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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
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')
-rw-r--r--src/video/allegro_v.cpp25
-rw-r--r--src/video/cocoa/cocoa_v.mm24
-rw-r--r--src/video/dedicated_v.cpp2
-rw-r--r--src/video/null_v.cpp2
-rw-r--r--src/video/sdl2_v.cpp57
-rw-r--r--src/video/sdl2_v.h3
-rw-r--r--src/video/sdl_v.cpp51
-rw-r--r--src/video/win32_v.cpp43
8 files changed, 114 insertions, 93 deletions
diff --git a/src/video/allegro_v.cpp b/src/video/allegro_v.cpp
index 493e5a81d..7a51415c7 100644
--- a/src/video/allegro_v.cpp
+++ b/src/video/allegro_v.cpp
@@ -24,6 +24,7 @@
#include "../core/math_func.hpp"
#include "../framerate_type.h"
#include "../thread.h"
+#include "../window_func.h"
#include "allegro_v.h"
#include <allegro.h>
@@ -449,7 +450,8 @@ void VideoDriver_Allegro::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
- auto next_tick = cur_ticks;
+ auto next_game_tick = cur_ticks;
+ auto next_draw_tick = cur_ticks;
CheckPaletteAnim();
@@ -481,8 +483,14 @@ void VideoDriver_Allegro::MainLoop()
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);
+
+ GameLoop();
+ }
+
+ if (cur_ticks >= next_draw_tick) {
+ next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@@ -498,16 +506,15 @@ void VideoDriver_Allegro::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
- GameLoop();
-
+ InputLoop();
UpdateWindows();
CheckPaletteAnim();
+
DrawSurfaceToScreen();
- } else {
+ }
+
+ if (!_fast_forward || _pause_mode) {
CSleep(1);
- NetworkDrawChatMessage();
- DrawMouseCursor();
- DrawSurfaceToScreen();
}
}
}
diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm
index c9e6768a8..d065630b7 100644
--- a/src/video/cocoa/cocoa_v.mm
+++ b/src/video/cocoa/cocoa_v.mm
@@ -636,7 +636,8 @@ void VideoDriver_Cocoa::GameLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
- auto next_tick = cur_ticks;
+ auto next_game_tick = cur_ticks;
+ auto next_draw_tick = cur_ticks;
for (;;) {
@autoreleasepool {
@@ -672,8 +673,14 @@ void VideoDriver_Cocoa::GameLoop()
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);
+
+ ::GameLoop();
+ }
+
+ if (cur_ticks >= next_draw_tick) {
+ next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
bool old_ctrl_pressed = _ctrl_pressed;
@@ -682,16 +689,15 @@ void VideoDriver_Cocoa::GameLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
- ::GameLoop();
-
+ InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
+
this->Draw();
- } else {
+ }
+
+ if (!_fast_forward || _pause_mode) {
CSleep(1);
- NetworkDrawChatMessage();
- DrawMouseCursor();
- this->Draw();
}
}
}
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp
index 06b359880..057c0daa8 100644
--- a/src/video/dedicated_v.cpp
+++ b/src/video/dedicated_v.cpp
@@ -21,6 +21,7 @@
#include "../core/random_func.hpp"
#include "../saveload/saveload.h"
#include "../thread.h"
+#include "../window_func.h"
#include "dedicated_v.h"
#ifdef __OS2__
@@ -295,6 +296,7 @@ void VideoDriver_Dedicated::MainLoop()
next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
GameLoop();
+ InputLoop();
UpdateWindows();
}
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();
}
}
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();
diff --git a/src/video/sdl2_v.h b/src/video/sdl2_v.h
index 6b5d3dd14..b1afb6d96 100644
--- a/src/video/sdl2_v.h
+++ b/src/video/sdl2_v.h
@@ -64,7 +64,8 @@ private:
std::chrono::steady_clock::time_point cur_ticks;
std::chrono::steady_clock::time_point last_realtime_tick;
- std::chrono::steady_clock::time_point next_tick;
+ std::chrono::steady_clock::time_point next_game_tick;
+ std::chrono::steady_clock::time_point next_draw_tick;
int startup_display;
std::thread draw_thread;
diff --git a/src/video/sdl_v.cpp b/src/video/sdl_v.cpp
index fa0294200..1c88dfbcd 100644
--- a/src/video/sdl_v.cpp
+++ b/src/video/sdl_v.cpp
@@ -21,6 +21,7 @@
#include "../core/math_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
+#include "../window_func.h"
#include "sdl_v.h"
#include <SDL.h>
#include <mutex>
@@ -650,7 +651,8 @@ void VideoDriver_SDL::MainLoop()
{
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
- auto next_tick = cur_ticks;
+ auto next_game_tick = cur_ticks;
+ auto next_draw_tick = cur_ticks;
uint32 mod;
int numkeys;
Uint8 *keys;
@@ -727,8 +729,18 @@ void VideoDriver_SDL::MainLoop()
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;
@@ -750,33 +762,22 @@ void VideoDriver_SDL::MainLoop()
#endif
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();
_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();
+ if (_draw_mutex != nullptr && !HasModalProgress()) {
+ _draw_signal->notify_one();
+ } else {
+ CheckPaletteAnim();
+ DrawSurfaceToScreen();
+ }
}
- /* 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();
+ if (!_fast_forward || _pause_mode) {
+ if (_draw_mutex != nullptr) draw_lock.unlock();
+ CSleep(1);
+ if (_draw_mutex != nullptr) draw_lock.lock();
}
}
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp
index 57f146e5e..8a80344c4 100644
--- a/src/video/win32_v.cpp
+++ b/src/video/win32_v.cpp
@@ -1135,7 +1135,8 @@ void VideoDriver_Win32::MainLoop()
MSG mesg;
auto cur_ticks = std::chrono::steady_clock::now();
auto last_realtime_tick = cur_ticks;
- auto next_tick = cur_ticks;
+ auto next_game_tick = cur_ticks;
+ auto next_draw_tick = cur_ticks;
std::thread draw_thread;
std::unique_lock<std::recursive_mutex> draw_lock;
@@ -1205,8 +1206,21 @@ void VideoDriver_Win32::MainLoop()
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);
+
+ /* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
+ GdiFlush();
+
+ /* The game loop is the part that can run asynchronously.
+ * The rest except sleeping can't. */
+ if (_draw_threaded) draw_lock.unlock();
+ GameLoop();
+ if (_draw_threaded) 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;
@@ -1226,30 +1240,23 @@ void VideoDriver_Win32::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
+ if (_force_full_redraw) MarkWholeScreenDirty();
+
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
- /* The game loop is the part that can run asynchronously.
- * The rest except sleeping can't. */
- if (_draw_threaded) draw_lock.unlock();
- GameLoop();
- if (_draw_threaded) draw_lock.lock();
-
- if (_force_full_redraw) MarkWholeScreenDirty();
-
+ InputLoop();
UpdateWindows();
CheckPaletteAnim();
- } else {
+ }
+
+ if (!_fast_forward || _pause_mode) {
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
- /* Release the thread while sleeping */
- if (_draw_threaded) draw_lock.unlock();
+ if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
- if (_draw_threaded) draw_lock.lock();
-
- NetworkDrawChatMessage();
- DrawMouseCursor();
+ if (_draw_mutex != nullptr) draw_lock.lock();
}
}