Files
@ r24874:b9bdc5d49a71
Branch filter:
Location: cpp/openttd-patchpack/source/src/cargo_type.h
r24874:b9bdc5d49a71
3.9 KiB
text/x-c
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?
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?
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 | /*
* 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 cargo_type.h Types related to cargoes... */
#ifndef CARGO_TYPE_H
#define CARGO_TYPE_H
#include "core/enum_type.hpp"
/**
* Cargo slots to indicate a cargo type within a game.
* Numbers are re-used between different climates.
* @see CargoTypes
*/
typedef byte CargoID;
/** Available types of cargo */
enum CargoType {
/* Temperate */
CT_PASSENGERS = 0,
CT_COAL = 1,
CT_MAIL = 2,
CT_OIL = 3,
CT_LIVESTOCK = 4,
CT_GOODS = 5,
CT_GRAIN = 6,
CT_WOOD = 7,
CT_IRON_ORE = 8,
CT_STEEL = 9,
CT_VALUABLES = 10,
/* Arctic */
CT_WHEAT = 6,
CT_HILLY_UNUSED = 8,
CT_PAPER = 9,
CT_GOLD = 10,
CT_FOOD = 11,
/* Tropic */
CT_RUBBER = 1,
CT_FRUIT = 4,
CT_MAIZE = 6,
CT_COPPER_ORE = 8,
CT_WATER = 9,
CT_DIAMONDS = 10,
/* Toyland */
CT_SUGAR = 1,
CT_TOYS = 3,
CT_BATTERIES = 4,
CT_CANDY = 5,
CT_TOFFEE = 6,
CT_COLA = 7,
CT_COTTON_CANDY = 8,
CT_BUBBLES = 9,
CT_PLASTIC = 10,
CT_FIZZY_DRINKS = 11,
NUM_CARGO = 64, ///< Maximal number of cargo types in a game.
CT_AUTO_REFIT = 0xFD, ///< Automatically choose cargo type when doing auto refitting.
CT_NO_REFIT = 0xFE, ///< Do not refit cargo of a vehicle (used in vehicle orders and auto-replace/auto-new).
CT_INVALID = 0xFF, ///< Invalid cargo type.
};
/** Test whether cargo type is not CT_INVALID */
inline bool IsCargoTypeValid(CargoType t) { return t != CT_INVALID; }
/** Test whether cargo type is not CT_INVALID */
inline bool IsCargoIDValid(CargoID t) { return t != CT_INVALID; }
typedef uint64 CargoTypes;
static const CargoTypes ALL_CARGOTYPES = (CargoTypes)UINT64_MAX;
/** Class for storing amounts of cargo */
struct CargoArray {
private:
uint amount[NUM_CARGO]; ///< Amount of each type of cargo.
public:
/** Default constructor. */
inline CargoArray()
{
this->Clear();
}
/** Reset all entries. */
inline void Clear()
{
memset(this->amount, 0, sizeof(this->amount));
}
/**
* Read/write access to an amount of a specific cargo type.
* @param cargo Cargo type to access.
*/
inline uint &operator[](CargoID cargo)
{
return this->amount[cargo];
}
/**
* Read-only access to an amount of a specific cargo type.
* @param cargo Cargo type to access.
*/
inline const uint &operator[](CargoID cargo) const
{
return this->amount[cargo];
}
/**
* Get the sum of all cargo amounts.
* @return The sum.
*/
template <typename T>
inline const T GetSum() const
{
T ret = 0;
for (size_t i = 0; i < lengthof(this->amount); i++) {
ret += this->amount[i];
}
return ret;
}
/**
* Get the amount of cargos that have an amount.
* @return The amount.
*/
inline byte GetCount() const
{
byte count = 0;
for (size_t i = 0; i < lengthof(this->amount); i++) {
if (this->amount[i] != 0) count++;
}
return count;
}
};
/** Types of cargo source and destination */
enum SourceType : byte {
ST_INDUSTRY, ///< Source/destination is an industry
ST_TOWN, ///< Source/destination is a town
ST_HEADQUARTERS, ///< Source/destination are company headquarters
};
typedef uint16 SourceID; ///< Contains either industry ID, town ID or company ID (or INVALID_SOURCE)
static const SourceID INVALID_SOURCE = 0xFFFF; ///< Invalid/unknown index of source
#endif /* CARGO_TYPE_H */
|