2021-02-20 10:54:33 +00:00
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/*
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* This file is part of OpenTTD.
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* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
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* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
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*/
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/** @file video_driver.cpp Common code between video driver implementations. */
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#include "../stdafx.h"
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#include "../debug.h"
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2021-02-24 13:50:52 +00:00
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#include "../core/random_func.hpp"
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2021-02-28 14:41:03 +00:00
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#include "../network/network.h"
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2021-02-20 10:54:33 +00:00
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#include "../gfx_func.h"
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#include "../progress.h"
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#include "../thread.h"
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#include "../window_func.h"
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#include "video_driver.hpp"
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bool VideoDriver::Tick()
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{
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auto cur_ticks = std::chrono::steady_clock::now();
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2021-02-28 14:41:03 +00:00
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if (cur_ticks >= this->next_game_tick) {
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this->next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
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2021-02-20 10:54:33 +00:00
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/* The game loop is the part that can run asynchronously.
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* The rest except sleeping can't. */
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this->UnlockVideoBuffer();
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::GameLoop();
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this->LockVideoBuffer();
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2021-02-21 11:49:54 +00:00
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::GameLoopPaletteAnimations();
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2021-02-20 10:54:33 +00:00
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/* For things like dedicated server, don't run a separate draw-tick. */
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if (!this->HasGUI()) {
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::InputLoop();
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UpdateWindows();
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this->next_draw_tick = this->next_game_tick;
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}
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}
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/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
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2021-03-01 22:17:30 +00:00
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if (this->HasGUI() && cur_ticks >= this->next_draw_tick && (_switch_mode == SM_NONE || _game_mode == GM_BOOTSTRAP || HasModalProgress())) {
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2021-02-20 10:54:33 +00:00
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this->next_draw_tick += this->GetDrawInterval();
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/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
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if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
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2021-02-26 13:01:12 +00:00
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/* Keep the interactive randomizer a bit more random by requesting
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* new values when-ever we can. */
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InteractiveRandom();
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2021-02-24 13:45:10 +00:00
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while (this->PollEvent()) {}
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2021-02-20 10:54:33 +00:00
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this->InputLoop();
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2021-02-28 14:41:03 +00:00
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/* Check if the fast-forward button is still pressed. */
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if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) {
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ChangeGameSpeed(true);
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this->fast_forward_via_key = true;
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} else if (this->fast_forward_via_key) {
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ChangeGameSpeed(false);
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this->fast_forward_via_key = false;
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}
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2021-02-20 10:54:33 +00:00
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::InputLoop();
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UpdateWindows();
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this->CheckPaletteAnim();
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return true;
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}
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return false;
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}
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void VideoDriver::SleepTillNextTick()
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{
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2021-02-28 14:41:03 +00:00
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/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
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auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
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auto now = std::chrono::steady_clock::now();
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2021-02-20 10:54:33 +00:00
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2021-02-28 14:41:03 +00:00
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if (next_tick > now) {
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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this->LockVideoBuffer();
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2021-02-20 10:54:33 +00:00
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}
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}
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