Add non-animated SSSE3 blitter
[openttd/fttd.git] / src / animated_tile.cpp
blob8995275e90957af41a8a78d6e498a8bf54ebc30c
1 /* $Id$ */
3 /*
4 * This file is part of OpenTTD.
5 * 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.
6 * 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.
7 * 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 <http://www.gnu.org/licenses/>.
8 */
10 /** @file animated_tile.cpp Everything related to animated tiles. */
12 #include "stdafx.h"
13 #include "core/alloc_func.hpp"
14 #include "tile_cmd.h"
15 #include "viewport_func.h"
17 /** The table/list with animated tiles. */
18 TileIndex *_animated_tile_list = NULL;
19 /** The number of animated tiles in the current state. */
20 uint _animated_tile_count = 0;
21 /** The number of slots for animated tiles allocated currently. */
22 uint _animated_tile_allocated = 0;
24 /**
25 * Removes the given tile from the animated tile table.
26 * @param tile the tile to remove
28 void DeleteAnimatedTile(TileIndex tile)
30 for (TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
31 if (tile == *ti) {
32 /* Remove the hole
33 * The order of the remaining elements must stay the same, otherwise the animation loop
34 * may miss a tile; that's why we must use memmove instead of just moving the last element.
36 memmove(ti, ti + 1, (_animated_tile_list + _animated_tile_count - (ti + 1)) * sizeof(*ti));
37 _animated_tile_count--;
38 MarkTileDirtyByTile(tile);
39 return;
44 /**
45 * Add the given tile to the animated tile table (if it does not exist
46 * on that table yet). Also increases the size of the table if necessary.
47 * @param tile the tile to make animated
49 void AddAnimatedTile(TileIndex tile)
51 MarkTileDirtyByTile(tile);
53 for (const TileIndex *ti = _animated_tile_list; ti < _animated_tile_list + _animated_tile_count; ti++) {
54 if (tile == *ti) return;
57 /* Table not large enough, so make it larger */
58 if (_animated_tile_count == _animated_tile_allocated) {
59 _animated_tile_allocated *= 2;
60 _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, _animated_tile_allocated);
63 _animated_tile_list[_animated_tile_count] = tile;
64 _animated_tile_count++;
67 /**
68 * Animate all tiles in the animated tile list, i.e.\ call AnimateTile on them.
70 void AnimateAnimatedTiles()
72 const TileIndex *ti = _animated_tile_list;
73 while (ti < _animated_tile_list + _animated_tile_count) {
74 const TileIndex curr = *ti;
75 AnimateTile(curr);
76 /* During the AnimateTile call, DeleteAnimatedTile could have been called,
77 * deleting an element we've already processed and pushing the rest one
78 * slot to the left. We can detect this by checking whether the index
79 * in the current slot has changed - if it has, an element has been deleted,
80 * and we should process the current slot again instead of going forward.
81 * NOTE: this will still break if more than one animated tile is being
82 * deleted during the same AnimateTile call, but no code seems to
83 * be doing this anyway.
85 if (*ti == curr) ++ti;
89 /**
90 * Initialize all animated tile variables to some known begin point
92 void InitializeAnimatedTiles()
94 _animated_tile_list = ReallocT<TileIndex>(_animated_tile_list, 256);
95 _animated_tile_count = 0;
96 _animated_tile_allocated = 256;