Reduce screen re-draw area for tunnel/bridge end signal updates

pull/306/head
Jonathan G Rennison 3 years ago
parent f6c2a81f72
commit b08cc3cf38

@ -478,6 +478,7 @@ static inline Money SignalMaintenanceCost(uint32 num)
}
void MarkSingleSignalDirty(TileIndex tile, Trackdir td);
void MarkSingleSignalDirtyAtZ(TileIndex tile, Trackdir td, uint z);
void DrawTrainDepotSprite(int x, int y, int image, RailType railtype);
int TicksToLeaveDepot(const Train *v);

@ -2766,13 +2766,9 @@ static void DrawSingleSignal(TileIndex tile, const RailtypeInfo *rti, Track trac
DrawSingleSignal(tile, rti, track, condition, image, pos, type, variant, show_restricted);
}
void MarkSingleSignalDirty(TileIndex tile, Trackdir td)
template <typename F>
void MarkSingleSignalDirtyIntl(TileIndex tile, Trackdir td, F get_z)
{
if (_signal_sprite_oversized || td >= TRACKDIR_END) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
return;
}
static const uint8 trackdir_to_pos[TRACKDIR_END] = {
8, // TRACKDIR_X_NE
10, // TRACKDIR_Y_SE
@ -2794,7 +2790,7 @@ void MarkSingleSignalDirty(TileIndex tile, Trackdir td)
uint x, y;
GetSignalXY(tile, trackdir_to_pos[td], x, y);
Point pt = RemapCoords(x, y, GetSaveSlopeZ(x, y, TrackdirToTrack(td)));
Point pt = RemapCoords(x, y, get_z(x, y));
MarkAllViewportsDirty(
pt.x - SIGNAL_DIRTY_LEFT,
pt.y - SIGNAL_DIRTY_TOP,
@ -2804,6 +2800,25 @@ void MarkSingleSignalDirty(TileIndex tile, Trackdir td)
);
}
void MarkSingleSignalDirty(TileIndex tile, Trackdir td)
{
if (_signal_sprite_oversized || td >= TRACKDIR_END) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
return;
}
MarkSingleSignalDirtyIntl(tile, td, [td](uint x, uint y) -> uint {
return GetSaveSlopeZ(x, y, TrackdirToTrack(td));
});
}
void MarkSingleSignalDirtyAtZ(TileIndex tile, Trackdir td, uint z)
{
MarkSingleSignalDirtyIntl(tile, td, [z](uint x, uint y) -> uint {
return z;
});
}
static uint32 _drawtile_track_palette;

@ -720,7 +720,7 @@ static void UpdateSignalsAroundSegment(SigInfo info)
uint8 aspect = GetForwardAspectAndIncrement(info, tile, exit_td);
if (aspect != GetTunnelBridgeExitSignalAspect(tile)) {
SetTunnelBridgeExitSignalAspect(tile, aspect);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkTunnelBridgeSignalDirty(tile, true);
PropagateAspectChange(tile, exit_td, aspect);
}
}
@ -748,7 +748,7 @@ static void UpdateSignalsAroundSegment(SigInfo info)
PropagateAspectChange(tile, exit_td, aspect);
}
}
if (refresh) MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
if (refresh) MarkTunnelBridgeSignalDirty(tile, true);
continue;
}
@ -857,7 +857,7 @@ static void UpdateSignalsAroundSegment(SigInfo info)
uint8 old_aspect = GetTunnelBridgeExitSignalAspect(tile);
if (aspect != old_aspect) {
SetTunnelBridgeExitSignalAspect(tile, aspect);
if (old_aspect != 0) MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
if (old_aspect != 0) MarkTunnelBridgeSignalDirty(tile, true);
PropagateAspectChange(tile, trackdir, aspect);
}
} else {
@ -1358,7 +1358,7 @@ void PropagateAspectChange(TileIndex tile, Trackdir trackdir, uint8 aspect)
if (!IsTunnelBridgeSignalSimulationExit(tile) || GetTunnelBridgeExitSignalState(tile) != SIGNAL_STATE_GREEN) return;
if (GetTunnelBridgeExitSignalAspect(tile) == aspect) return;
SetTunnelBridgeExitSignalAspect(tile, aspect);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkTunnelBridgeSignalDirty(tile, true);
if (IsBridge(tile)) RefreshBridgeOnExitAspectChange(other, tile);
aspect = std::min<uint>(GetSignalledTunnelBridgeEntranceForwardAspect(other, tile) + 1, _extra_aspects + 1);
}
@ -1372,7 +1372,7 @@ void PropagateAspectChange(TileIndex tile, Trackdir trackdir, uint8 aspect)
if (!IsTunnelBridgeSignalSimulationEntrance(tile) || GetTunnelBridgeEntranceSignalState(tile) != SIGNAL_STATE_GREEN) return;
if (GetTunnelBridgeEntranceSignalAspect(tile) == aspect) return;
SetTunnelBridgeEntranceSignalAspect(tile, aspect);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkTunnelBridgeSignalDirty(tile, false);
aspect = std::min<uint>(aspect + 1, _extra_aspects + 1);
}
}

