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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/sdl2_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/sdl2_v.cpp')
-rw-r--r--src/video/sdl2_v.cpp57
1 files changed, 26 insertions, 31 deletions
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index 6db220470..157ffcd64 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -776,8 +776,18 @@ void VideoDriver_SDL::LoopOnce()
last_realtime_tick += delta;
}
- if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
- next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
+ if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
+ next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
+
+ /* 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();
+ }
+
+ if (cur_ticks >= next_draw_tick) {
+ next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@@ -792,48 +802,33 @@ void VideoDriver_SDL::LoopOnce()
(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();
-
+ InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
- } else {
- /* Release the thread while sleeping */
- if (_draw_mutex != nullptr) {
- draw_lock.unlock();
- CSleep(1);
- draw_lock.lock();
+
+ if (_draw_mutex != nullptr && !HasModalProgress()) {
+ _draw_signal->notify_one();
} else {
-/* Emscripten is running an event-based mainloop; there is already some
- * downtime between each iteration, so no need to sleep. */
-#ifndef __EMSCRIPTEN__
- CSleep(1);
-#endif
+ Paint();
}
-
- 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 */
- Paint();
+/* Emscripten is running an event-based mainloop; there is already some
+ * downtime between each iteration, so no need to sleep. */
+#ifndef __EMSCRIPTEN__
+ if (!_fast_forward || _pause_mode) {
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+ CSleep(1);
+ if (_draw_mutex != nullptr) draw_lock.lock();
}
+#endif
}
void VideoDriver_SDL::MainLoop()
{
cur_ticks = std::chrono::steady_clock::now();
last_realtime_tick = cur_ticks;
- next_tick = cur_ticks;
+ next_game_tick = cur_ticks;
this->CheckPaletteAnim();