FULLPIPE: Made object sorting stable. This removes flicker in many scenes

This commit is contained in:
Eugene Sandulenko 2016-09-23 09:58:00 +02:00
parent a46ac56015
commit c9d01a0cfd
2 changed files with 14 additions and 1 deletions

View File

@ -469,10 +469,18 @@ bool Scene::compareObjPriority(const void *p1, const void *p2) {
if (((const GameObject *)p1)->_priority > ((const GameObject *)p2)->_priority)
return true;
if (((const GameObject *)p1)->_priority == ((const GameObject *)p2)->_priority)
if (((const GameObject *)p1)->_cnum > ((const GameObject *)p2)->_cnum)
return true;
return false;
}
void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bool skipFirst) {
// Ensure the sort is stable
for (uint i = 0; i < list.size(); i++)
list[i]->_cnum = i;
if (skipFirst) {
Common::Array<StaticANIObject *>::iterator s = list.begin();
@ -485,6 +493,10 @@ void Scene::objectList_sortByPriority(Common::Array<StaticANIObject *> &list, bo
}
void Scene::objectList_sortByPriority(Common::Array<PictureObject *> &list, bool skipFirst) {
// Ensure the sort is stable
for (uint i = 0; i < list.size(); i++)
list[i]->_cnum = i;
if (skipFirst) {
Common::Array<PictureObject *>::iterator s = list.begin();

View File

@ -110,8 +110,9 @@ enum ObjType {
class CObject {
public:
ObjType _objtype;
uint _cnum;
CObject() : _objtype(kObjTypeDefault) {}
CObject() : _objtype(kObjTypeDefault), _cnum(0) {}
virtual bool load(MfcArchive &in) { return true; }
virtual void save(MfcArchive &out) { error("Not implemented for obj type: %d", _objtype); }
virtual ~CObject() {}