Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/slope_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 slope_type.h Definitions of a slope.
 * This file defines the enumeration and helper functions for handling
 * the slope info of a tile.
 */

#ifndef SLOPE_TYPE_H
#define SLOPE_TYPE_H

#include "core/enum_type.hpp"

/**
 * Enumeration of tile corners
 */
enum Corner {
	CORNER_W = 0,
	CORNER_S = 1,
	CORNER_E = 2,
	CORNER_N = 3,
	CORNER_END,
	CORNER_INVALID = 0xFF
};


/**
 * Enumeration for the slope-type.
 *
 * This enumeration use the chars N,E,S,W corresponding the
 * direction north, east, south and west. The top corner of a tile
 * is the north-part of the tile. The whole slope is encoded with
 * 5 bits, 4 bits for each corner and 1 bit for a steep-flag.
 *
 * For halftile slopes an extra 3 bits are used to represent this
 * properly; 1 bit for a halftile-flag and 2 bits to encode which
 * extra side (corner) is leveled when the slope of the first 5
 * bits is applied. This means that there can only be one leveled
 * slope for steep slopes, which is logical because two leveled
 * slopes would mean that it is not a steep slope as halftile
 * slopes only span one height level.
 */
enum Slope {
	SLOPE_FLAT     = 0x00,                                  ///< a flat tile
	SLOPE_W        = 0x01,                                  ///< the west corner of the tile is raised
	SLOPE_S        = 0x02,                                  ///< the south corner of the tile is raised
	SLOPE_E        = 0x04,                                  ///< the east corner of the tile is raised
	SLOPE_N        = 0x08,                                  ///< the north corner of the tile is raised
	SLOPE_STEEP    = 0x10,                                  ///< indicates the slope is steep
	SLOPE_NW       = SLOPE_N | SLOPE_W,                     ///< north and west corner are raised
	SLOPE_SW       = SLOPE_S | SLOPE_W,                     ///< south and west corner are raised
	SLOPE_SE       = SLOPE_S | SLOPE_E,                     ///< south and east corner are raised
	SLOPE_NE       = SLOPE_N | SLOPE_E,                     ///< north and east corner are raised
	SLOPE_EW       = SLOPE_E | SLOPE_W,                     ///< east and west corner are raised
	SLOPE_NS       = SLOPE_N | SLOPE_S,                     ///< north and south corner are raised
	SLOPE_ELEVATED = SLOPE_N | SLOPE_E | SLOPE_S | SLOPE_W, ///< bit mask containing all 'simple' slopes
	SLOPE_NWS      = SLOPE_N | SLOPE_W | SLOPE_S,           ///< north, west and south corner are raised
	SLOPE_WSE      = SLOPE_W | SLOPE_S | SLOPE_E,           ///< west, south and east corner are raised
	SLOPE_SEN      = SLOPE_S | SLOPE_E | SLOPE_N,           ///< south, east and north corner are raised
	SLOPE_ENW      = SLOPE_E | SLOPE_N | SLOPE_W,           ///< east, north and west corner are raised
	SLOPE_STEEP_W  = SLOPE_STEEP | SLOPE_NWS,               ///< a steep slope falling to east (from west)
	SLOPE_STEEP_S  = SLOPE_STEEP | SLOPE_WSE,               ///< a steep slope falling to north (from south)
	SLOPE_STEEP_E  = SLOPE_STEEP | SLOPE_SEN,               ///< a steep slope falling to west (from east)
	SLOPE_STEEP_N  = SLOPE_STEEP | SLOPE_ENW,               ///< a steep slope falling to south (from north)

	SLOPE_HALFTILE = 0x20,                                  ///< one halftile is leveled (non continuous slope)
	SLOPE_HALFTILE_MASK = 0xE0,                             ///< three bits used for halftile slopes
	SLOPE_HALFTILE_W = SLOPE_HALFTILE | (CORNER_W << 6),    ///< the west halftile is leveled (non continuous slope)
	SLOPE_HALFTILE_S = SLOPE_HALFTILE | (CORNER_S << 6),    ///< the south halftile is leveled (non continuous slope)
	SLOPE_HALFTILE_E = SLOPE_HALFTILE | (CORNER_E << 6),    ///< the east halftile is leveled (non continuous slope)
	SLOPE_HALFTILE_N = SLOPE_HALFTILE | (CORNER_N << 6),    ///< the north halftile is leveled (non continuous slope)
};
DECLARE_ENUM_AS_BIT_SET(Slope)

/**
 * Helper for creating a bitset of slopes.
 * @param x The slope to convert into a bitset.
 */
#define M(x) (1 << (x))
/** Constant bitset with safe slopes for building a level crossing. */
static const uint32 VALID_LEVEL_CROSSING_SLOPES = M(SLOPE_SEN) | M(SLOPE_ENW) | M(SLOPE_NWS) | M(SLOPE_NS) | M(SLOPE_WSE) | M(SLOPE_EW) | M(SLOPE_FLAT);
#undef M


/**
 * Enumeration for Foundations.
 */
enum Foundation {
	FOUNDATION_NONE,             ///< The tile has no foundation, the slope remains unchanged.
	FOUNDATION_LEVELED,          ///< The tile is leveled up to a flat slope.
	FOUNDATION_INCLINED_X,       ///< The tile has an along X-axis inclined foundation.
	FOUNDATION_INCLINED_Y,       ///< The tile has an along Y-axis inclined foundation.
	FOUNDATION_STEEP_LOWER,      ///< The tile has a steep slope. The lowest corner is raised by a foundation to allow building railroad on the lower halftile.

	/* Halftile foundations */
	FOUNDATION_STEEP_BOTH,       ///< The tile has a steep slope. The lowest corner is raised by a foundation and the upper halftile is leveled.
	FOUNDATION_HALFTILE_W,       ///< Level west halftile non-continuously.
	FOUNDATION_HALFTILE_S,       ///< Level south halftile non-continuously.
	FOUNDATION_HALFTILE_E,       ///< Level east halftile non-continuously.
	FOUNDATION_HALFTILE_N,       ///< Level north halftile non-continuously.

	/* Special anti-zig-zag foundations for single horizontal/vertical track */
	FOUNDATION_RAIL_W,           ///< Foundation for TRACK_BIT_LEFT, but not a leveled foundation.
	FOUNDATION_RAIL_S,           ///< Foundation for TRACK_BIT_LOWER, but not a leveled foundation.
	FOUNDATION_RAIL_E,           ///< Foundation for TRACK_BIT_RIGHT, but not a leveled foundation.
	FOUNDATION_RAIL_N,           ///< Foundation for TRACK_BIT_UPPER, but not a leveled foundation.

	FOUNDATION_INVALID = 0xFF,   ///< Used inside "rail_cmd.cpp" to indicate invalid slope/track combination.
};

#endif /* SLOPE_TYPE_H */