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authorPatric Stout <truebrain@openttd.org>2021-02-20 11:54:33 +0100
committerPatric Stout <github@truebrain.nl>2021-02-20 17:08:44 +0100
commit0e76d965f1d90af6318586ab5f5b7c6a87989c02 (patch)
tree8b27947809768d7be2b74661f80f7d53d79fe9e3 /src/video/sdl_v.cpp
parent7996fadb91b6ff9a8ca17791d03677ddb438fc07 (diff)
downloadopenttd-0e76d965f1d90af6318586ab5f5b7c6a87989c02.tar.xz
Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place hoping it is less likely to break.
Diffstat (limited to 'src/video/sdl_v.cpp')
-rw-r--r--src/video/sdl_v.cpp56
1 files changed, 2 insertions, 54 deletions
diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp
index ab91cb56a..69933059a 100644
--- a/src/video/sdl_v.cpp
+++ b/src/video/sdl_v.cpp
@@ -704,11 +704,6 @@ void VideoDriver_SDL::InputLoop()
void VideoDriver_SDL::MainLoop()
{
- auto cur_ticks = std::chrono::steady_clock::now();
- auto last_realtime_tick = cur_ticks;
- auto next_game_tick = cur_ticks;
- auto next_draw_tick = cur_ticks;
-
std::thread draw_thread;
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
@@ -746,61 +741,14 @@ void VideoDriver_SDL::MainLoop()
while (PollEvent() == -1) {}
if (_exit_game) break;
- cur_ticks = std::chrono::steady_clock::now();
-
- /* If more than a millisecond has passed, increase the _realtime_tick. */
- if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) {
- auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
- _realtime_tick += delta.count();
- last_realtime_tick += delta;
- }
-
- if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
- if (_fast_forward && !_pause_mode) {
- next_game_tick = cur_ticks + this->GetGameInterval();
- } else {
- next_game_tick += this->GetGameInterval();
- /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
- if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks;
- }
-
- /* The gameloop is the part that can run asynchronously. The rest
- * except sleeping can't. */
- this->UnlockVideoBuffer();
- GameLoop();
- this->LockVideoBuffer();
- }
-
- /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
- if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
- next_draw_tick += this->GetDrawInterval();
- /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
- if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks;
-
- this->InputLoop();
- ::InputLoop();
- UpdateWindows();
- this->CheckPaletteAnim();
-
+ if (this->Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
this->Paint();
}
}
-
- /* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
- if (!_fast_forward || _pause_mode) {
- /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
- auto next_tick = std::min(next_draw_tick, next_game_tick);
- auto now = std::chrono::steady_clock::now();
-
- if (next_tick > now) {
- this->UnlockVideoBuffer();
- std::this_thread::sleep_for(next_tick - now);
- this->LockVideoBuffer();
- }
- }
+ this->SleepTillNextTick();
}
if (_draw_mutex != nullptr) {