
{
- ViewportDrawer *vd = _cur_vd;
-
assert((image & SPRITE_MASK) < MAX_SPRITES);
/* If the ParentSprite was clipped by the viewport bounds, do not draw the ChildSprites either */
- if (vd->last_child == NULL) return;
+ if (_vd.last_child == NULL) return;
/* make the sprites transparent with the right palette */
if (transparent) {
@@ -735,7 +728,7 @@ void AddChildSpriteScreen(SpriteID image, SpriteID pal, int x, int y, bool trans
/* Append the sprite to the active ChildSprite list.
* If the active ParentSprite is a foundation, update last_foundation_child as well. */
- ChildScreenSpriteToDraw *cs = vd->child_screen_sprites_to_draw.Append();
+ ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
cs->image = image;
cs->pal = pal;
cs->sub = sub;
@@ -743,13 +736,13 @@ void AddChildSpriteScreen(SpriteID image, SpriteID pal, int x, int y, bool trans
cs->y = y;
cs->next = NULL;
- *vd->last_child = vd->child_screen_sprites_to_draw.items;
+ *_vd.last_child = _vd.child_screen_sprites_to_draw.items;
}
/* Returns a StringSpriteToDraw */
void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, uint16 color, uint16 width)
{
- StringSpriteToDraw *ss = _cur_vd->string_sprites_to_draw.Append();
+ StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
ss->string = string;
ss->x = x;
ss->y = y;
@@ -774,7 +767,7 @@ void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 para
static void DrawSelectionSprite(SpriteID image, SpriteID pal, const TileInfo *ti, int z_offset, FoundationPart foundation_part)
{
/* FIXME: This is not totally valid for some autorail highlights, that extent over the edges of the tile. */
- if (_cur_vd->foundation[foundation_part] == -1) {
+ if (_vd.foundation[foundation_part] == -1) {
/* draw on real ground */
DrawGroundSpriteAt(image, pal, ti->x, ti->y, ti->z + z_offset);
} else {
@@ -947,7 +940,6 @@ static void DrawTileSelection(const TileInfo *ti)
static void ViewportAddLandscape()
{
- ViewportDrawer *vd = _cur_vd;
int x, y, width, height;
TileInfo ti;
bool direction;
@@ -955,14 +947,14 @@ static void ViewportAddLandscape()
_cur_ti = &ti;
/* Transform into tile coordinates and round to closest full tile */
- x = ((vd->dpi.top >> 1) - (vd->dpi.left >> 2)) & ~0xF;
- y = ((vd->dpi.top >> 1) + (vd->dpi.left >> 2) - 0x10) & ~0xF;
+ x = ((_vd.dpi.top >> 1) - (_vd.dpi.left >> 2)) & ~0xF;
+ y = ((_vd.dpi.top >> 1) + (_vd.dpi.left >> 2) - 0x10) & ~0xF;
/* determine size of area */
{
Point pt = RemapCoords(x, y, 241);
- width = (vd->dpi.left + vd->dpi.width - pt.x + 95) >> 6;
- height = (vd->dpi.top + vd->dpi.height - pt.y) >> 5 << 1;
+ width = (_vd.dpi.left + _vd.dpi.width - pt.x + 95) >> 6;
+ height = (_vd.dpi.top + _vd.dpi.height - pt.y) >> 5 << 1;
}
assert(width > 0);
@@ -997,11 +989,11 @@ static void ViewportAddLandscape()
y_cur += 0x10;
x_cur -= 0x10;
- vd->foundation_part = FOUNDATION_PART_NONE;
- vd->foundation[0] = -1;
- vd->foundation[1] = -1;
- vd->last_foundation_child[0] = NULL;
- vd->last_foundation_child[1] = NULL;
+ _vd.foundation_part = FOUNDATION_PART_NONE;
+ _vd.foundation[0] = -1;
+ _vd.foundation[1] = -1;
+ _vd.last_foundation_child[0] = NULL;
+ _vd.last_foundation_child[1] = NULL;
_tile_type_procs[tt]->draw_tile_proc(&ti);
DrawTileSelection(&ti);
