Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/bridge_map.h - annotation

Patric Stout
Fix #6319: [Win32] don't use clipping; draw whole screen every frame (#8726)

When we clip the region that is only been redrawn, something
weird happens on Windows. When pushing 60 frames per second on a
60Hz monitor, it appears that the clipped region is often shown
of another frame, instead of the current.

Examples of this are:
- pause the game, move your mouse to the left, and at the right
speed it totally disappears.
- fast aircrafts seem to be in several places at once, weirdly
lagging behind.
- in title screen, moving your mouse gives you the idea it is
jumping places, instead of smooth movements.

In the end, if you do nothing, everything is correct, so it is
eventually consistent. Just when we are firing many BitBlt in
a clipped region, the in-between is not.

What goes wrong exactly, I honestly do not know. On every frame
that we push to the DC is a mouse painted, but visually it
sometimes appears like it is not. Recording with external software
shows it really is there.
It is also not our eyes playing tricks on us, as the first example
makes it really clear the mouse pointer really is not painted.

And to be clear, with the mouse this is easiest reproduceable,
as high-speed objects are influences by this most. But this happens
for all movement that redraws small regions.

Either way, not using clipped regions resolves the issue completely,
and there appears to be little to no penalty (I failed to measure
any impact of drawing the full screen). So better have a good game
than fast code, I guess?
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/*
 * 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 bridge_map.h Map accessor functions for bridges. */

#ifndef BRIDGE_MAP_H
#define BRIDGE_MAP_H

#include "rail_map.h"
#include "road_map.h"
#include "bridge.h"
#include "water_map.h"

/**
 * Checks if this is a bridge, instead of a tunnel
 * @param t The tile to analyze
 * @pre IsTileType(t, MP_TUNNELBRIDGE)
 * @return true if the structure is a bridge one
 */
static inline bool IsBridge(TileIndex t)
{
	assert(IsTileType(t, MP_TUNNELBRIDGE));
	return HasBit(_m[t].m5, 7);
}

/**
 * checks if there is a bridge on this tile
 * @param t The tile to analyze
 * @return true if a bridge is present
 */
static inline bool IsBridgeTile(TileIndex t)
{
	return IsTileType(t, MP_TUNNELBRIDGE) && IsBridge(t);
}

/**
 * checks if a bridge is set above the ground of this tile
 * @param t The tile to analyze
 * @return true if a bridge is detected above
 */
static inline bool IsBridgeAbove(TileIndex t)
{
	return GB(_m[t].type, 2, 2) != 0;
}

/**
 * Determines the type of bridge on a tile
 * @param t The tile to analyze
 * @pre IsBridgeTile(t)
 * @return The bridge type
 */
static inline BridgeType GetBridgeType(TileIndex t)
{
	assert(IsBridgeTile(t));
	return GB(_me[t].m6, 2, 4);
}

/**
 * Get the axis of the bridge that goes over the tile. Not the axis or the ramp.
 * @param t The tile to analyze
 * @pre IsBridgeAbove(t)
 * @return the above mentioned axis
 */
static inline Axis GetBridgeAxis(TileIndex t)
{
	assert(IsBridgeAbove(t));
	return (Axis)(GB(_m[t].type, 2, 2) - 1);
}

TileIndex GetNorthernBridgeEnd(TileIndex t);
TileIndex GetSouthernBridgeEnd(TileIndex t);
TileIndex GetOtherBridgeEnd(TileIndex t);

int GetBridgeHeight(TileIndex tile);
/**
 * Get the height ('z') of a bridge in pixels.
 * @param tile the bridge ramp tile to get the bridge height from
 * @return the height of the bridge in pixels
 */
static inline int GetBridgePixelHeight(TileIndex tile)
{
	return GetBridgeHeight(tile) * TILE_HEIGHT;
}

/**
 * Remove the bridge over the given axis.
 * @param t the tile to remove the bridge from
 * @param a the axis of the bridge to remove
 */
static inline void ClearSingleBridgeMiddle(TileIndex t, Axis a)
{
	ClrBit(_m[t].type, 2 + a);
}

/**
 * Removes bridges from the given, that is bridges along the X and Y axis.
 * @param t the tile to remove the bridge from
 */
static inline void ClearBridgeMiddle(TileIndex t)
{
	ClearSingleBridgeMiddle(t, AXIS_X);
	ClearSingleBridgeMiddle(t, AXIS_Y);
}

/**
 * Set that there is a bridge over the given axis.
 * @param t the tile to add the bridge to
 * @param a the axis of the bridge to add
 */
static inline void SetBridgeMiddle(TileIndex t, Axis a)
{
	SetBit(_m[t].type, 2 + a);
}

/**
 * Generic part to make a bridge ramp for both roads and rails.
 * @param t          the tile to make a bridge ramp
 * @param o          the new owner of the bridge ramp
 * @param bridgetype the type of bridge this bridge ramp belongs to
 * @param d          the direction this ramp must be facing
 * @param tt         the transport type of the bridge
 * @note this function should not be called directly.
 */
static inline void MakeBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, TransportType tt)
{
	SetTileType(t, MP_TUNNELBRIDGE);
	SetTileOwner(t, o);
	SetDockingTile(t, false);
	_m[t].m2 = 0;
	_m[t].m3 = 0;
	_m[t].m4 = INVALID_ROADTYPE;
	_m[t].m5 = 1 << 7 | tt << 2 | d;
	SB(_me[t].m6, 2, 4, bridgetype);
	_me[t].m7 = 0;
	_me[t].m8 = INVALID_ROADTYPE << 6;
}

/**
 * Make a bridge ramp for roads.
 * @param t          the tile to make a bridge ramp
 * @param o          the new owner of the bridge ramp
 * @param owner_road the new owner of the road on the bridge
 * @param owner_tram the new owner of the tram on the bridge
 * @param bridgetype the type of bridge this bridge ramp belongs to
 * @param d          the direction this ramp must be facing
 * @param road_rt    the road type of the bridge
 * @param tram_rt    the tram type of the bridge
 */
static inline void MakeRoadBridgeRamp(TileIndex t, Owner o, Owner owner_road, Owner owner_tram, BridgeType bridgetype, DiagDirection d, RoadType road_rt, RoadType tram_rt)
{
	MakeBridgeRamp(t, o, bridgetype, d, TRANSPORT_ROAD);
	SetRoadOwner(t, RTT_ROAD, owner_road);
	if (owner_tram != OWNER_TOWN) SetRoadOwner(t, RTT_TRAM, owner_tram);
	SetRoadTypes(t, road_rt, tram_rt);
}

/**
 * Make a bridge ramp for rails.
 * @param t          the tile to make a bridge ramp
 * @param o          the new owner of the bridge ramp
 * @param bridgetype the type of bridge this bridge ramp belongs to
 * @param d          the direction this ramp must be facing
 * @param rt         the rail type of the bridge
 */
static inline void MakeRailBridgeRamp(TileIndex t, Owner o, BridgeType bridgetype, DiagDirection d, RailType rt)
{
	MakeBridgeRamp(t, o, bridgetype, d, TRANSPORT_RAIL);
	SetRailType(t, rt);
}

/**
 * Make a bridge ramp for aqueducts.
 * @param t          the tile to make a bridge ramp
 * @param o          the new owner of the bridge ramp
 * @param d          the direction this ramp must be facing
 */
static inline void MakeAqueductBridgeRamp(TileIndex t, Owner o, DiagDirection d)
{
	MakeBridgeRamp(t, o, 0, d, TRANSPORT_WATER);
}

#endif /* BRIDGE_MAP_H */