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

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 road_map.cpp Complex road accessors. */

#include "stdafx.h"
#include "station_map.h"
#include "tunnelbridge_map.h"

#include "safeguards.h"


/**
 * Returns the RoadBits on an arbitrary tile
 * Special behaviour:
 * - road depots: entrance is treated as road piece
 * - road tunnels: entrance is treated as road piece
 * - bridge ramps: start of the ramp is treated as road piece
 * - bridge middle parts: bridge itself is ignored
 *
 * If straight_tunnel_bridge_entrance is set a ROAD_X or ROAD_Y
 * for bridge ramps and tunnel entrances is returned depending
 * on the orientation of the tunnel or bridge.
 * @param tile the tile to get the road bits for
 * @param rt   the road type to get the road bits form
 * @param straight_tunnel_bridge_entrance whether to return straight road bits for tunnels/bridges.
 * @return the road bits of the given tile
 */
RoadBits GetAnyRoadBits(TileIndex tile, RoadTramType rtt, bool straight_tunnel_bridge_entrance)
{
	if (!MayHaveRoad(tile) || !HasTileRoadType(tile, rtt)) return ROAD_NONE;

	switch (GetTileType(tile)) {
		case MP_ROAD:
			switch (GetRoadTileType(tile)) {
				default:
				case ROAD_TILE_NORMAL:   return GetRoadBits(tile, rtt);
				case ROAD_TILE_CROSSING: return GetCrossingRoadBits(tile);
				case ROAD_TILE_DEPOT:    return DiagDirToRoadBits(GetRoadDepotDirection(tile));
			}

		case MP_STATION:
			if (!IsRoadStopTile(tile)) return ROAD_NONE;
			if (IsDriveThroughStopTile(tile)) return (GetRoadStopDir(tile) == DIAGDIR_NE) ? ROAD_X : ROAD_Y;
			return DiagDirToRoadBits(GetRoadStopDir(tile));

		case MP_TUNNELBRIDGE:
			if (GetTunnelBridgeTransportType(tile) != TRANSPORT_ROAD) return ROAD_NONE;
			return straight_tunnel_bridge_entrance ?
					AxisToRoadBits(DiagDirToAxis(GetTunnelBridgeDirection(tile))) :
					DiagDirToRoadBits(ReverseDiagDir(GetTunnelBridgeDirection(tile)));

		default: return ROAD_NONE;
	}
}