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(svn r27148) -Fix: Rounding and unit-conversion inconsistencies in calls to MarkAllViewportsDirty.
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@ -66,6 +66,19 @@ static inline uint TilePixelHeight(TileIndex tile)
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return TileHeight(tile) * TILE_HEIGHT;
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}
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/**
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* Returns the tile height for a coordinate outside map. Such a height is
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* needed for painting the area outside map using completely black tiles.
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* The idea is descending to heightlevel 0 as fast as possible.
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* @param x The X-coordinate (same unit as TileX).
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* @param y The Y-coordinate (same unit as TileY).
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* @return The height in pixels in the same unit as TilePixelHeight.
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*/
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static inline uint TilePixelHeightOutsideMap(int x, int y)
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{
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return TileHeightOutsideMap(x, y) * TILE_HEIGHT;
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}
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/**
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* Get the tiletype of a given tile.
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*
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@ -12,10 +12,12 @@
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#ifndef TILE_TYPE_H
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#define TILE_TYPE_H
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static const uint TILE_SIZE = 16; ///< Tiles are 16x16 "units" in size
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static const uint TILE_UNIT_MASK = TILE_SIZE - 1; ///< For masking in/out the inner-tile units.
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static const uint TILE_PIXELS = 32; ///< a tile is 32x32 pixels
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static const uint TILE_HEIGHT = 8; ///< The standard height-difference between tiles on two levels is 8 (z-diff 8)
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static const uint TILE_SIZE = 16; ///< Tile size in world coordinates.
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static const uint TILE_UNIT_MASK = TILE_SIZE - 1; ///< For masking in/out the inner-tile world coordinate units.
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static const uint TILE_PIXELS = 32; ///< Pixel distance between tile columns/rows in #ZOOM_LVL_BASE.
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static const uint TILE_HEIGHT = 8; ///< Height of a height level in world coordinate AND in pixels in #ZOOM_LVL_BASE.
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static const uint MAX_BUILDING_PIXELS = 200; ///< Maximum height of a building in pixels in #ZOOM_LVL_BASE. (Also applies to "bridge buildings" on the bridge floor.)
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static const uint MAX_TILE_HEIGHT = 255; ///< Maximum allowed tile height
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@ -1497,11 +1497,10 @@ void Vehicle::UpdateViewport(bool dirty)
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this->MarkAllViewportsDirty();
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} else {
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::MarkAllViewportsDirty(
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min(old_coord.left, this->coord.left),
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min(old_coord.top, this->coord.top),
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max(old_coord.right, this->coord.right) + 1 * ZOOM_LVL_BASE,
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max(old_coord.bottom, this->coord.bottom) + 1 * ZOOM_LVL_BASE
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);
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min(old_coord.left, this->coord.left),
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min(old_coord.top, this->coord.top),
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max(old_coord.right, this->coord.right),
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max(old_coord.bottom, this->coord.bottom));
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}
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}
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}
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@ -1520,7 +1519,7 @@ void Vehicle::UpdatePositionAndViewport()
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*/
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void Vehicle::MarkAllViewportsDirty() const
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{
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::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right + 1 * ZOOM_LVL_BASE, this->coord.bottom + 1 * ZOOM_LVL_BASE);
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::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
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}
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/**
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@ -100,6 +100,12 @@
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Point _tile_fract_coords;
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static const int MAX_TILE_EXTENT_LEFT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum left extent of tile relative to north corner.
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static const int MAX_TILE_EXTENT_RIGHT = ZOOM_LVL_BASE * TILE_PIXELS; ///< Maximum right extent of tile relative to north corner.
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static const int MAX_TILE_EXTENT_TOP = ZOOM_LVL_BASE * MAX_BUILDING_PIXELS; ///< Maximum top extent of tile relative to north corner (not considering bridges).
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static const int MAX_TILE_EXTENT_BOTTOM = ZOOM_LVL_BASE * (TILE_PIXELS + 2 * TILE_HEIGHT); ///< Maximum bottom extent of tile relative to north corner (worst case: #SLOPE_STEEP_N).
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struct StringSpriteToDraw {
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StringID string;
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Colours colour;
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@ -2163,6 +2169,10 @@ void UpdateViewportPosition(Window *w)
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*/
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static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right, int bottom)
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{
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/* Rounding wrt. zoom-out level */
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right += (1 << vp->zoom) - 1;
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bottom += (1 << vp->zoom) - 1;
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right -= vp->virtual_left;
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if (right <= 0) return;
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@ -2187,10 +2197,10 @@ static void MarkViewportDirty(const ViewPort *vp, int left, int top, int right,
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/**
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* Mark all viewports that display an area as dirty (in need of repaint).
