Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/industry_type.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 industry_type.h Types related to the industry. */

#ifndef INDUSTRY_TYPE_H
#define INDUSTRY_TYPE_H

typedef uint16 IndustryID;
typedef uint16 IndustryGfx;
typedef uint8 IndustryType;
struct Industry;

struct IndustrySpec;
struct IndustryTileSpec;

static const IndustryID INVALID_INDUSTRY = 0xFFFF;

static const IndustryType NUM_INDUSTRYTYPES_PER_GRF = 128;            ///< maximum number of industry types per NewGRF; limited to 128 because bit 7 has a special meaning in some variables/callbacks (see MapNewGRFIndustryType).

static const IndustryType NEW_INDUSTRYOFFSET     = 37;                ///< original number of industry types
static const IndustryType NUM_INDUSTRYTYPES      = 240;               ///< total number of industry types, new and old; limited to 240 because we need some special ids like INVALID_INDUSTRYTYPE, IT_AI_UNKNOWN, IT_AI_TOWN, ...
static const IndustryType INVALID_INDUSTRYTYPE   = NUM_INDUSTRYTYPES; ///< one above amount is considered invalid

static const IndustryGfx  NUM_INDUSTRYTILES_PER_GRF = 255;            ///< Maximum number of industry tiles per NewGRF; limited to 255 to allow extending Action3 with an extended byte later on.

static const IndustryGfx  INDUSTRYTILE_NOANIM    = 0xFF;              ///< flag to mark industry tiles as having no animation
static const IndustryGfx  NEW_INDUSTRYTILEOFFSET = 175;               ///< original number of tiles
static const IndustryGfx  NUM_INDUSTRYTILES      = 512;               ///< total number of industry tiles, new and old
static const IndustryGfx  INVALID_INDUSTRYTILE   = NUM_INDUSTRYTILES; ///< one above amount is considered invalid

static const int INDUSTRY_COMPLETED = 3; ///< final stage of industry construction.

static const int INDUSTRY_NUM_INPUTS = 16;  ///< Number of cargo types an industry can accept
static const int INDUSTRY_NUM_OUTPUTS = 16; ///< Number of cargo types an industry can produce


void CheckIndustries();

#endif /* INDUSTRY_TYPE_H */