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

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?
/*
 * 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 depot_map.h Map related accessors for depots. */

#ifndef DEPOT_MAP_H
#define DEPOT_MAP_H

#include "station_map.h"

/**
 * Check if a tile is a depot and it is a depot of the given type.
 */
static inline bool IsDepotTypeTile(TileIndex tile, TransportType type)
{
	switch (type) {
		default: NOT_REACHED();
		case TRANSPORT_RAIL:
			return IsRailDepotTile(tile);

		case TRANSPORT_ROAD:
			return IsRoadDepotTile(tile);

		case TRANSPORT_WATER:
			return IsShipDepotTile(tile);

		case TRANSPORT_AIR:
			return IsHangarTile(tile);
	}
}

/**
 * Is the given tile a tile with a depot on it?
 * @param tile the tile to check
 * @return true if and only if there is a depot on the tile.
 */
static inline bool IsDepotTile(TileIndex tile)
{
	return IsRailDepotTile(tile) || IsRoadDepotTile(tile) || IsShipDepotTile(tile) || IsHangarTile(tile);
}

/**
 * Get the index of which depot is attached to the tile.
 * @param t the tile
 * @pre IsRailDepotTile(t) || IsRoadDepotTile(t) || IsShipDepotTile(t)
 * @return DepotID
 */
static inline DepotID GetDepotIndex(TileIndex t)
{
	/* Hangars don't have a Depot class, thus store no DepotID. */
	assert(IsRailDepotTile(t) || IsRoadDepotTile(t) || IsShipDepotTile(t));
	return _m[t].m2;
}

/**
 * Get the type of vehicles that can use a depot
 * @param t The tile
 * @pre IsDepotTile(t)
 * @return the type of vehicles that can use the depot
 */
static inline VehicleType GetDepotVehicleType(TileIndex t)
{
	switch (GetTileType(t)) {
		default: NOT_REACHED();
		case MP_RAILWAY: return VEH_TRAIN;
		case MP_ROAD:    return VEH_ROAD;
		case MP_WATER:   return VEH_SHIP;
		case MP_STATION: return VEH_AIRCRAFT;
	}
}

#endif /* DEPOT_MAP_H */