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* @param left Left edge of area to repaint
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* @param top Top edge of area to repaint
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* @param right Right edge of area to repaint
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* @param bottom Bottom edge of area to repaint
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* @param left Left edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
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* @param top Top edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
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* @param right Right edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
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* @param bottom Bottom edge of area to repaint. (viewport coordinates, that is wrt. #ZOOM_LVL_NORMAL)
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* @ingroup dirty
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*/
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void MarkAllViewportsDirty(int left, int top, int right, int bottom)
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@ -2226,27 +2236,28 @@ void ConstrainAllViewportsZoom()
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*/
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void MarkTileDirtyByTile(TileIndex tile)
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{
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Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, GetTilePixelZ(tile));
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Point pt = RemapCoords(TileX(tile) * TILE_SIZE, TileY(tile) * TILE_SIZE, TilePixelHeight(tile));
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MarkAllViewportsDirty(
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pt.x - 31 * ZOOM_LVL_BASE,
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pt.y - 122 * ZOOM_LVL_BASE,
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pt.x - 31 * ZOOM_LVL_BASE + 67 * ZOOM_LVL_BASE,
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pt.y - 122 * ZOOM_LVL_BASE + 154 * ZOOM_LVL_BASE
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);
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pt.x - MAX_TILE_EXTENT_LEFT,
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pt.y - MAX_TILE_EXTENT_TOP,
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pt.x + MAX_TILE_EXTENT_RIGHT,
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pt.y + MAX_TILE_EXTENT_BOTTOM);
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}
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/**
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* Mark a (virtual) tile outside the map dirty for repaint.
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* @param x Tile X position.
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* @param y Tile Y position.
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* @ingroup dirty
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*/
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void MarkTileDirtyByTileOutsideMap(int x, int y)
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{
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Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, GetTilePixelZOutsideMap(x, y));
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/* Since tiles painted outside the map don't contain buildings, trees, etc.,
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* this reduced area for repainting should suffice. If not, adjust the offsets
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* used below. */
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Point pt = RemapCoords(x * TILE_SIZE, y * TILE_SIZE, TilePixelHeightOutsideMap(x, y));
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MarkAllViewportsDirty(
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pt.x - TILE_SIZE + 1,
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pt.y,
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pt.x + TILE_SIZE - 1,
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pt.y + TILE_SIZE + TILE_HEIGHT - 1
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);
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pt.x - MAX_TILE_EXTENT_LEFT,
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pt.y, // no buildings outside of map
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pt.x + MAX_TILE_EXTENT_RIGHT,
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pt.y + MAX_TILE_EXTENT_BOTTOM);
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}
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/**
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@ -2322,15 +2333,15 @@ static void SetSelectionTilesDirty()
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/* the 'x' coordinate of 'top' and 'bot' is the same (and always in the same distance from tile middle),
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* tile height/slope affects only the 'y' on-screen coordinate! */
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int l = top.x - (TILE_PIXELS - 2) * ZOOM_LVL_BASE; // 'x' coordinate of left side of dirty rectangle
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int t = top.y; // 'y' coordinate of top side -//-
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int r = top.x + (TILE_PIXELS - 2) * ZOOM_LVL_BASE; // right side of dirty rectangle
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int b = bot.y; // bottom -//-
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int l = top.x - TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of left side of the dirty rectangle
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int t = top.y; // 'y' coordinate of top side of the dirty rectangle
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int r = top.x + TILE_PIXELS * ZOOM_LVL_BASE; // 'x' coordinate of right side of the dirty rectangle
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int b = bot.y; // 'y' coordinate of bottom side of the dirty rectangle
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static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area
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static const int OVERLAY_WIDTH = 4 * ZOOM_LVL_BASE; // part of selection sprites is drawn outside the selected area (in particular: terraforming)
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/* For halftile foundations on SLOPE_STEEP_S the sprite extents some more towards the top */
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MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH * ZOOM_LVL_BASE);
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MarkAllViewportsDirty(l - OVERLAY_WIDTH, t - OVERLAY_WIDTH - TILE_HEIGHT * ZOOM_LVL_BASE, r + OVERLAY_WIDTH, b + OVERLAY_WIDTH);
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/* haven't we reached the topmost tile yet? */
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if (top_x != x_start) {
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