Fix eeb88e8: Trains reversed while paused do not correctly update sprite bounds (#8540)

This commit is contained in:
Matt Kimber
2021-01-17 18:57:16 +00:00
committed by GitHub
parent 120c6fda61
commit 40d5fe1631
6 changed files with 105 additions and 68 deletions

View File

@@ -346,6 +346,7 @@ Vehicle::Vehicle(VehicleType type)
{
this->type = type;
this->coord.left = INVALID_COORD;
this->sprite_cache.old_coord.left = INVALID_COORD;
this->group_id = DEFAULT_GROUP;
this->fill_percent_te_id = INVALID_TE_ID;
this->first = this;
@@ -643,11 +644,9 @@ static void UpdateVehicleTileHash(Vehicle *v, bool remove)
static Vehicle *_vehicle_viewport_hash[1 << (GEN_HASHX_BITS + GEN_HASHY_BITS)];
static void UpdateVehicleViewportHash(Vehicle *v, int x, int y)
static void UpdateVehicleViewportHash(Vehicle *v, int x, int y, int old_x, int old_y)
{
Vehicle **old_hash, **new_hash;
int old_x = v->coord.left;
int old_y = v->coord.top;
new_hash = (x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(x, y)];
old_hash = (old_x == INVALID_COORD) ? nullptr : &_vehicle_viewport_hash[GEN_HASH(old_x, old_y)];
@@ -881,7 +880,7 @@ Vehicle::~Vehicle()
delete v;
UpdateVehicleTileHash(this, true);
UpdateVehicleViewportHash(this, INVALID_COORD, 0);
UpdateVehicleViewportHash(this, INVALID_COORD, 0, this->sprite_cache.old_coord.left, this->sprite_cache.old_coord.top);
DeleteVehicleNews(this->index, INVALID_STRING_ID);
DeleteNewGRFInspectWindow(GetGrfSpecFeature(this->type), this->index);
}
@@ -1091,17 +1090,6 @@ static void DoDrawVehicle(const Vehicle *v)
if (to != TO_INVALID && (IsTransparencySet(to) || IsInvisibilitySet(to))) return;
}
/*
* If the vehicle sprite was not updated despite further viewport changes, we need
* to update it before drawing.
*/
if (v->sprite_cache.sprite_has_viewport_changes) {
VehicleSpriteSeq seq;
v->GetImage(v->direction, EIT_ON_MAP, &seq);
v->sprite_cache.sprite_seq = seq;
v->sprite_cache.sprite_has_viewport_changes = false;
}
StartSpriteCombine();
for (uint i = 0; i < v->sprite_cache.sprite_seq.count; ++i) {
PaletteID pal2 = v->sprite_cache.sprite_seq.seq[i].pal;
@@ -1156,30 +1144,42 @@ void ViewportAddVehicles(DrawPixelInfo *dpi)
while (v != nullptr) {
if (!(v->vehstatus & VS_HIDDEN) &&
l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) {
DoDrawVehicle(v);
}
else if (l <= v->coord.right + xb &&
l <= v->coord.right + xb &&
t <= v->coord.bottom + yb &&
r >= v->coord.left - xb &&
b >= v->coord.top - yb)
{
/*
* Indicate that this vehicle was considered for rendering in a viewport,
* is within the bounds where a sprite could be valid for rendering
* and we therefore need to update sprites more frequently in case a callback
* will change the bounding box to one which will cause the sprite to be
* displayed.
*
* This reduces the chances of flicker when sprites enter the screen, if they
* are part of a newgrf vehicle set which changes bounding boxes within a
* single vehicle direction.
* This vehicle can potentially be drawn as part of this viewport and
* needs to be revalidated, as the sprite may not be correct.
*/
v->sprite_cache.is_viewport_candidate = true;
}
if (v->sprite_cache.revalidate_before_draw) {
VehicleSpriteSeq seq;
v->GetImage(v->direction, EIT_ON_MAP, &seq);
if (seq.IsValid() && v->sprite_cache.sprite_seq != seq) {
v->sprite_cache.sprite_seq = seq;
/*
* A sprite change may also result in a bounding box change,
* so we need to update the bounding box again before we
* check to see if the vehicle should be drawn. Note that
* we can't interfere with the viewport hash at this point,
