void AnimateAnimatedTiles()
Animate all tiles in the animated tile list, i.e. call AnimateTile on them.
std::vector< TileIndex > _animated_tiles
The table/list with animated tiles.
void AddAnimatedTile(TileIndex tile, bool mark_dirty)
Add the given tile to the animated tile table (if it does not exist yet).
void InitializeAnimatedTiles()
Initialize all animated tile variables to some known begin point.
void DeleteAnimatedTile(TileIndex tile, bool immediate)
Stops animation on the given tile.
Maps accessors for animated tiles.
AnimatedTileState
Animation state of a possibly-animated tile.
@ Animated
Tile is animated.
@ Deleted
Tile was animated but should be removed.
@ None
Tile is not animated.
void SetAnimatedTileState(Tile t, AnimatedTileState state)
Set the animated state of a tile.
AnimatedTileState GetAnimatedTileState(Tile t)
Get the animated state of a tile.
Types for recording game performance data.
@ PFE_GL_LANDSCAPE
Time spent processing other world features.
void MarkTileDirtyByTile(TileIndex tile, int bridge_level_offset, int tile_height_override)
Mark a tile given by its index dirty for repaint.
A number of safeguards to prevent using unsafe methods.
Definition of base types and functions in a cross-platform compatible way.
Generic 'commands' that can be performed on all tiles.
Functions related to (drawing on) viewports.