(svn r24003) [1.2] -Backport from trunk:

- Fix: Do not load a game during UpdateWindows as that might trigger changing the blitter which triggers re-entrant locking (r23980, r23977)
- Fix: [SDL] Palette update was done too late making switching from 8bpp -> 32bpp look ugly (r23978)
- Fix: Sprites of different zoom levels were not always padded correctly to a common size (r23976)
- Fix: Also save the maximum travel speed for the current vehicle order (r23973)
This commit is contained in:
rubidium 2012-03-04 16:33:13 +00:00
parent 8f8be22bc9
commit 9d168228e7
5 changed files with 49 additions and 27 deletions

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@ -1732,10 +1732,11 @@ void DrawDirtyBlocks()
_modal_progress_paint_mutex->BeginCritical();
_modal_progress_work_mutex->BeginCritical();
if (_switch_mode != SM_NONE && !HasModalProgress()) {
SwitchToMode(_switch_mode);
_switch_mode = SM_NONE;
}
/* When we ended with the modal progress, do not draw the blocks.
* Simply let the next run do so, otherwise we would be loading
* the new state (and possibly change the blitter) when we hold
* the drawing lock, which we must not do. */
if (_switch_mode != SM_NONE && !HasModalProgress()) return;
}
y = 0;

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@ -236,9 +236,10 @@
* 170 23826
* 171 23835
* 172 23947
* 173 23967 1.2.x
* 173 23967 1.2.0-RC1
* 174 23973 1.2.x
*/
extern const uint16 SAVEGAME_VERSION = 173; ///< Current savegame version of OpenTTD.
extern const uint16 SAVEGAME_VERSION = 174; ///< Current savegame version of OpenTTD.
SavegameType _savegame_type; ///< type of savegame we are loading

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@ -628,6 +628,7 @@ const SaveLoad *GetVehicleDescription(VehicleType vt)
/* Timetable in current order */
SLE_CONDVAR(Vehicle, current_order.wait_time, SLE_UINT16, 67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order.travel_time, SLE_UINT16, 67, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, current_order.max_speed, SLE_UINT16, 174, SL_MAX_VERSION),
SLE_CONDVAR(Vehicle, timetable_start, SLE_INT32, 129, SL_MAX_VERSION),
SLE_CONDREF(Vehicle, orders, REF_ORDER, 0, 104),

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@ -264,33 +264,37 @@ static bool PadSingleSprite(SpriteLoader::Sprite *sprite, ZoomLevel zoom, uint p
static bool PadSprites(SpriteLoader::Sprite *sprite, uint8 sprite_avail)
{
int left = sprite[ZOOM_LVL_NORMAL].x_offs;
int top = sprite[ZOOM_LVL_NORMAL].y_offs;
int right = sprite[ZOOM_LVL_NORMAL].x_offs + sprite[ZOOM_LVL_NORMAL].width;
int bottom = sprite[ZOOM_LVL_NORMAL].y_offs + sprite[ZOOM_LVL_NORMAL].height;
/* Find combined bounds of all zoom levels.*/
for (ZoomLevel zoom = ZOOM_LVL_OUT_2X; zoom != ZOOM_LVL_END; zoom++) {
/* Get minimum top left corner coordinates. */
int min_xoffs = INT32_MAX;
int min_yoffs = INT32_MAX;
for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
if (HasBit(sprite_avail, zoom)) {
uint8 scaled_1 = ScaleByZoom(1, zoom);
left = min(left, sprite[zoom].x_offs * scaled_1);
top = min(top, sprite[zoom].y_offs * scaled_1);
right = max(right, (sprite[zoom].x_offs + sprite[zoom].width - 1) * scaled_1);
bottom = max(bottom, (sprite[zoom].y_offs + sprite[zoom].height - 1) * scaled_1);
min_xoffs = min(min_xoffs, ScaleByZoom(sprite[zoom].x_offs, zoom));
min_yoffs = min(min_yoffs, ScaleByZoom(sprite[zoom].y_offs, zoom));
}
}
/* Pad too small sprites. */
SetBit(sprite_avail, ZOOM_LVL_NORMAL);
/* Get maximum dimensions taking necessary padding at the top left into account. */
int max_width = INT32_MIN;
int max_height = INT32_MIN;
for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
if (HasBit(sprite_avail, zoom)) {
int pad_left = sprite[zoom].x_offs - UnScaleByZoom(left, zoom);
int pad_top = sprite[zoom].y_offs - UnScaleByZoom(top, zoom);
int pad_right = UnScaleByZoom(right, zoom) - (sprite[zoom].x_offs + sprite[zoom].width);
int pad_bottom = UnScaleByZoom(bottom, zoom) - (sprite[zoom].y_offs + sprite[zoom].height);
max_width = max(max_width, ScaleByZoom(sprite[zoom].width + sprite[zoom].x_offs - UnScaleByZoom(min_xoffs, zoom), zoom));
max_height = max(max_height, ScaleByZoom(sprite[zoom].height + sprite[zoom].y_offs - UnScaleByZoom(min_yoffs, zoom), zoom));
}
}
if (pad_left != 0 || pad_right != 0 || pad_top != 0 || pad_bottom != 0) {
/* Pad sprites where needed. */
for (ZoomLevel zoom = ZOOM_LVL_BEGIN; zoom != ZOOM_LVL_END; zoom++) {
if (HasBit(sprite_avail, zoom)) {
/* Scaling the sprite dimensions in the blitter is done with rounding up,
* so a negative padding here is not an error. */
int pad_left = max(0, sprite[zoom].x_offs - UnScaleByZoom(min_xoffs, zoom));
int pad_top = max(0, sprite[zoom].y_offs - UnScaleByZoom(min_yoffs, zoom));
int pad_right = max(0, UnScaleByZoom(max_width, zoom) - sprite[zoom].width - pad_left);
int pad_bottom = max(0, UnScaleByZoom(max_height, zoom) - sprite[zoom].height - pad_top);
if (pad_left > 0 || pad_right > 0 || pad_top > 0 || pad_bottom > 0) {
if (!PadSingleSprite(&sprite[zoom], zoom, pad_left, pad_top, pad_right, pad_bottom)) return false;
}
}
@ -305,6 +309,7 @@ static bool ResizeSprites(SpriteLoader::Sprite *sprite, uint8 sprite_avail, uint
ZoomLevel first_avail = static_cast<ZoomLevel>(FIND_FIRST_BIT(sprite_avail));
if (first_avail != ZOOM_LVL_NORMAL) {
if (!ResizeSpriteIn(sprite, first_avail, ZOOM_LVL_NORMAL)) return false;
SetBit(sprite_avail, ZOOM_LVL_NORMAL);
}
/* Pad sprites to make sizes match. */

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@ -258,9 +258,23 @@ static bool CreateMainSurface(uint w, uint h)
_screen.dst_ptr = newscreen->pixels;
_sdl_screen = newscreen;
BlitterFactoryBase::GetCurrentBlitter()->PostResize();
Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
blitter->PostResize();
InitPalette();
switch (blitter->UsePaletteAnimation()) {
case Blitter::PALETTE_ANIMATION_NONE:
case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
UpdatePalette();
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
if (_video_driver != NULL) blitter->PaletteAnimate(_local_palette);
break;
default:
NOT_REACHED();
}
snprintf(caption, sizeof(caption), "OpenTTD %s", _openttd_revision);
SDL_CALL SDL_WM_SetCaption(caption, caption);