Files
openttd-android/src/genworld.h
Patric Stout 970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00

101 lines
4.3 KiB
C

/*
* This file is part of OpenTTD.
* 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.
* 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.
* 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/>.
*/
/** @file genworld.h Functions related to world/map generation. */
#ifndef GENWORLD_H
#define GENWORLD_H
#include "company_type.h"
#include <thread>
/** Constants related to world generation */
enum LandscapeGenerator {
/* Order of these enums has to be the same as in lang/english.txt
* Otherwise you will get inconsistent behaviour. */
LG_ORIGINAL = 0, ///< The original landscape generator
LG_TERRAGENESIS = 1, ///< TerraGenesis Perlin landscape generator
};
static const uint32 GENERATE_NEW_SEED = UINT32_MAX; ///< Create a new random seed
/** Modes for GenerateWorld */
enum GenWorldMode {
GWM_NEWGAME = 0, ///< Generate a map for a new game
GWM_EMPTY = 1, ///< Generate an empty map (sea-level)
GWM_RANDOM = 2, ///< Generate a random map for SE
GWM_HEIGHTMAP = 3, ///< Generate a newgame from a heightmap
};
/** Smoothness presets. */
enum TgenSmoothness {
TGEN_SMOOTHNESS_BEGIN, ///< First smoothness value.
TGEN_SMOOTHNESS_VERY_SMOOTH = TGEN_SMOOTHNESS_BEGIN, ///< Smoothness preset 'very smooth'.
TGEN_SMOOTHNESS_SMOOTH, ///< Smoothness preset 'smooth'.
TGEN_SMOOTHNESS_ROUGH, ///< Smoothness preset 'rough'.
TGEN_SMOOTHNESS_VERY_ROUGH, ///< Smoothness preset 'very rough'.
TGEN_SMOOTHNESS_END, ///< Used to iterate.
};
static const uint CUSTOM_SEA_LEVEL_NUMBER_DIFFICULTY = 4; ///< Value for custom sea level in difficulty settings.
static const uint CUSTOM_SEA_LEVEL_MIN_PERCENTAGE = 1; ///< Minimum percentage a user can specify for custom sea level.
static const uint CUSTOM_SEA_LEVEL_MAX_PERCENTAGE = 90; ///< Maximum percentage a user can specify for custom sea level.
typedef void GWDoneProc(); ///< Procedure called when the genworld process finishes
typedef void GWAbortProc(); ///< Called when genworld is aborted
/** Properties of current genworld process */
struct GenWorldInfo {
bool abort; ///< Whether to abort the thread ASAP
GenWorldMode mode; ///< What mode are we making a world in
CompanyID lc; ///< The local_company before generating
uint size_x; ///< X-size of the map
uint size_y; ///< Y-size of the map
GWDoneProc *proc; ///< Proc that is called when done (can be nullptr)
GWAbortProc *abortp; ///< Proc that is called when aborting (can be nullptr)
};
/** Current stage of world generation process */
enum GenWorldProgress {
GWP_MAP_INIT, ///< Initialize/allocate the map, start economy
GWP_LANDSCAPE, ///< Create the landscape
GWP_RIVER, ///< Create the rivers
GWP_ROUGH_ROCKY, ///< Make rough and rocky areas
GWP_TOWN, ///< Generate towns
GWP_INDUSTRY, ///< Generate industries
GWP_OBJECT, ///< Generate objects (radio tower, light houses)
GWP_TREE, ///< Generate trees
GWP_GAME_INIT, ///< Initialize the game
GWP_RUNTILELOOP, ///< Runs the tile loop 1280 times to make snow etc
GWP_RUNSCRIPT, ///< Runs the game script at most 2500 times, or when ever the script sleeps
GWP_GAME_START, ///< Really prepare to start the game
GWP_CLASS_COUNT
};
/* genworld.cpp */
void GenerateWorldSetCallback(GWDoneProc *proc);
void GenerateWorldSetAbortCallback(GWAbortProc *proc);
void GenerateWorld(GenWorldMode mode, uint size_x, uint size_y, bool reset_settings = true);
void AbortGeneratingWorld();
bool IsGeneratingWorldAborted();
void HandleGeneratingWorldAbortion();
/* genworld_gui.cpp */
void SetNewLandscapeType(byte landscape);
void SetGeneratingWorldProgress(GenWorldProgress cls, uint total);
void IncreaseGeneratingWorldProgress(GenWorldProgress cls);
void PrepareGenerateWorldProgress();
void ShowGenerateWorldProgress();
void StartNewGameWithoutGUI(uint32 seed);
void ShowCreateScenario();
void StartScenarioEditor();
extern bool _generating_world;
#endif /* GENWORLD_H */