/* * This file is part of OpenTTD. * 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. * 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. * 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 . */ /** @file animated_tile.cpp Everything related to animated tiles. */ #include "stdafx.h" #include "core/container_func.hpp" #include "tile_cmd.h" #include "viewport_func.h" #include "framerate_type.h" #include "safeguards.h" /** The table/list with animated tiles. */ std::vector _animated_tiles; /** * Removes the given tile from the animated tile table. * @param tile the tile to remove */ void DeleteAnimatedTile(TileIndex tile) { auto to_remove = std::find(_animated_tiles.begin(), _animated_tiles.end(), tile); if (to_remove != _animated_tiles.end()) { /* The order of the remaining elements must stay the same, otherwise the animation loop may miss a tile. */ _animated_tiles.erase(to_remove); MarkTileDirtyByTile(tile); } } /** * Add the given tile to the animated tile table (if it does not exist * on that table yet). Also increases the size of the table if necessary. * @param tile the tile to make animated */ void AddAnimatedTile(TileIndex tile) { MarkTileDirtyByTile(tile); include(_animated_tiles, tile); } /** * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them. */ void AnimateAnimatedTiles() { PerformanceAccumulator framerate(PFE_GL_LANDSCAPE); const TileIndex *ti = _animated_tiles.data(); while (ti < _animated_tiles.data() + _animated_tiles.size()) { const TileIndex curr = *ti; AnimateTile(curr); /* During the AnimateTile call, DeleteAnimatedTile could have been called, * deleting an element we've already processed and pushing the rest one * slot to the left. We can detect this by checking whether the index * in the current slot has changed - if it has, an element has been deleted, * and we should process the current slot again instead of going forward. * NOTE: this will still break if more than one animated tile is being * deleted during the same AnimateTile call, but no code seems to * be doing this anyway. */ if (*ti == curr) ++ti; } } /** * Initialize all animated tile variables to some known begin point */ void InitializeAnimatedTiles() { _animated_tiles.clear(); }