Files @ r24874:b9bdc5d49a71
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Location: cpp/openttd-patchpack/source/src/vehicle_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 vehicle_type.h Types related to vehicles. */

#ifndef VEHICLE_TYPE_H
#define VEHICLE_TYPE_H

#include "core/enum_type.hpp"

/** The type all our vehicle IDs have. */
typedef uint32 VehicleID;

static const int GROUND_ACCELERATION = 9800; ///< Acceleration due to gravity, 9.8 m/s^2

/** Available vehicle types. It needs to be 8bits, because we save and load it as such */
enum VehicleType : byte {
	VEH_BEGIN,

	VEH_TRAIN = VEH_BEGIN,        ///< %Train vehicle type.
	VEH_ROAD,                     ///< Road vehicle type.
	VEH_SHIP,                     ///< %Ship vehicle type.
	VEH_AIRCRAFT,                 ///< %Aircraft vehicle type.

	VEH_COMPANY_END,              ///< Last company-ownable type.

	VEH_EFFECT = VEH_COMPANY_END, ///< Effect vehicle type (smoke, explosions, sparks, bubbles)
	VEH_DISASTER,                 ///< Disaster vehicle type.

	VEH_END,
	VEH_INVALID = 0xFF,           ///< Non-existing type of vehicle.
};
DECLARE_POSTFIX_INCREMENT(VehicleType)
/** Helper information for extract tool. */
template <> struct EnumPropsT<VehicleType> : MakeEnumPropsT<VehicleType, byte, VEH_TRAIN, VEH_END, VEH_INVALID, 3> {};

struct Vehicle;
struct Train;
struct RoadVehicle;
struct Ship;
struct Aircraft;
struct EffectVehicle;
struct DisasterVehicle;

/** Base vehicle class. */
struct BaseVehicle
{
	VehicleType type; ///< Type of vehicle
};

static const VehicleID INVALID_VEHICLE = 0xFFFFF; ///< Constant representing a non-existing vehicle.

/** Pathfinding option states */
enum VehiclePathFinders {
	// Original PathFinder (OPF) used to be 0
	VPF_NPF  = 1, ///< New PathFinder
	VPF_YAPF = 2, ///< Yet Another PathFinder
};

/** Flags to add to p1 for goto depot commands. */
enum DepotCommand {
	DEPOT_SERVICE       = (1U << 28), ///< The vehicle will leave the depot right after arrival (service only)
	DEPOT_MASS_SEND     = (1U << 29), ///< Tells that it's a mass send to depot command (type in VLW flag)
	DEPOT_DONT_CANCEL   = (1U << 30), ///< Don't cancel current goto depot command if any
	DEPOT_LOCATE_HANGAR = (1U << 31), ///< Find another airport if the target one lacks a hangar
	DEPOT_COMMAND_MASK  = 0xFU << 28,
};

static const uint MAX_LENGTH_VEHICLE_NAME_CHARS = 32; ///< The maximum length of a vehicle name in characters including '\0'

/** The length of a vehicle in tile units. */
static const uint VEHICLE_LENGTH = 8;

/** Vehicle acceleration models. */
enum AccelerationModel {
	AM_ORIGINAL,
	AM_REALISTIC,
};

/** Visualisation contexts of vehicles and engines. */
enum EngineImageType {
	EIT_ON_MAP     = 0x00,  ///< Vehicle drawn in viewport.
	EIT_IN_DEPOT   = 0x10,  ///< Vehicle drawn in depot.
	EIT_IN_DETAILS = 0x11,  ///< Vehicle drawn in vehicle details, refit window, ...
	EIT_IN_LIST    = 0x12,  ///< Vehicle drawn in vehicle list, group list, ...
	EIT_PURCHASE   = 0x20,  ///< Vehicle drawn in purchase list, autoreplace gui, ...
	EIT_PREVIEW    = 0x21,  ///< Vehicle drawn in preview window, news, ...
};

#endif /* VEHICLE_TYPE_H */