Reduce screen re-draw area for bridge middle signal updates

pull/306/head
Jonathan G Rennison 3 years ago
parent 50f1c25ff5
commit f6c2a81f72

@ -79,4 +79,6 @@ static inline void ClearBridgeEntranceSimulatedSignals(TileIndex t)
void ClearBridgeSimulatedSignalMapping();
void MarkSingleBridgeSignalDirty(TileIndex tile, TileIndex bridge_start_tile);
#endif /* BRIDGE_SIGNAL_MAP_H */

@ -2677,13 +2677,6 @@ static void GetSignalXY(TileIndex tile, uint pos, uint &x, uint &y)
y = TileY(tile) * TILE_SIZE + SignalPositions[side][pos].y;
}
static bool _signal_sprite_oversized = false;
static const int SIGNAL_DIRTY_LEFT = 14 * ZOOM_LVL_BASE;
static const int SIGNAL_DIRTY_RIGHT = 14 * ZOOM_LVL_BASE;
static const int SIGNAL_DIRTY_TOP = 30 * ZOOM_LVL_BASE;
static const int SIGNAL_DIRTY_BOTTOM = 5 * ZOOM_LVL_BASE;
void DrawSingleSignal(TileIndex tile, const RailtypeInfo *rti, Track track, SignalState condition, SignalOffsets image, uint pos, SignalType type,
SignalVariant variant, bool show_restricted, bool exit_signal = false)
{

@ -27,6 +27,7 @@
#include "safeguards.h"
uint8 _extra_aspects = 0;
bool _signal_sprite_oversized = false;
/// List of signals dependent upon this one
typedef std::vector<SignalReference> SignalDependencyList;
@ -1244,10 +1245,11 @@ static void RefreshBridgeOnExitAspectChange(TileIndex entrance, TileIndex exit)
const TileIndexDiffC offset = TileIndexDiffCByDiagDir(GetTunnelBridgeDirection(entrance));
const TileIndexDiff diff = TileDiffXY(offset.x * simulated_wormhole_signals, offset.y * simulated_wormhole_signals);
const uint signal_count = bridge_length / simulated_wormhole_signals;
if (signal_count == 0) return;
TileIndex tile = entrance + ((int)signal_count * diff);
const uint redraw_count = std::min<uint>(_extra_aspects, signal_count);
for (uint i = 0; i < redraw_count; i++) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkSingleBridgeSignalDirty(tile, entrance);
tile -= diff;
}
}

@ -20,6 +20,7 @@
#include "vehicle_type.h"
extern uint8 _extra_aspects;
extern bool _signal_sprite_oversized;
/**
* Maps a trackdir to the bit that stores its status in the map arrays, in the

@ -13,6 +13,7 @@
#include "core/enum_type.hpp"
#include "track_type.h"
#include "tile_type.h"
#include "zoom_type.h"
/** Variant of the signal, i.e. how does the signal look? */
enum SignalVariant {
@ -63,4 +64,9 @@ enum SignalState {
SIGNAL_STATE_MAX = SIGNAL_STATE_GREEN,
};
static const int SIGNAL_DIRTY_LEFT = 14 * ZOOM_LVL_BASE;
static const int SIGNAL_DIRTY_RIGHT = 14 * ZOOM_LVL_BASE;
static const int SIGNAL_DIRTY_TOP = 30 * ZOOM_LVL_BASE;
static const int SIGNAL_DIRTY_BOTTOM = 5 * ZOOM_LVL_BASE;
#endif /* SIGNAL_TYPE_H */