* so we keep the original hash on the assumption there will
* not be a significant change in the top and left coordinates
* of the vehicle.
*/
v->UpdateBoundingBoxCoordinates(false);
}
v->sprite_cache.revalidate_before_draw = false;
}
if (l <= v->coord.right &&
t <= v->coord.bottom &&
r >= v->coord.left &&
b >= v->coord.top) DoDrawVehicle(v);
}
v = v->hash_viewport_next;
}
@@ -1598,11 +1598,10 @@ void Vehicle::UpdatePosition()
}
/**
* Update the vehicle on the viewport, updating the right hash and setting the
* new coordinates.
* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
*/
void Vehicle::UpdateViewport(bool dirty)
* Update the bounding box co-ordinates of the vehicle
* @param update_cache Update the cached values for previous co-ordinate values
*/
void Vehicle::UpdateBoundingBoxCoordinates(bool update_cache) const
{
Rect new_coord;
this->sprite_cache.sprite_seq.GetBounds(&new_coord);
@@ -1613,20 +1612,44 @@ void Vehicle::UpdateViewport(bool dirty)
new_coord.right += pt.x + 2 * ZOOM_LVL_BASE;
new_coord.bottom += pt.y + 2 * ZOOM_LVL_BASE;
UpdateVehicleViewportHash(this, new_coord.left, new_coord.top);
if (update_cache) {
/*
* If the old coordinates are invalid, set the cache to the new coordinates for correct
* behaviour the next time the coordinate cache is checked.
*/
this->sprite_cache.old_coord = this->coord.left == INVALID_COORD ? new_coord : this->coord;
}
else {
/* Extend the bounds of the existing cached bounding box so the next dirty window is correct */
this->sprite_cache.old_coord.left = std::min(this->sprite_cache.old_coord.left, this->coord.left);
this->sprite_cache.old_coord.top = std::min(this->sprite_cache.old_coord.top, this->coord.top);
this->sprite_cache.old_coord.right = std::max(this->sprite_cache.old_coord.right, this->coord.right);
this->sprite_cache.old_coord.bottom = std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom);
}
Rect old_coord = this->coord;
this->coord = new_coord;
}
/**
* Update the vehicle on the viewport, updating the right hash and setting the new coordinates.
* @param dirty Mark the (new and old) coordinates of the vehicle as dirty.
*/
void Vehicle::UpdateViewport(bool dirty)
{
Rect old_coord = this->sprite_cache.old_coord;
this->UpdateBoundingBoxCoordinates(true);
UpdateVehicleViewportHash(this, this->coord.left, this->coord.top, old_coord.left, old_coord.top);
if (dirty) {
if (old_coord.left == INVALID_COORD) {
this->MarkAllViewportsDirty();
this->sprite_cache.is_viewport_candidate = this->MarkAllViewportsDirty();
} else {
::MarkAllViewportsDirty(
std::min(old_coord.left, this->coord.left),
std::min(old_coord.top, this->coord.top),
std::max(old_coord.right, this->coord.right),
std::max(old_coord.bottom, this->coord.bottom));
this->sprite_cache.is_viewport_candidate = ::MarkAllViewportsDirty(
std::min(this->sprite_cache.old_coord.left, this->coord.left),
std::min(this->sprite_cache.old_coord.top, this->coord.top),
std::max(this->sprite_cache.old_coord.right, this->coord.right),
std::max(this->sprite_cache.old_coord.bottom, this->coord.bottom));
}
}
}
@@ -1642,10 +1665,11 @@ void Vehicle::UpdatePositionAndViewport()
/**
* Marks viewports dirty where the vehicle's image is.
* @return true if at least one viewport has a dirty block
*/
void Vehicle::MarkAllViewportsDirty() const
bool Vehicle::MarkAllViewportsDirty() const
{
::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
return ::MarkAllViewportsDirty(this->coord.left, this->coord.top, this->coord.right, this->coord.bottom);
}
/**