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authorPatric Stout <truebrain@openttd.org>2021-02-17 15:04:46 +0100
committerPatric Stout <github@truebrain.nl>2021-02-19 10:43:15 +0100
commitc81c6e5eb7a0e991039b7662868e87a8d2fe3415 (patch)
tree99be2e476e68136db5f64fe34e606f9a7a418211 /src/video/null_v.cpp
parent5bfa0145057f2b67ed05d491abea82df4cc10d6b (diff)
downloadopenttd-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.cpp2
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();
}
}