Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/town_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 town_map.h Accessors for towns */

#ifndef TOWN_MAP_H
#define TOWN_MAP_H

#include "road_map.h"
#include "house.h"

/**
 * Get the index of which town this house/street is attached to.
 * @param t the tile
 * @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot
 * @return TownID
 */
static inline TownID GetTownIndex(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)));
	return _m[t].m2;
}

/**
 * Set the town index for a road or house tile.
 * @param t the tile
 * @param index the index of the town
 * @pre IsTileType(t, MP_HOUSE) or IsTileType(t, MP_ROAD) but not a road depot
 */
static inline void SetTownIndex(TileIndex t, TownID index)
{
	assert(IsTileType(t, MP_HOUSE) || (IsTileType(t, MP_ROAD) && !IsRoadDepot(t)));
	_m[t].m2 = index;
}

/**
 * Get the type of this house, which is an index into the house spec array
 * without doing any NewGRF related translations.
 * @param t the tile
 * @pre IsTileType(t, MP_HOUSE)
 * @return house type
 */
static inline HouseID GetCleanHouseType(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return _m[t].m4 | (GB(_m[t].m3, 6, 1) << 8);
}

/**
 * Get the type of this house, which is an index into the house spec array
 * @param t the tile
 * @pre IsTileType(t, MP_HOUSE)
 * @return house type
 */
static inline HouseID GetHouseType(TileIndex t)
{
	return GetTranslatedHouseID(GetCleanHouseType(t));
}

/**
 * Set the house type.
 * @param t the tile
 * @param house_id the new house type
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void SetHouseType(TileIndex t, HouseID house_id)
{
	assert(IsTileType(t, MP_HOUSE));
	_m[t].m4 = GB(house_id, 0, 8);
	SB(_m[t].m3, 6, 1, GB(house_id, 8, 1));
}

/**
 * Check if the lift of this animated house has a destination
 * @param t the tile
 * @return has destination
 */
static inline bool LiftHasDestination(TileIndex t)
{
	return HasBit(_me[t].m7, 0);
}

/**
 * Set the new destination of the lift for this animated house, and activate
 * the LiftHasDestination bit.
 * @param t the tile
 * @param dest new destination
 */
static inline void SetLiftDestination(TileIndex t, byte dest)
{
	SetBit(_me[t].m7, 0);
	SB(_me[t].m7, 1, 3, dest);
}

/**
 * Get the current destination for this lift
 * @param t the tile
 * @return destination
 */
static inline byte GetLiftDestination(TileIndex t)
{
	return GB(_me[t].m7, 1, 3);
}

/**
 * Stop the lift of this animated house from moving.
 * Clears the first 4 bits of m7 at once, clearing the LiftHasDestination bit
 * and the destination.
 * @param t the tile
 */
static inline void HaltLift(TileIndex t)
{
	SB(_me[t].m7, 0, 4, 0);
}

/**
 * Get the position of the lift on this animated house
 * @param t the tile
 * @return position, from 0 to 36
 */
static inline byte GetLiftPosition(TileIndex t)
{
	return GB(_me[t].m6, 2, 6);
}

/**
 * Set the position of the lift on this animated house
 * @param t the tile
 * @param pos position, from 0 to 36
 */
static inline void SetLiftPosition(TileIndex t, byte pos)
{
	SB(_me[t].m6, 2, 6, pos);
}

/**
 * Get the completion of this house
 * @param t the tile
 * @return true if it is, false if it is not
 */
static inline bool IsHouseCompleted(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return HasBit(_m[t].m3, 7);
}

/**
 * Mark this house as been completed
 * @param t the tile
 * @param status
 */
static inline void SetHouseCompleted(TileIndex t, bool status)
{
	assert(IsTileType(t, MP_HOUSE));
	SB(_m[t].m3, 7, 1, !!status);
}

/**
 * House Construction Scheme.
 *  Construction counter, for buildings under construction. Incremented on every
 *  periodic tile processing.
 *  On wraparound, the stage of building in is increased.
 *  GetHouseBuildingStage is taking care of the real stages,
 *  (as the sprite for the next phase of house building)
 *  (Get|Inc)HouseConstructionTick is simply a tick counter between the
 *  different stages
 */

/**
 * Gets the building stage of a house
 * Since the stage is used for determining what sprite to use,
 * if the house is complete (and that stage no longer is available),
 * fool the system by returning the TOWN_HOUSE_COMPLETE (3),
 * thus showing a beautiful complete house.
 * @param t the tile of the house to get the building stage of
 * @pre IsTileType(t, MP_HOUSE)
 * @return the building stage of the house
 */
static inline byte GetHouseBuildingStage(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return IsHouseCompleted(t) ? (byte)TOWN_HOUSE_COMPLETED : GB(_m[t].m5, 3, 2);
}