@ -3365,7 +3365,7 @@ static void UpdateTunnelBridgeEntranceSignalAspect(TileIndex tile)
uint8 old_aspect = GetTunnelBridgeEntranceSignalAspect(tile);
if (aspect != old_aspect) {
SetTunnelBridgeEntranceSignalAspect(tile, aspect);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkTunnelBridgeSignalDirty(tile, false);
PropagateAspectChange(tile, trackdir, aspect);
}
}
@ -3374,7 +3374,7 @@ static void SetTunnelBridgeEntranceSignalGreen(TileIndex tile)
{
if (GetTunnelBridgeEntranceSignalState(tile) == SIGNAL_STATE_RED) {
SetTunnelBridgeEntranceSignalState(tile, SIGNAL_STATE_GREEN);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkTunnelBridgeSignalDirty(tile, false);
if (_extra_aspects > 0) {
SetTunnelBridgeEntranceSignalAspect(tile, 0);
UpdateAspectDeferred(tile, GetTunnelBridgeEntranceTrackdir(tile));

@ -17,6 +17,8 @@ uint GetTunnelBridgeSignalSimulationSpacingTarget(Owner owner);
uint GetBestTunnelBridgeSignalSimulationSpacing(Owner owner, TileIndex begin, TileIndex end);
uint GetTunnelBridgeSignalSimulationSignalCount(TileIndex begin, TileIndex end);
void MarkTunnelBridgeSignalDirty(TileIndex tile, bool exit);
/**
* Calculates the length of a tunnel or a bridge (without end tiles)
* @param begin The begin of the tunnel or bridge.

@ -1894,6 +1894,65 @@ void MarkSingleBridgeSignalDirty(TileIndex tile, TileIndex bridge_start_tile)
);
}
void MarkTunnelBridgeSignalDirty(TileIndex tile, bool exit)
{
if (_signal_sprite_oversized) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
return;
}
if (IsRailCustomBridgeHeadTile(tile)) {
Trackdir td = exit ? GetTunnelBridgeExitTrackdir(tile) : GetTunnelBridgeEntranceTrackdir(tile);
MarkSingleSignalDirtyAtZ(tile, td, GetTileMaxPixelZ(tile));
return;
}
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
DiagDirection dir = GetTunnelBridgeDirection(tile);
uint position;
switch (dir) {
default: NOT_REACHED();
case DIAGDIR_NE: position = 0; break;
case DIAGDIR_SE: position = 2; break;
case DIAGDIR_SW: position = 1; break;
case DIAGDIR_NW: position = 3; break;
}
static const Point SignalPositions[2][4] = {
{ /* X X Y Y Signals on the left side */
{13, 3}, { 2, 13}, { 3, 4}, {13, 14}
}, {/* X X Y Y Signals on the right side */
{14, 13}, { 3, 3}, {13, 2}, { 3, 13}
}
};
uint x = TileX(tile) * TILE_SIZE + SignalPositions[side != exit][position].x;
uint y = TileY(tile) * TILE_SIZE + SignalPositions[side != exit][position].y;
int z;
if (IsTunnel(tile)) {
z = GetTileZ(tile) * TILE_HEIGHT;
} else {
Slope slope = GetTilePixelSlope(tile, &z);
if (slope == SLOPE_FLAT) {
if (side == exit && dir == DIAGDIR_SE) z += 2;
if (side != exit && dir == DIAGDIR_SW) z += 2;
} else {
z += 8;
}
}
Point pt = RemapCoords(x, y, z);
MarkAllViewportsDirty(
pt.x - SIGNAL_DIRTY_LEFT,
pt.y - SIGNAL_DIRTY_TOP,
pt.x + SIGNAL_DIRTY_RIGHT,
pt.y + SIGNAL_DIRTY_BOTTOM,
VMDF_NOT_MAP_MODE
);
}
/**
* Draws a tunnel of bridge tile.
* For tunnels, this is rather simple, as you only need to draw the entrance.

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