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authorPatric Stout <truebrain@openttd.org>2020-12-06 20:38:34 +0100
committerPatric Stout <github@truebrain.nl>2020-12-15 15:46:39 +0100
commit2da07f76154d841bcfe9aaff4833144550186deb (patch)
tree9594f0b519b5ad91c0c92afc759ca0ae62196cf8 /src/video/sdl2_v.cpp
parentf2a93dba0d7c4e4f23d9d5cb36e1ede8c02eeeca (diff)
downloadopenttd-2da07f76154d841bcfe9aaff4833144550186deb.tar.xz
Codechange: unroll the SDL2 main loop
This commit prepares for the next commit, as Emscripten needs to have a way to trigger a single iteration of the main loop. To keep the real changes more clear, this commit only unrolls the loop, and makes no changes to the logic itself.
Diffstat (limited to 'src/video/sdl2_v.cpp')
-rw-r--r--src/video/sdl2_v.cpp161
1 files changed, 85 insertions, 76 deletions
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index c599de65e..09d0e8a0b 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -664,19 +664,90 @@ void VideoDriver_SDL::Stop()
}
}
-void VideoDriver_SDL::MainLoop()
+void VideoDriver_SDL::LoopOnce()
{
- uint32 cur_ticks = SDL_GetTicks();
- uint32 last_cur_ticks = cur_ticks;
- uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
uint32 mod;
int numkeys;
const Uint8 *keys;
+ uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
+ InteractiveRandom(); // randomness
+
+ while (PollEvent() == -1) {}
+ if (_exit_game) return;
+
+ mod = SDL_GetModState();
+ keys = SDL_GetKeyboardState(&numkeys);
+
+#if defined(_DEBUG)
+ if (_shift_pressed)
+#else
+ /* Speedup when pressing tab, except when using ALT+TAB
+ * to switch to another application */
+ if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
+#endif /* defined(_DEBUG) */
+ {
+ if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
+ } else if (_fast_forward & 2) {
+ _fast_forward = 0;
+ }
+
+ cur_ticks = SDL_GetTicks();
+ if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
+ _realtime_tick += cur_ticks - last_cur_ticks;
+ last_cur_ticks = cur_ticks;
+ next_tick = cur_ticks + MILLISECONDS_PER_TICK;
+
+ bool old_ctrl_pressed = _ctrl_pressed;
+
+ _ctrl_pressed = !!(mod & KMOD_CTRL);
+ _shift_pressed = !!(mod & KMOD_SHIFT);
+
+ /* determine which directional keys are down */
+ _dirkeys =
+ (keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
+ (keys[SDL_SCANCODE_UP] ? 2 : 0) |
+ (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
+ (keys[SDL_SCANCODE_DOWN] ? 8 : 0);
+ if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
+
+ /* The gameloop is the part that can run asynchronously. The rest
+ * except sleeping can't. */
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+
+ GameLoop();
+
+ if (_draw_mutex != nullptr) draw_lock.lock();
+
+ UpdateWindows();
+ _local_palette = _cur_palette;
+ } else {
+ /* Release the thread while sleeping */
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+ CSleep(1);
+ if (_draw_mutex != nullptr) draw_lock.lock();
+
+ NetworkDrawChatMessage();
+ DrawMouseCursor();
+ }
+
+ /* End of the critical part. */
+ if (_draw_mutex != nullptr && !HasModalProgress()) {
+ _draw_signal->notify_one();
+ } else {
+ /* Oh, we didn't have threads, then just draw unthreaded */
+ CheckPaletteAnim();
+ DrawSurfaceToScreen();
+ }
+}
+
+void VideoDriver_SDL::MainLoop()
+{
+ cur_ticks = SDL_GetTicks();
+ last_cur_ticks = cur_ticks;
+ next_tick = cur_ticks + MILLISECONDS_PER_TICK;
CheckPaletteAnim();
- std::thread draw_thread;
- std::unique_lock<std::recursive_mutex> draw_lock;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
@@ -707,78 +778,16 @@ void VideoDriver_SDL::MainLoop()
DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
- for (;;) {
- uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
- InteractiveRandom(); // randomness
-
- while (PollEvent() == -1) {}
- if (_exit_game) break;
-
- mod = SDL_GetModState();
- keys = SDL_GetKeyboardState(&numkeys);
-
-#if defined(_DEBUG)
- if (_shift_pressed)
-#else
- /* Speedup when pressing tab, except when using ALT+TAB
- * to switch to another application */
- if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
-#endif /* defined(_DEBUG) */
- {
- if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
- } else if (_fast_forward & 2) {
- _fast_forward = 0;
- }
-
- cur_ticks = SDL_GetTicks();
- if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
- _realtime_tick += cur_ticks - last_cur_ticks;
- last_cur_ticks = cur_ticks;
- next_tick = cur_ticks + MILLISECONDS_PER_TICK;
-
- bool old_ctrl_pressed = _ctrl_pressed;
-
- _ctrl_pressed = !!(mod & KMOD_CTRL);
- _shift_pressed = !!(mod & KMOD_SHIFT);
-
- /* determine which directional keys are down */
- _dirkeys =
- (keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
- (keys[SDL_SCANCODE_UP] ? 2 : 0) |
- (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
- (keys[SDL_SCANCODE_DOWN] ? 8 : 0);
- if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
-
- /* The gameloop is the part that can run asynchronously. The rest
- * except sleeping can't. */
- if (_draw_mutex != nullptr) draw_lock.unlock();
-
- GameLoop();
-
- if (_draw_mutex != nullptr) draw_lock.lock();
-
- UpdateWindows();
- _local_palette = _cur_palette;
- } else {
- /* Release the thread while sleeping */
- if (_draw_mutex != nullptr) draw_lock.unlock();
- CSleep(1);
- if (_draw_mutex != nullptr) draw_lock.lock();
-
- NetworkDrawChatMessage();
- DrawMouseCursor();
- }
-
- /* End of the critical part. */
- if (_draw_mutex != nullptr && !HasModalProgress()) {
- _draw_signal->notify_one();
- } else {
- /* Oh, we didn't have threads, then just draw unthreaded */
- CheckPaletteAnim();
- DrawSurfaceToScreen();
- }
+ while (!_exit_game) {
+ LoopOnce();
}
+ MainLoopCleanup();
+#endif
+}
+
+void VideoDriver_SDL::MainLoopCleanup()
+{
if (_draw_mutex != nullptr) {
_draw_continue = false;
/* Sending signal if there is no thread blocked