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(svn r13573) -Codechange: Use smallvec class functions instead of class members
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@@ -546,7 +546,7 @@ void OffsetGroundSprite(int x, int y)
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}
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/* _vd.last_child == NULL if foundation sprite was clipped by the viewport bounds */
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if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.items - 1;
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if (_vd.last_child != NULL) _vd.foundation[_vd.foundation_part] = _vd.parent_sprites_to_draw.Length() - 1;
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_vd.foundation_offset[_vd.foundation_part].x = x;
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_vd.foundation_offset[_vd.foundation_part].y = y;
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@@ -715,7 +715,7 @@ void AddChildSpriteScreen(SpriteID image, SpriteID pal, int x, int y, bool trans
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pal = PALETTE_TO_TRANSPARENT;
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}
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*_vd.last_child = _vd.child_screen_sprites_to_draw.items;
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*_vd.last_child = _vd.child_screen_sprites_to_draw.Length();
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ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
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cs->image = image;
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@@ -1478,7 +1478,7 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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ViewportAddSigns(&_vd.dpi);
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ViewportAddWaypoints(&_vd.dpi);
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if (_vd.tile_sprites_to_draw.items != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
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if (_vd.tile_sprites_to_draw.Length() != 0) ViewportDrawTileSprites(&_vd.tile_sprites_to_draw);
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ParentSpriteToDraw *psd_end = _vd.parent_sprites_to_draw.End();
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for (ParentSpriteToDraw *it = _vd.parent_sprites_to_draw.Begin(); it != psd_end; it++) {
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@@ -1490,15 +1490,15 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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if (_draw_bounding_boxes) ViewportDrawBoundingBoxes(&_vd.parent_sprites_to_sort);
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if (_vd.string_sprites_to_draw.items != 0) ViewportDrawStrings(&_vd.dpi, &_vd.string_sprites_to_draw);
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if (_vd.string_sprites_to_draw.Length() != 0) ViewportDrawStrings(&_vd.dpi, &_vd.string_sprites_to_draw);
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_cur_dpi = old_dpi;
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_vd.string_sprites_to_draw.items = 0;
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_vd.tile_sprites_to_draw.items = 0;
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_vd.parent_sprites_to_draw.items = 0;
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_vd.parent_sprites_to_sort.items = 0;
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_vd.child_screen_sprites_to_draw.items = 0;
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_vd.string_sprites_to_draw.Clear();
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_vd.tile_sprites_to_draw.Clear();
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_vd.parent_sprites_to_draw.Clear();
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_vd.parent_sprites_to_sort.Clear();
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_vd.child_screen_sprites_to_draw.Clear();
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}
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/** Make sure we don't draw a too big area at a time.
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