Commit Graph

636 Commits

Author SHA1 Message Date
Patric Stout
cf865597f8
Fix: don't propagate shift/ctrl state till next game-tick (#9381)
When the game-loop is very slow, it was easily possible to start
the loop with _shift_pressed being false, but end with
_shift_pressed being true. This doesn't hurt the game as such,
but for the user this can be very weird: I pressed "Buy Vehicle",
pressed shift a bit later, and I still get a cost indication.
2021-06-17 20:22:57 +02:00
Rubidium
357af686dc Cleanup: use true/false instead of 1/0 where applicable 2021-06-17 16:18:30 +02:00
Rubidium
f904aef176 Cleanup: use nullptr instead of 0 or NULL 2021-06-17 16:18:30 +02:00
rubidium42
55a11710a6 Codechange: convert printf DEBUG statements to fmt Debug statements 2021-06-13 12:45:45 +02:00
glx22
d485b50813 Fix: [MinGW] Ignore wglGetProcAddress() cast warnings 2021-06-10 23:17:29 +02:00
glx22
744a9e4745 Codechange: [WIN32] Add a wrapper around GetProcAddress() 2021-06-10 23:17:29 +02:00
glx22
2df48a78cc Fix: [MinGW32] Can't convert lambda to stdcall 2021-06-10 23:17:29 +02:00
glx22
f4c7d5577e Codechange: [WIN32] Use VersionHelpers where appropriate 2021-06-10 23:17:29 +02:00
Patric Stout
37ae6b8ae3
Add: adhere the autosave_on_exit setting for Null videodriver (#9343)
This is especially useful for automated-testing, to make a save
when the game quits while using "-vnull:ticks=N".
2021-06-10 19:34:53 +02:00
Patric Stout
ca9a7df752
Codechange: rename str_validate to StrMakeValid(InPlace) (#9304)
This to be more explicit the function changes the value, and not
returns yes/no.
2021-05-29 11:21:38 +02:00
Michael Lutz
97722931a9 Fix: [OpenGL] Increase timeout when waiting for the GPU to be done with the drawing buffer.
The old timeout could be too short if v-sync was on on lower refresh rates.
2021-05-23 12:22:59 +02:00
Patric Stout
b136e65cf9
Change: reworked the debug levels for network facility (#9251)
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
2021-05-12 16:34:02 +02:00
Patric Stout
56050fc96f
Fix 91b8ce07: dedicated servers could no longer create screenshots (#9232)
Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
2021-05-12 16:31:31 +02:00
Milek7
20762f9117
Codechange: Acquire video buffer before taking game state lock to prevent erratic fast forward behaviour (#9140) 2021-05-02 19:10:07 +01:00
Michael Lutz
91b8ce073f Codechange: Generalise the delayed blitter change to a generic video driver command queue. 2021-05-02 17:57:24 +02:00
Peter Nelson
4791ff2862 Fix: Recalculate padding and minimum sizes when GUI or Font zoom is changed. 2021-04-30 17:08:15 +01:00
Michael Lutz
f4d5c8d99e
Fix: [OpenGL] Main loop expects to start with the video buffer unmapped. (#9100) 2021-04-25 00:43:38 +02:00
Michael Lutz
d1dd997f07 Change: [Win32] Limit the OpenGL video driver to OpenGL 3.2 or newer on Windows. 2021-04-22 21:04:04 +02:00
Michael Lutz
ef80baf75c Codechange: [Win32] Try getting an OpenGL 4.5 context first before aiming at 3.2. 2021-04-22 21:04:04 +02:00
Michael Lutz
e53313391a Fix: [OpenGL] Check maximum supported texture size against screen resolution. 2021-04-21 22:44:59 +02:00
Michael Lutz
433602b072 Fix #9028: [OpenGL] Clear cursor cache on destroying the OpenGL backend. 2021-04-12 22:40:40 +02:00
Rubidium
468b1c6c5d Fix: [win32] buffer_locked state not initialised, causing _screen.dst_ptr to be potentially not set 2021-04-12 21:14:01 +02:00
Rubidium
8562395413 Fix: [Video] fast forward boolean states not initialised, potentially causing unstoppable fast forward 2021-04-12 21:14:01 +02:00
Rubidium
64e8305874 Fix: [SDL] buffer_locked state not initialised, causing _screen.dst_ptr to be potentially not set 2021-04-12 21:14:01 +02:00
Michael Lutz
5644c00482
Fix: Check for a validly mapped OpenGL screen buffer during driver init. (#9007) 2021-04-11 14:28:29 +02:00
Patric Stout
f0f2073006 Feature: allow a toggle to enable/disable vsync
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
2021-04-11 14:26:00 +02:00
Jonathan G Rennison
39b7ef31f8 Fix: Data races on cursor state in OpenGL backends 2021-04-10 18:31:42 +02:00
Jonathan G Rennison
fbd0a2e65a Fix: Thread unsafe use of sprite cache in OpenGLBackend::DrawMouseCursor
See also: #8870
See also: #8977
2021-04-10 18:31:42 +02:00
Michael Lutz
96d33ab46a Fix #8930: [Win32] Don't handle printable keys on keydown if an edit box is in focus.
Handle printable input only when the matching WM_CHAR message is incoming.
Without an edit box, do the handling in keydown as usual to support hotkeys.
2021-04-09 12:24:27 +02:00
Niels Martin Hansen
e0561dbded Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of static buffers 2021-04-07 09:31:47 +02:00
Michael Lutz
1cd3a3b070
Fix #8935: [OSX] Crash when clicking 'Save' due to wrongly-threaded OS call. (#8944) 2021-04-05 12:18:45 +02:00
Milek7
7a886cb4d4 Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is actually faster. 2021-03-25 19:37:24 +00:00
Michael Lutz
df958dc907 Fix f0f96e31: [OpenGL] Broken window resizing due to invalid buffer pitch on texture creation. 2021-03-21 22:26:55 +01:00
frosch
0230624359
Fix f0f96e31: [OpenGL] warning: comparison of integer expressions of different signedness. (#8881) 2021-03-21 18:38:51 +01:00
Michael Lutz
f0f96e3103
Fix #8871: [OpenGL] Initialize all buffers after resize and clear back buffer. (#8877) 2021-03-20 19:43:54 +01:00
Patric Stout
970fedd78c Add: make modal windows update more smooth
Basically, modal windows had their own thread-locking for what
drawing was possible. This is a bit nonsense now we have a
game-thread. And it makes much more sense to do things like
NewGRFScan and GenerateWorld in the game-thread, and not in a
thread next to the game-thread.