/**
 * Gets the construction stage of a house
 * @param t the tile of the house to get the construction stage of
 * @pre IsTileType(t, MP_HOUSE)
 * @return the construction stage of the house
 */
static inline byte GetHouseConstructionTick(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return IsHouseCompleted(t) ? 0 : GB(_m[t].m5, 0, 3);
}

/**
 * Sets the increment stage of a house
 * It is working with the whole counter + stage 5 bits, making it
 * easier to work:  the wraparound is automatic.
 * @param t the tile of the house to increment the construction stage of
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void IncHouseConstructionTick(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	AB(_m[t].m5, 0, 5, 1);

	if (GB(_m[t].m5, 3, 2) == TOWN_HOUSE_COMPLETED) {
		/* House is now completed.
		 * Store the year of construction as well, for newgrf house purpose */
		SetHouseCompleted(t, true);
	}
}

/**
 * Sets the age of the house to zero.
 * Needs to be called after the house is completed. During construction stages the map space is used otherwise.
 * @param t the tile of this house
 * @pre IsTileType(t, MP_HOUSE) && IsHouseCompleted(t)
 */
static inline void ResetHouseAge(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE) && IsHouseCompleted(t));
	_m[t].m5 = 0;
}

/**
 * Increments the age of the house.
 * @param t the tile of this house
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void IncrementHouseAge(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	if (IsHouseCompleted(t) && _m[t].m5 < 0xFF) _m[t].m5++;
}

/**
 * Get the age of the house
 * @param t the tile of this house
 * @pre IsTileType(t, MP_HOUSE)
 * @return year
 */
static inline Year GetHouseAge(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return IsHouseCompleted(t) ? _m[t].m5 : 0;
}

/**
 * Set the random bits for this house.
 * This is required for newgrf house
 * @param t      the tile of this house
 * @param random the new random bits
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void SetHouseRandomBits(TileIndex t, byte random)
{
	assert(IsTileType(t, MP_HOUSE));
	_m[t].m1 = random;
}

/**
 * Get the random bits for this house.
 * This is required for newgrf house
 * @param t the tile of this house
 * @pre IsTileType(t, MP_HOUSE)
 * @return random bits
 */
static inline byte GetHouseRandomBits(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return _m[t].m1;
}

/**
 * Set the activated triggers bits for this house.
 * This is required for newgrf house
 * @param t        the tile of this house
 * @param triggers the activated triggers
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void SetHouseTriggers(TileIndex t, byte triggers)
{
	assert(IsTileType(t, MP_HOUSE));
	SB(_m[t].m3, 0, 5, triggers);
}

/**
 * Get the already activated triggers bits for this house.
 * This is required for newgrf house
 * @param t the tile of this house
 * @pre IsTileType(t, MP_HOUSE)
 * @return triggers
 */
static inline byte GetHouseTriggers(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return GB(_m[t].m3, 0, 5);
}

/**
 * Get the amount of time remaining before the tile loop processes this tile.
 * @param t the house tile
 * @pre IsTileType(t, MP_HOUSE)
 * @return time remaining
 */
static inline byte GetHouseProcessingTime(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	return GB(_me[t].m6, 2, 6);
}

/**
 * Set the amount of time remaining before the tile loop processes this tile.
 * @param t the house tile
 * @param time the time to be set
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void SetHouseProcessingTime(TileIndex t, byte time)
{
	assert(IsTileType(t, MP_HOUSE));
	SB(_me[t].m6, 2, 6, time);
}

/**
 * Decrease the amount of time remaining before the tile loop processes this tile.
 * @param t the house tile
 * @pre IsTileType(t, MP_HOUSE)
 */
static inline void DecHouseProcessingTime(TileIndex t)
{
	assert(IsTileType(t, MP_HOUSE));
	_me[t].m6 -= 1 << 2;
}

/**
 * Make the tile a house.
 * @param t tile index
 * @param tid Town index
 * @param counter of construction step
 * @param stage of construction (used for drawing)
 * @param type of house.  Index into house specs array
 * @param random_bits required for newgrf houses
 * @pre IsTileType(t, MP_CLEAR)
 */
static inline void MakeHouseTile(TileIndex t, TownID tid, byte counter, byte stage, HouseID type, byte random_bits)
{
	assert(IsTileType(t, MP_CLEAR));

	SetTileType(t, MP_HOUSE);
	_m[t].m1 = random_bits;
	_m[t].m2 = tid;
	_m[t].m3 = 0;
	SetHouseType(t, type);
	SetHouseCompleted(t, stage == TOWN_HOUSE_COMPLETED);
	_m[t].m5 = IsHouseCompleted(t) ? 0 : (stage << 3 | counter);
	SetAnimationFrame(t, 0);
	SetHouseProcessingTime(t, HouseSpec::Get(type)->processing_time);
}

#endif /* TOWN_MAP_H */