Files @ r25014:e1f1bf3a062e
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Location: cpp/openttd-patchpack/source/src/depot_map.h

Patric Stout
Add: [Video] move GameLoop into its own thread

This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
/*
 * 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 */