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Fix eeb88e8
: Trains reversed while paused do not correctly update sprite bounds
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@ -643,11 +643,9 @@ static void UpdateVehicleTileHash(Vehicle *v, bool remove)
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static Vehicle *_vehicle_viewport_hash[1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)];
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static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
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static void UpdateVehicleViewportHash(Vehicle *v, int x, int y, int old_x, int old_y)
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{
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Vehicle **old_hash, **new_hash;
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int old_x = v->coord.left;
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int old_y = v->coord.top;
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new_hash = (x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(x, y)];
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old_hash = (old_x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(old_x, old_y)];
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@ -881,7 +879,7 @@ Vehicle::~Vehicle()
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delete v;
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UpdateVehicleTileHash(this, true);
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UpdateVehicleViewportHash(this, INVALID_COORD, 0);
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UpdateVehicleViewportHash(this, INVALID_COORD, 0, this->coord.left, this->coord.top);
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DeleteVehicleNews(this->index, INVALID_STRING_ID);
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DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
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}
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@ -1091,17 +1089,6 @@ static void DoDrawVehicle(const Vehicle *v)
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if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
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}
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/*
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* If the vehicle sprite was not updated despite further viewport changes, we need
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* to update it before drawing.
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*/
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if (v->sprite_cache.sprite_has_viewport_changes) {
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VehicleSpriteSeq seq;
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v->GetImage(v->direction, EIT_ON_MAP, &seq);
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v->sprite_cache.sprite_seq = seq;
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v->sprite_cache.sprite_has_viewport_changes = false;
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}
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StartSpriteCombine();
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for (uint i = 0; i < v->sprite_cache.sprite_seq.count; ++i) {
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PaletteID pal2 = v->sprite_cache.sprite_seq.seq[i].pal;
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@ -1155,30 +1142,43 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
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while (v != nullptr) {
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if (!(v->vehstatus & VS_HIDDEN) &&
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l <= v->coord.right &&
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t <= v->coord.bottom &&
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r >= v->coord.left &&
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b >= v->coord.top) {
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DoDrawVehicle(v);
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}
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else if (l <= v->coord.right + xb &&
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if (l <= v->coord.right + xb &&
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t <= v->coord.bottom + yb &&
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r >= v->coord.left - xb &&
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b >= v->coord.top - yb)
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{
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/*
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* Indicate that this vehicle was considered for rendering in a viewport,
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* is within the bounds where a sprite could be valid for rendering
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* and we therefore need to update sprites more frequently in case a callback
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* will change the bounding box to one which will cause the sprite to be
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* displayed.
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*
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* This reduces the chances of flicker when sprites enter the screen, if they
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* are part of a newgrf vehicle set which changes bounding boxes within a
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* single vehicle direction.
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* This vehicle can potentially be drawn as part of this viewport and
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* needs to be revalidated, as the sprite may not be correct.
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*/
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v->sprite_cache.is_viewport_candidate = true;
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if (v->sprite_cache.revalidate_before_draw) {
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VehicleSpriteSeq seq;
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v->GetImage(v->direction, EIT_ON_MAP, &seq);
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if (v->sprite_cache.sprite_seq != seq) {
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v->sprite_cache.sprite_seq = seq;
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/*
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* A sprite change may also result in a bounding box change,
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* so we need to update the bounding box again before we
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* check to see if the vehicle should be drawn. Note that
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* we can't interfere with the viewport hash at this point,
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* so we keep the original hash on the assumption there will
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* not be a significant change in the top and left coordinates
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* of the vehicle.
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*/
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Vehicle* v_mutable = const_cast<Vehicle*>(v);
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v_mutable->Vehicle::UpdateBoundingBoxCoordinates();
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}
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v->sprite_cache.revalidate_before_draw = false;
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}
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if (!(v->vehstatus & VS_HIDDEN) &&
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l <= v->coord.right &&
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t <= v->coord.bottom &&
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r >= v->coord.left &&
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b >= v->coord.top) {
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DoDrawVehicle(v);
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}
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}
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v = v->hash_viewport_next;
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@ -1597,6 +1597,24 @@ void Vehicle::UpdatePosition()
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UpdateVehicleTileHash(this, false);
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}
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/*
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* Update the bounding box co-ordinates of the vehicle
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*/
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void Vehicle::UpdateBoundingBoxCoordinates()
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{
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Rect new_coord;
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this->sprite_cache.sprite_seq.GetBounds(&new_coord);
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Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
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new_coord.left += pt.x;
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new_coord.top += pt.y;
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new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
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new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
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this->coord = new_coord;
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}
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/**
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* Update the vehicle on the viewport, updating the right hash and setting the
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* new coordinates.
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@ -1604,19 +1622,10 @@ void Vehicle::UpdatePosition()
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*/
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void Vehicle::UpdateViewport(bool dirty)
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{
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Rect new_coord;
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this->sprite_cache.sprite_seq.GetBounds(&new_coord);
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Point pt = RemapCoords(this->x_pos + this->x_offs, this->y_pos + this->y_offs, this->z_pos);
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new_coord.left += pt.x;
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new_coord.top += pt.y;
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new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
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new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
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UpdateVehicleViewportHash(this, new_coord.left, new_coord.top);
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Rect old_coord = this->coord;
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this->coord = new_coord;
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this->UpdateBoundingBoxCoordinates();
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UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, old_coord.left, old_coord.top);
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if (dirty) {
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if (old_coord.left == INVALID_COORD) {
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@ -187,8 +187,7 @@ struct VehicleSpriteSeq {
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*/
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struct MutableSpriteCache {
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Direction last_direction; ///< Last direction we obtained sprites for
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bool is_viewport_candidate; ///< The vehicle has been in the hash for a shown viewport recently
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bool sprite_has_viewport_changes; ///< There have been viewport changes since the sprite was last updated
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bool revalidate_before_draw; ///< We need to do a GetImage() and check bounds before drawing this sprite
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VehicleSpriteSeq sprite_seq; ///< Vehicle appearance.
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};
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@ -768,6 +767,7 @@ public:
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void UpdatePosition();
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void UpdateViewport(bool dirty);
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void UpdateBoundingBoxCoordinates();
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void UpdatePositionAndViewport();
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void MarkAllViewportsDirty() const;
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@ -1196,7 +1196,7 @@ struct SpecializedVehicle : public Vehicle {
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* there won't be enough change in bounding box or offsets to need
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* to resolve a new sprite.
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*/
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if (this->direction != this->sprite_cache.last_direction || this->sprite_cache.is_viewport_candidate) {
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if (this->direction != this->sprite_cache.last_direction) {
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VehicleSpriteSeq seq;
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((T*)this)->T::GetImage(this->direction, EIT_ON_MAP, &seq);
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@ -1206,14 +1206,14 @@ struct SpecializedVehicle : public Vehicle {
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}
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this->sprite_cache.last_direction = this->direction;
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this->sprite_cache.is_viewport_candidate = false;
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this->sprite_cache.sprite_has_viewport_changes = false;
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this->sprite_cache.revalidate_before_draw = false;
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} else {
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/*
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* Changes could still be relevant when we render the vehicle even if
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* they don't alter the bounding box
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* A change that could potentially invalidate the sprite has been
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* made, signal that we should still resolve it before drawing on a
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* viewport.
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*/
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this->sprite_cache.sprite_has_viewport_changes = true;
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this->sprite_cache.revalidate_before_draw = true;
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}
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if (force_update || sprite_has_changed) {
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