forked from mirror/OpenTTD
Codechange: Replaced SmallVector::Append() with std::vector::[push|emplace]_back()
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@@ -499,13 +499,14 @@ static void AddTileSpriteToDraw(SpriteID image, PaletteID pal, int32 x, int32 y,
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{
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assert((image & SPRITE_MASK) < MAX_SPRITES);
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TileSpriteToDraw *ts = _vd.tile_sprites_to_draw.Append();
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ts->image = image;
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ts->pal = pal;
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ts->sub = sub;
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/*C++17: TileSpriteToDraw &ts = */ _vd.tile_sprites_to_draw.emplace_back();
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TileSpriteToDraw &ts = _vd.tile_sprites_to_draw.back();
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ts.image = image;
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ts.pal = pal;
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ts.sub = sub;
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Point pt = RemapCoords(x, y, z);
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ts->x = pt.x + extra_offs_x;
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ts->y = pt.y + extra_offs_y;
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ts.x = pt.x + extra_offs_x;
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ts.y = pt.y + extra_offs_y;
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}
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/**
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@@ -708,29 +709,30 @@ void AddSortableSpriteToDraw(SpriteID image, PaletteID pal, int x, int y, int w,
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return;
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}
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ParentSpriteToDraw *ps = _vd.parent_sprites_to_draw.Append();
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ps->x = tmp_x;
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ps->y = tmp_y;
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/*C++17: ParentSpriteToDraw &ps = */ _vd.parent_sprites_to_draw.emplace_back();
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ParentSpriteToDraw &ps = _vd.parent_sprites_to_draw.back();
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ps.x = tmp_x;
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ps.y = tmp_y;
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ps->left = tmp_left;
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ps->top = tmp_top;
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ps.left = tmp_left;
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ps.top = tmp_top;
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ps->image = image;
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ps->pal = pal;
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ps->sub = sub;
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ps->xmin = x + bb_offset_x;
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ps->xmax = x + max(bb_offset_x, w) - 1;
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ps.image = image;
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ps.pal = pal;
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ps.sub = sub;
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ps.xmin = x + bb_offset_x;
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ps.xmax = x + max(bb_offset_x, w) - 1;
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ps->ymin = y + bb_offset_y;
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ps->ymax = y + max(bb_offset_y, h) - 1;
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ps.ymin = y + bb_offset_y;
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ps.ymax = y + max(bb_offset_y, h) - 1;
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ps->zmin = z + bb_offset_z;
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ps->zmax = z + max(bb_offset_z, dz) - 1;
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ps.zmin = z + bb_offset_z;
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ps.zmax = z + max(bb_offset_z, dz) - 1;
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ps->comparison_done = false;
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ps->first_child = -1;
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ps.comparison_done = false;
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ps.first_child = -1;
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_vd.last_child = &ps->first_child;
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_vd.last_child = &ps.first_child;
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if (_vd.combine_sprites == SPRITE_COMBINE_PENDING) _vd.combine_sprites = SPRITE_COMBINE_ACTIVE;
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}
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@@ -826,33 +828,35 @@ void AddChildSpriteScreen(SpriteID image, PaletteID pal, int x, int y, bool tran
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*_vd.last_child = _vd.child_screen_sprites_to_draw.size();
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ChildScreenSpriteToDraw *cs = _vd.child_screen_sprites_to_draw.Append();
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cs->image = image;
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cs->pal = pal;
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cs->sub = sub;
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cs->x = scale ? x * ZOOM_LVL_BASE : x;
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cs->y = scale ? y * ZOOM_LVL_BASE : y;
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cs->next = -1;
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/*C++17: ChildScreenSpriteToDraw &cs = */ _vd.child_screen_sprites_to_draw.emplace_back();
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ChildScreenSpriteToDraw &cs = _vd.child_screen_sprites_to_draw.back();
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cs.image = image;
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cs.pal = pal;
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cs.sub = sub;
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cs.x = scale ? x * ZOOM_LVL_BASE : x;
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cs.y = scale ? y * ZOOM_LVL_BASE : y;
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cs.next = -1;
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/* Append the sprite to the active ChildSprite list.
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* If the active ParentSprite is a foundation, update last_foundation_child as well.
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* Note: ChildSprites of foundations are NOT sequential in the vector, as selection sprites are added at last. */
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if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs->next;
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if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs->next;
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_vd.last_child = &cs->next;
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if (_vd.last_foundation_child[0] == _vd.last_child) _vd.last_foundation_child[0] = &cs.next;
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if (_vd.last_foundation_child[1] == _vd.last_child) _vd.last_foundation_child[1] = &cs.next;
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_vd.last_child = &cs.next;
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}
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static void AddStringToDraw(int x, int y, StringID string, uint64 params_1, uint64 params_2, Colours colour, uint16 width)
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{
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assert(width != 0);
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StringSpriteToDraw *ss = _vd.string_sprites_to_draw.Append();
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ss->string = string;
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ss->x = x;
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ss->y = y;
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ss->params[0] = params_1;
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ss->params[1] = params_2;
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ss->width = width;
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ss->colour = colour;
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/*C++17: StringSpriteToDraw &ss = */ _vd.string_sprites_to_draw.emplace_back();
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StringSpriteToDraw &ss = _vd.string_sprites_to_draw.back();
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ss.string = string;
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ss.x = x;
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ss.y = y;
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ss.params[0] = params_1;
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ss.params[1] = params_2;
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ss.width = width;
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ss.colour = colour;
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}
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@@ -1588,7 +1592,7 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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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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*_vd.parent_sprites_to_sort.Append() = it;
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_vd.parent_sprites_to_sort.push_back(it);
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}
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_vp_sprite_sorter(&_vd.parent_sprites_to_sort);
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