@ -3396,7 +3396,7 @@ static void UpdateAspectFromBridgeMiddleSignalChange(TileIndex entrance, TileInd
UpdateEntranceAspectFromMiddleSignalChange(entrance, signal_number);
if (signal_number > 0) {
for (int i = std::max<int>(0, signal_number - _extra_aspects); i < signal_number; i++) {
MarkTileDirtyByTile(entrance + (diff * (i + 1)), VMDF_NOT_MAP_MODE);
MarkSingleBridgeSignalDirty(entrance + (diff * (i + 1)), entrance);
}
}
}
@ -3409,7 +3409,7 @@ static void HandleLastTunnelBridgeSignals(TileIndex tile, TileIndex end, DiagDir
if (signal_offset) {
TileIndexDiff diff = TileOffsByDiagDir(dir) * GetTunnelBridgeSignalSimulationSpacing(tile);
TileIndex last_signal_tile = end + (diff * signal_offset);
MarkTileDirtyByTile(last_signal_tile, VMDF_NOT_MAP_MODE);
MarkSingleBridgeSignalDirty(last_signal_tile, end);
if (_extra_aspects > 0) UpdateAspectFromBridgeMiddleSignalChange(end, diff, signal_offset - 1);
}
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
@ -5101,7 +5101,7 @@ static void HandleSignalBehindTrain(Train *v, int signal_number)
if (IsTunnelBridgeSignalSimulationEntrance(tile)) SetTunnelBridgeEntranceSignalGreen(tile);
} else if (IsBridge(v->tile) && signal_number >= 0) {
SetBridgeEntranceSimulatedSignalState(v->tile, signal_number, SIGNAL_STATE_GREEN);
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
MarkSingleBridgeSignalDirty(tile, v->tile);
if (_extra_aspects > 0) UpdateAspectFromBridgeMiddleSignalChange(v->tile, TileOffsByDiagDir(GetTunnelBridgeDirection(v->tile)) * simulated_wormhole_signals, signal_number);
} else if (IsTunnel(v->tile) && signal_number >= 0 && _extra_aspects > 0) {
UpdateEntranceAspectFromMiddleSignalChange(v->tile, signal_number);
@ -5504,7 +5504,7 @@ bool TrainController(Train *v, Vehicle *nomove, bool reverse)
/* flip signal in front to red on bridges*/
if (distance == 0 && IsBridge(v->tile)) {
SetBridgeEntranceSimulatedSignalState(v->tile, v->tunnel_bridge_signal_num, SIGNAL_STATE_RED);
MarkTileDirtyByTile(gp.new_tile, VMDF_NOT_MAP_MODE);
MarkSingleBridgeSignalDirty(gp.new_tile, v->tile);
}
}
}

@ -1791,6 +1791,30 @@ static void DrawTunnelBridgeRampSignal(const TileInfo *ti)
}
}
static void GetBridgeSignalXY(TileIndex tile, DiagDirection bridge_direction, uint &position, uint &x, uint &y)
{
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
static const Point SignalPositions[2][4] = {
{ /* X X Y Y Signals on the left side */
{11, 3}, { 4, 13}, { 3, 4}, {11, 13}
}, {/* X X Y Y Signals on the right side */
{11, 13}, { 4, 3}, {13, 4}, { 3, 11}
}
};
switch (bridge_direction) {
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;
}
x = TileX(tile) * TILE_SIZE + SignalPositions[side][position].x;
y = TileY(tile) * TILE_SIZE + SignalPositions[side][position].y;
}
/* Draws a signal on tunnel / bridge entrance tile. */
static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_start_tile, TileIndex bridge_end_tile, uint z)
{
@ -1803,29 +1827,9 @@ static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_st
while (bridge_signal_position <= bridge_section) {
bridge_signal_position += simulated_wormhole_signals;
if (bridge_signal_position == bridge_section) {
bool side = (_settings_game.vehicle.road_side != 0) && _settings_game.construction.train_signal_side;
static const Point SignalPositions[2][4] = {
{ /* X X Y Y Signals on the left side */
{11, 3}, { 4, 13}, { 3, 4}, {11, 13}
}, {/* X X Y Y Signals on the right side */
{11, 13}, { 4, 3}, {13, 4}, { 3, 11}
}
};
uint position;
switch (GetTunnelBridgeDirection(bridge_start_tile)) {
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;
}
uint x = TileX(ti->tile) * TILE_SIZE + SignalPositions[side][position].x;
uint y = TileY(ti->tile) * TILE_SIZE + SignalPositions[side][position].y;
z += 5;
uint position, x, y;
GetBridgeSignalXY(ti->tile, GetTunnelBridgeDirection(bridge_start_tile), position, x, y);
SignalVariant variant = IsTunnelBridgeSemaphore(bridge_start_tile) ? SIG_SEMAPHORE : SIG_ELECTRIC;
SignalState state = GetBridgeEntranceSimulatedSignalState(bridge_start_tile, m2_position);
@ -1864,13 +1868,32 @@ static void DrawBridgeSignalOnMiddlePart(const TileInfo *ti, TileIndex bridge_st
sprite.pal = PAL_NONE;
}
AddSortableSpriteToDraw(sprite.sprite, sprite.pal, x, y, 1, 1, TILE_HEIGHT, z, false, 0, 0, BB_Z_SEPARATOR);
AddSortableSpriteToDraw(sprite.sprite, sprite.pal, x, y, 1, 1, TILE_HEIGHT, z + 5, false, 0, 0, BB_Z_SEPARATOR);
break;
}
m2_position++;
}
}
void MarkSingleBridgeSignalDirty(TileIndex tile, TileIndex bridge_start_tile)
{
if (_signal_sprite_oversized) {
MarkTileDirtyByTile(tile, VMDF_NOT_MAP_MODE);
return;
}
uint position, x, y;
GetBridgeSignalXY(tile, GetTunnelBridgeDirection(bridge_start_tile), position, x, y);
Point pt = RemapCoords(x, y, GetBridgePixelHeight(bridge_start_tile) + 5 - BRIDGE_Z_START);
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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