This commit changes that: it removes the threads for NewGRFScan
and GenerateWorld, and just runs the code in the game-thread.
On regular intervals it allows the draw-thread to do a tick,
which gives a much smoother look and feel.

It does slow down NewGRFScan and GenerateWorld ever so slightly
as it spends more time on drawing. But the slowdown is not
measureable on my machines (with 700+ NewGRFs / 4kx4k map and
a Debug build).

Running without a game-thread means NewGRFScan and GenerateWorld
are now blocking.
2021-03-10 13:41:18 +01:00
sean
0464a50ab8
Add: Display refresh rate game option (#8813) 2021-03-09 10:22:52 +01:00
Michael Lutz
436cdf1fc8 Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread. 2021-03-08 21:35:35 +01:00
Patric Stout
8946b41d20 Fix: ensure switching blitter happens in the main thread
This because video-drivers might need to make changes to their
context, which for most video-drivers has to be done in the same
thread as the window was created; main thread in our case.
2021-03-08 19:18:55 +01:00
Patric Stout
e56d2c63c3 Add: [Video] move GameLoop into its own thread
This allows drawing to happen while the GameLoop is doing an
iteration too.

Sadly, not much drawing currently can be done while the GameLoop
is running, as for example PollEvent() or UpdateWindows() can
influence the game-state. As such, they first need to acquire a
lock on the game-state before they can be called.

Currently, the main advantage is the time spend in Paint(), which
for non-OpenGL drivers can be a few milliseconds. For OpenGL this
is more like 0.05 milliseconds; in these instances this change
doesn't add any benefits for now.

This is an alternative to the former "draw-thread", which moved
the drawing in a thread for some OSes. It has similar performance
gain as this does, although this implementation allows for more
finer control over what suffers when the GameLoop takes too
long: drawing or the next GameLoop. For now they both suffer
equally.
2021-03-08 19:18:55 +01:00
Michael Lutz
3a4a15cc93 Codechange: don't set the window position when changing blitter
There really is no need to make an extra call to the OS in
these cases.
2021-03-08 19:18:55 +01:00
Patric Stout
b9eac7c6dc Codechange: remove the unused lock around Blitter 2021-03-08 19:18:55 +01:00
Patric Stout
4610aa7ae3 Remove: [Video] no longer draw in a thread
Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
2021-03-08 19:18:55 +01:00
Patric Stout
04db99749b
Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)
Basically, the window was not invalidated, so it was never redrawn.
This made it look like it wasn't working, but it really was.
2021-03-08 16:57:59 +01:00
Michael Lutz
25656a10cb Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping the video buffer. 2021-03-08 15:43:22 +01:00
Patric Stout
b93d7dd3cb
Add: Option to (dis-)allow accelerated video drivers. (#8819)
The video drivers using the OpenGL backend are currently our only
accelerated drivers. The options defaults to off for macOS builds and
to on everywhere else.

Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-08 15:42:39 +01:00
Michael Lutz
c656633bea Fix #8775: [Win32] Don't create the main window when alt-tabbing back into fullscreen. 2021-03-01 23:41:39 +01:00
Michael Lutz
b7a44983b4 Fix: [Win32] Original window size was lost when tabbing in and out of fullscreen. 2021-03-01 23:41:39 +01:00
Patric Stout
abac4b1758
Fix c4df0f95: bootstrap was only showing a black screen (#8788)
The bootstrap has the _switch_mode to SM_MENU, and never leaves
this mode. Neither is it considered a modal window (while in some
sense it really is). So .. we need to add another "draw anyway"
exception, to make sure bootstrap is being drawn.
2021-03-01 23:17:30 +01:00
Owen Rudge
838fd61f29 Fix: [OSX] Hide dock when entering fullscreen 2021-03-01 21:03:18 +00:00