@@ -1461,57 +1453,56 @@ static void ViewportDrawStrings(DrawPixelInfo *dpi, const StringSpriteToDrawVect
void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom)
{
- ViewportDrawer vd;
- int mask;
- int x;
- int y;
- DrawPixelInfo *old_dpi;
-
- _cur_vd = &vd;
+ DrawPixelInfo *old_dpi = _cur_dpi;
+ _cur_dpi = &_vd.dpi;
- old_dpi = _cur_dpi;
- _cur_dpi = &vd.dpi;
+ _vd.dpi.zoom = vp->zoom;
+ int mask = ScaleByZoom(-1, vp->zoom);
- vd.dpi.zoom = vp->zoom;
- mask = ScaleByZoom(-1, vp->zoom);
+ _vd.combine_sprites = 0;
- vd.combine_sprites = 0;
+ _vd.dpi.width = (right - left) & mask;
+ _vd.dpi.height = (bottom - top) & mask;
+ _vd.dpi.left = left & mask;
+ _vd.dpi.top = top & mask;
+ _vd.dpi.pitch = old_dpi->pitch;
+ _vd.last_child = NULL;
- vd.dpi.width = (right - left) & mask;
- vd.dpi.height = (bottom - top) & mask;
- vd.dpi.left = left & mask;
- vd.dpi.top = top & mask;
- vd.dpi.pitch = old_dpi->pitch;
- vd.last_child = NULL;
+ int x = UnScaleByZoom(_vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
+ int y = UnScaleByZoom(_vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
- x = UnScaleByZoom(vd.dpi.left - (vp->virtual_left & mask), vp->zoom) + vp->left;
- y = UnScaleByZoom(vd.dpi.top - (vp->virtual_top & mask), vp->zoom) + vp->top;
-
- vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
+ _vd.dpi.dst_ptr = BlitterFactoryBase::GetCurrentBlitter()->MoveTo(old_dpi->dst_ptr, x - old_dpi->left, y - old_dpi->top);
ViewportAddLandscape();
- ViewportAddVehicles(&vd.dpi);
- DrawTextEffects(&vd.dpi);
+ ViewportAddVehicles(&_vd.dpi);
+ DrawTextEffects(&_vd.dpi);
- ViewportAddTownNames(&vd.dpi);
- ViewportAddStationNames(&vd.dpi);
- ViewportAddSigns(&vd.dpi);
- ViewportAddWaypoints(&vd.dpi);
+ ViewportAddTownNames(&_vd.dpi);
+ ViewportAddStationNames(&_vd.dpi);
+ ViewportAddSigns(&_vd.dpi);
+ ViewportAddWaypoints(&_vd.dpi);
- if (vd.tile_sprites_to_draw.items != 0) ViewportDrawTileSprites(&vd.tile_sprites_to_draw);
+ if (_vd.tile_sprites_to_draw.items != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
- for (ParentSpriteToDraw *it = vd.parent_sprites_to_draw.Begin(); it != vd.parent_sprites_to_draw.End(); it++) {
- *vd.parent_sprites_to_sort.Append() = it;
+ ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
+ for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
+ *_vd.parent_sprites_to_sort.Append() = it;
}
- ViewportSortParentSprites(&vd.parent_sprites_to_sort);
- ViewportDrawParentSprites(&vd.parent_sprites_to_sort, &vd.child_screen_sprites_to_draw);
+ ViewportSortParentSprites(&_vd.parent_sprites_to_sort);
+ ViewportDrawParentSprites(&_vd.parent_sprites_to_sort, &_vd.child_screen_sprites_to_draw);
- if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&vd.parent_sprites_to_sort);
+ if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
- if (vd.string_sprites_to_draw.items != 0) ViewportDrawStrings(&vd.dpi, &vd.string_sprites_to_draw);
+ if (_vd.string_sprites_to_draw.items != 0) ViewportDrawStrings(&_vd.dpi, &_vd.string_sprites_to_draw);
_cur_dpi = old_dpi;
+
+ _vd.string_sprites_to_draw.items = 0;
+ _vd.tile_sprites_to_draw.items = 0;
+ _vd.parent_sprites_to_draw.items = 0;
+ _vd.parent_sprites_to_sort.items = 0;
+ _vd.child_screen_sprites_to_draw.items = 0;
}
/** Make sure we don't draw a too big area at a time.