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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/video/null_v.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/video/null_v.cpp')
-rw-r--r-- | src/video/null_v.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/video/null_v.cpp b/src/video/null_v.cpp index 49f394153..35dd7b075 100644 --- a/src/video/null_v.cpp +++ b/src/video/null_v.cpp @@ -10,6 +10,7 @@ #include "../stdafx.h" #include "../gfx_func.h" #include "../blitter/factory.hpp" +#include "../window_func.h" #include "null_v.h" #include "../safeguards.h" @@ -48,6 +49,7 @@ void VideoDriver_Null::MainLoop() for (i = 0; i < this->ticks; i++) { GameLoop(); + InputLoop(); UpdateWindows(); } } |