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author | Patric Stout <truebrain@openttd.org> | 2021-02-17 15:04:46 +0100 |
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committer | Patric Stout <github@truebrain.nl> | 2021-02-19 10:43:15 +0100 |
commit | c81c6e5eb7a0e991039b7662868e87a8d2fe3415 (patch) | |
tree | 99be2e476e68136db5f64fe34e606f9a7a418211 /src/openttd.cpp | |
parent | 5bfa0145057f2b67ed05d491abea82df4cc10d6b (diff) | |
download | openttd-c81c6e5eb7a0e991039b7662868e87a8d2fe3415.tar.xz |
Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This
means that the fast-forward was limited also by how fast we could
draw, something that people in general don't expect.
To give an extreme case, if you are fully zoomed out on a busy
map, fast-forward would be mostly limited because of the time it
takes to draw the screen.
By decoupling the draw-tick and game-tick, we can keep the pace
of the draw-tick the same while speeding up the game-tick. To use
the extreme case as example again, if you are fully zoomed out
now, the screen only redraws 33.33 times per second, fast-forwarding
or not. This means fast-forward is much more likely to go at the
same speed, no matter what you are looking at.
Diffstat (limited to 'src/openttd.cpp')
-rw-r--r-- | src/openttd.cpp | 3 |
1 files changed, 0 insertions, 3 deletions
diff --git a/src/openttd.cpp b/src/openttd.cpp index b68f378cf..728228209 100644 --- a/src/openttd.cpp +++ b/src/openttd.cpp @@ -1465,7 +1465,6 @@ void GameLoop() if (_game_mode == GM_BOOTSTRAP) { /* Check for UDP stuff */ if (_network_available) NetworkBackgroundLoop(); - InputLoop(); return; } @@ -1505,8 +1504,6 @@ void GameLoop() if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations(); - InputLoop(); - SoundDriver::GetInstance()->MainLoop(); MusicLoop(); } |