Files @ r25011:61d28a13bb41
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Location: cpp/openttd-patchpack/source/src/newgrf_railtype.h

Patric Stout
Remove: [Video] no longer draw in a thread

Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
/*
 * 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 newgrf_railtype.h NewGRF handling of rail types. */

#ifndef NEWGRF_RAILTYPE_H
#define NEWGRF_RAILTYPE_H

#include "rail.h"
#include "newgrf_commons.h"
#include "newgrf_spritegroup.h"

/** Resolver for the railtype scope. */
struct RailTypeScopeResolver : public ScopeResolver {
	TileIndex tile;      ///< Tracktile. For track on a bridge this is the southern bridgehead.
	TileContext context; ///< Are we resolving sprites for the upper halftile, or on a bridge?
	const RailtypeInfo *rti;

	/**
	 * Constructor of the railtype scope resolvers.
	 * @param ro Surrounding resolver.
	 * @param tile %Tile containing the track. For track on a bridge this is the southern bridgehead.
	 * @param context Are we resolving sprites for the upper halftile, or on a bridge?
	 */
	RailTypeScopeResolver(ResolverObject &ro, const RailtypeInfo *rti, TileIndex tile, TileContext context)
		: ScopeResolver(ro), tile(tile), context(context), rti(rti)
	{
	}

	uint32 GetRandomBits() const override;
	uint32 GetVariable(byte variable, uint32 parameter, bool *available) const override;
};

/** Resolver object for rail types. */
struct RailTypeResolverObject : public ResolverObject {
	RailTypeScopeResolver railtype_scope; ///< Resolver for the railtype scope.

	RailTypeResolverObject(const RailtypeInfo *rti, TileIndex tile, TileContext context, RailTypeSpriteGroup rtsg, uint32 param1 = 0, uint32 param2 = 0);

	ScopeResolver *GetScope(VarSpriteGroupScope scope = VSG_SCOPE_SELF, byte relative = 0) override
	{
		switch (scope) {
			case VSG_SCOPE_SELF: return &this->railtype_scope;
			default:             return ResolverObject::GetScope(scope, relative);
		}
	}

	const SpriteGroup *ResolveReal(const RealSpriteGroup *group) const override;

	GrfSpecFeature GetFeature() const override;
	uint32 GetDebugID() const override;
};

SpriteID GetCustomRailSprite(const RailtypeInfo *rti, TileIndex tile, RailTypeSpriteGroup rtsg, TileContext context = TCX_NORMAL, uint *num_results = nullptr);
SpriteID GetCustomSignalSprite(const RailtypeInfo *rti, TileIndex tile, SignalType type, SignalVariant var, SignalState state, bool gui = false);

RailType GetRailTypeTranslation(uint8 railtype, const GRFFile *grffile);
uint8 GetReverseRailTypeTranslation(RailType railtype, const GRFFile *grffile);

#endif /* NEWGRF_RAILTYPE_H */