- Added fpdoc paths
- Started some documenting - Added TScreenBuffer.UpdateSortOrder to handle elevations
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@ -10,6 +10,7 @@
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<MainUnit Value="0"/>
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<TargetFileExt Value=".exe"/>
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</General>
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<LazDoc Paths="../doc"/>
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<VersionInfo>
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<ProjectVersion Value=""/>
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</VersionInfo>
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@ -223,6 +223,7 @@ type
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function Iterate(var ABlockInfo: PBlockInfo): Boolean;
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procedure Sort;
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procedure UpdateShortcuts;
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function UpdateSortOrder(AItem: TWorldItem): PBlockInfo;
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{ Events }
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procedure OnTileRemoved(ATile: TMulBlock);
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end;
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@ -1380,6 +1381,55 @@ begin
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FShortCutsValid := True;
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end;
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function TScreenBuffer.UpdateSortOrder(AItem: TWorldItem): PBlockInfo;
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var
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newNodePosition, oldNode, oldNodePrev, current: PBlockInfo;
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begin
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newNodePosition := nil;
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oldNode := nil;
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oldNodePrev := nil;
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current := FShortCuts[0];
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while (current <> nil) and ((oldNode = nil) or (newNodePosition = nil)) do
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begin
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if current^.Item = AItem then
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oldNode := current
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else if oldNode = nil then
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oldNodePrev := current;
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if newNodePosition = nil then
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begin
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if (current^.Next = nil) or (CompareWorldItems(AItem, current^.Next^.Item) < 0) then
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newNodePosition := current;
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end;
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current := current^.Next;
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end;
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if oldNode <> newNodePosition then
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begin
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if oldNodePrev <> oldNode then
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begin
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if oldNodePrev = nil then
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FShortCuts[0] := oldNode^.Next
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else
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oldNodePrev^.Next := oldNode^.Next;
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end;
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if (newNodePosition = FShortCuts[0]) and (CompareWorldItems(AItem, FShortCuts[0]^.Item) < 0) then
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begin
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oldNode^.Next := FShortCuts[0];
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FShortCuts[0] := oldNode;
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end else
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begin
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oldNode^.Next := newNodePosition^.Next;
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newNodePosition^.Next := oldNode;
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end;
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end;
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Result := oldNode;
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end;
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procedure TScreenBuffer.OnTileRemoved(ATile: TMulBlock);
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begin
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Delete(TWorldItem(ATile));
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@ -275,7 +275,7 @@ type
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FTextureManager: TLandTextureManager;
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FScreenBuffer: TScreenBuffer;
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FScreenBufferValid: Boolean;
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FScreenBufferSorted: Boolean;
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FScreenBufferIndexed: Boolean;
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FCurrentTile: TWorldItem;
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FSelectedTile: TWorldItem;
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FGhostTile: TWorldItem;
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@ -1773,10 +1773,10 @@ begin
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if not FScreenBufferValid then
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RebuildScreenBuffer;
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if not FScreenBufferSorted then
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if not FScreenBufferIndexed then
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begin
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FScreenBuffer.Sort;
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FScreenBufferSorted := True;
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FScreenBuffer.UpdateShortcuts;
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FScreenBufferIndexed := True;
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end;
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{if acFilter.Checked then
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@ -2039,7 +2039,9 @@ end;
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procedure TfrmMain.OnStaticElevated(AStaticItem: TStaticItem);
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begin
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FScreenBufferSorted := False;
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AStaticItem.PrioritySolver := FScreenBuffer.GetSerial;
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PrepareScreenBlock(FScreenBuffer.UpdateSortOrder(AStaticItem));
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FScreenBufferIndexed := False;
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end;
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procedure TfrmMain.OnStaticInserted(AStaticItem: TStaticItem);
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@ -2200,7 +2202,7 @@ begin
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FScreenBuffer.UpdateShortcuts;
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FScreenBufferValid := True;
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FScreenBufferSorted := True;
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FScreenBufferIndexed := True;
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end;
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procedure TfrmMain.UpdateCurrentTile;
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@ -0,0 +1,63 @@
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<?xml version="1.0"?>
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<fpdoc-descriptions>
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<package name="CentrED">
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<module name="ULandscape">
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<element name="TScreenBuffer.UpdateSortOrder">
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<short>Moves the BlockInfo up or down depending on the new sort order</short>
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<descr>The function iterates through the list of blocks to find the new position where the item should be stored and to find the item's block.
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Afterwards it moves this block to its new position and returns the block for further usage.</descr>
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</element>
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<element name="TScreenBuffer">
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<short>Stores all items that are (visible) on the screen.</short>
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<descr>TScreenBuffer contains a linked list of all items that should be visible on the screen, stored in <link id="TBlockInfo"/>.</descr>
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</element>
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<element name="TBlockInfo">
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<short>Contains the necessary information to identify and draw items on the screen.</short>
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</element>
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<element name="TBlockInfo.ScreenRect">
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<short>The coordinates on the screen. (as rectangle)</short>
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</element>
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<element name="TBlockInfo.DrawQuad">
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<short>The coordinates for the OpenGL drawing function.</short>
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</element>
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<element name="TBlockInfo.Item">
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<short>A reference to the item to be drawn.</short>
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</element>
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<element name="TBlockInfo.HighRes">
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<short>Contains the high resolution (TexMap) texture if available and necessary.</short>
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</element>
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<element name="TBlockInfo.LowRes">
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<short>Contains the default "normal" resolution graphic (Art).</short>
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</element>
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<element name="TBlockInfo.Normals">
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<short>The normals used for lighting on map tiles.</short>
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</element>
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<element name="TBlockInfo.State">
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<short>Holds the current state of the tile. This can be used for filtering.</short>
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</element>
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<element name="TBlockInfo.Highlighted">
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<short>If enabled, the tile is drawn as highlighted.</short>
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</element>
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<element name="TBlockInfo.Next">
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<short>A reference to the next block (linked list).</short>
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</element>
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<element name="TScreenState">
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<short>Defines the state for screen blocks (see <link id="TBlockInfo.State"/>).</short>
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</element>
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<element name="TScreenState.ssNormal">
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<short>The normal state of an item.</short>
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</element>
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<element name="TScreenState.ssFiltered">
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<short>Specifies that the item should be "hidden". A fast way to remove it from the screen while keeping the sort order.</short>
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</element>
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<element name="TScreenState.ssGhost">
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<short>Defines the item as being a ghost item.</short>
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<descr>A ghost item is ignored in the hit test but still drawn as a normal (highlighted) tile.
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They are used to visualize an insert/map draw operation to the user.</descr>
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</element>
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<element name="PBlockInfo">
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<short>A reference to TBlockInfo.</short>
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</element>
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</module>
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</package>
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</fpdoc-descriptions>
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