(svn r19756) -Codechange: move UpdateViewport() from Vehicle to SpecializedVehicle in order to improve performance

This commit is contained in:
smatz 2010-05-03 23:36:17 +00:00
parent fc646a16a4
commit 00a52cc475
6 changed files with 23 additions and 21 deletions

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@ -437,7 +437,7 @@ CommandCost CmdTurnRoadVeh(TileIndex tile, DoCommandFlag flags, uint32 p1, uint3
void RoadVehicle::MarkDirty()
{
for (Vehicle *v = this; v != NULL; v = v->Next()) {
for (RoadVehicle *v = this; v != NULL; v = v->Next()) {
v->UpdateViewport(false, false);
}
this->CargoChanged();

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@ -14,7 +14,7 @@
#include "vehicle_base.h"
void RecalcShipStuff(Vehicle *v);
void RecalcShipStuff(Ship *v);
void GetShipSpriteSize(EngineID engine, uint &width, uint &height);
/**

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@ -292,7 +292,7 @@ void Ship::UpdateDeltaXY(Direction direction)
this->z_extent = 6;
}
void RecalcShipStuff(Vehicle *v)
void RecalcShipStuff(Ship *v)
{
v->UpdateViewport(false, true);
SetWindowDirty(WC_VEHICLE_DEPOT, v->tile);

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@ -1771,7 +1771,7 @@ static void ReverseTrainDirection(Train *v)
v->ConsistChanged(true);
/* update all images */
for (Vehicle *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
for (Train *u = v; u != NULL; u = u->Next()) u->UpdateViewport(false, false);
/* update crossing we were approaching */
if (crossing != INVALID_TILE) UpdateLevelCrossing(crossing);
@ -2806,7 +2806,7 @@ TileIndex Train::GetOrderStationLocation(StationID station)
void Train::MarkDirty()
{
Vehicle *v = this;
Train *v = this;
do {
v->UpdateViewport(false, false);
} while ((v = v->Next()) != NULL);

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@ -1069,7 +1069,7 @@ void VehicleEnterDepot(Vehicle *v)
case VEH_SHIP:
SetWindowClassesDirty(WC_SHIPS_LIST);
Ship::From(v)->state = TRACK_BIT_DEPOT;
RecalcShipStuff(v);
RecalcShipStuff(Ship::From(v));
break;
case VEH_AIRCRAFT:

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@ -317,21 +317,6 @@ public:
*/
virtual uint Crash(bool flooded = false);
/**
* Update vehicle sprite- and position caches
* @param moved Was the vehicle moved?
* @param turned Did the vehicle direction change?
*/
inline void UpdateViewport(bool moved, bool turned)
{
extern void VehicleMove(Vehicle *v, bool update_viewport);
if (turned) this->UpdateDeltaXY(this->direction);
SpriteID old_image = this->cur_image;
this->cur_image = this->GetImage(this->direction);
if (moved || this->cur_image != old_image) VehicleMove(this, true);
}
/**
* Returns the Trackdir on which the vehicle is currently located.
* Works for trains and ships.
@ -661,6 +646,23 @@ struct SpecializedVehicle : public Vehicle {
assert(v->type == Type);
return (const T *)v;
}
/**
* Update vehicle sprite- and position caches
* @param moved Was the vehicle moved?
* @param turned Did the vehicle direction change?
*/
FORCEINLINE void UpdateViewport(bool moved, bool turned)
{
extern void VehicleMove(Vehicle *v, bool update_viewport);
/* Explicitly choose method to call to prevent vtable dereference -
* it gives ~3% runtime improvements in games with many vehicles */
if (turned) ((T *)this)->T::UpdateDeltaXY(this->direction);
SpriteID old_image = this->cur_image;
this->cur_image = ((T *)this)->T::GetImage(this->direction);
if (moved || this->cur_image != old_image) VehicleMove(this, true);
}
};
#define FOR_ALL_VEHICLES_OF_TYPE(name, var) FOR_ALL_ITEMS_FROM(name, vehicle_index, var, 0) if (var->type == name::EXPECTED_TYPE)