31 if (to_remove != _animated_tiles.
End()) {
57 while (ti < _animated_tiles.
End()) {
69 if (*ti == curr) ++ti;
78 _animated_tiles.
Clear();
void AddAnimatedTile(TileIndex tile)
Add the given tile to the animated tile table (if it does not exist on that table yet)...
Simple vector class that allows allocating an item without the need to copy this->data needlessly...
void ErasePreservingOrder(uint pos, uint count=1)
Remove items from the vector while preserving the order of other items.
Types for recording game performance data.
void Clear()
Remove all items from the list.
const T * Begin() const
Get the pointer to the first item (const)
Simple vector template class.
const T * End() const
Get the pointer behind the last valid item (const)
Functions related to (drawing on) viewports.
Functions related to the allocation of memory.
void DeleteAnimatedTile(TileIndex tile)
Removes the given tile from the animated tile table.
Definition of base types and functions in a cross-platform compatible way.
A number of safeguards to prevent using unsafe methods.
const T * Find(const T &item) const
Search for the first occurrence of an item.
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
Time spent processing other world features.
uint32 TileIndex
The index/ID of a Tile.
void InitializeAnimatedTiles()
Initialize all animated tile variables to some known begin point.
bool Include(const T &item)
Tests whether a item is present in the vector, and appends it to the end if not.
void AnimateAnimatedTiles()
Animate all tiles in the animated tile list, i.e. call AnimateTile on them.
Generic 'commands' that can be performed on all tiles.
SmallVector< TileIndex, 256 > _animated_tiles
The table/list with animated tiles.