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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
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')
-rw-r--r--src/video/CMakeLists.txt1
-rw-r--r--src/video/allegro_v.cpp50
-rw-r--r--src/video/cocoa/cocoa_v.mm51
-rw-r--r--src/video/dedicated_v.cpp45
-rw-r--r--src/video/sdl2_v.cpp54
-rw-r--r--src/video/sdl2_v.h5
-rw-r--r--src/video/sdl_v.cpp56
-rw-r--r--src/video/video_driver.cpp83
-rw-r--r--src/video/video_driver.hpp15
-rw-r--r--src/video/win32_v.cpp55
10 files changed, 112 insertions, 303 deletions
diff --git a/src/video/CMakeLists.txt b/src/video/CMakeLists.txt
index a5d862e9b..02b65d4be 100644
--- a/src/video/CMakeLists.txt
+++ b/src/video/CMakeLists.txt
@@ -31,5 +31,6 @@ add_files(
dedicated_v.h
null_v.cpp
null_v.h
+ video_driver.cpp
video_driver.hpp
)
diff --git a/src/video/allegro_v.cpp b/src/video/allegro_v.cpp
index 883e1f72e..aa4c3c9a4 100644
--- a/src/video/allegro_v.cpp
+++ b/src/video/allegro_v.cpp
@@ -479,62 +479,16 @@ void VideoDriver_Allegro::InputLoop()
void VideoDriver_Allegro::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;
-
for (;;) {
InteractiveRandom(); // randomness
PollEvent();
if (_exit_game) return;
- 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;
- }
-
- GameLoop();
- }
-
- /* 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()) {
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) {
- std::this_thread::sleep_for(next_tick - now);
- }
- }
+ this->SleepTillNextTick();
}
}
diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm
index 1847d53fc..91cfe42ae 100644
--- a/src/video/cocoa/cocoa_v.mm
+++ b/src/video/cocoa/cocoa_v.mm
@@ -656,11 +656,6 @@ void VideoDriver_Cocoa::InputLoop()
/** Main game loop. */
void VideoDriver_Cocoa::GameLoop()
{
- 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;
-
for (;;) {
@autoreleasepool {
@@ -674,52 +669,10 @@ void VideoDriver_Cocoa::GameLoop()
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;
- }
-
- ::GameLoop();
- }
-
- /* 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()) {
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) {
- std::this_thread::sleep_for(next_tick - now);
- }
- }
+ this->SleepTillNextTick();
}
}
}
diff --git a/src/video/dedicated_v.cpp b/src/video/dedicated_v.cpp
index 53351458a..df3c41367 100644
--- a/src/video/dedicated_v.cpp
+++ b/src/video/dedicated_v.cpp
@@ -236,10 +236,6 @@ static void DedicatedHandleKeyInput()
void VideoDriver_Dedicated::MainLoop()
{
- auto cur_ticks = std::chrono::steady_clock::now();
- auto last_realtime_tick = cur_ticks;
- auto next_game_tick = cur_ticks;
-
/* Signal handlers */
#if defined(UNIX)
signal(SIGTERM, DedicatedSignalHandler);
@@ -283,43 +279,8 @@ void VideoDriver_Dedicated::MainLoop()
if (!_dedicated_forks) DedicatedHandleKeyInput();
- 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 || _ddc_fastforward) {
- if (_ddc_fastforward) {
- 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;
- }
-
- GameLoop();
- InputLoop();
- UpdateWindows();
- }
-
- /* Don't sleep when fast forwarding (for desync debugging) */
- if (!_ddc_fastforward) {
- /* Sleep longer on a dedicated server, if the game is paused and no clients connected.
- * That can allow the CPU to better use deep sleep states. */
- if (_pause_mode != 0 && !HasClients()) {
- std::this_thread::sleep_for(std::chrono::milliseconds(100));
- } else {
- /* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
- auto now = std::chrono::steady_clock::now();
-
- if (next_game_tick > now) {
- std::this_thread::sleep_for(next_game_tick - now);
- }
- }
- }
+ _fast_forward = _ddc_fastforward;
+ this->Tick();
+ this->SleepTillNextTick();
}
}
diff --git a/src/video/sdl2_v.cpp b/src/video/sdl2_v.cpp
index 7c406b677..0ff0a4673 100644
--- a/src/video/sdl2_v.cpp
+++ b/src/video/sdl2_v.cpp
@@ -786,42 +786,7 @@ void VideoDriver_SDL::LoopOnce()
return;
}
- 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 (VideoDriver::Tick()) {
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
@@ -832,27 +797,12 @@ void VideoDriver_SDL::LoopOnce()
/* Emscripten is running an event-based mainloop; there is already some
* downtime between each iteration, so no need to sleep. */
#ifndef __EMSCRIPTEN__
- /* 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();
#endif
}
void VideoDriver_SDL::MainLoop()
{
- cur_ticks = std::chrono::steady_clock::now();
- last_realtime_tick = cur_ticks;
- next_game_tick = cur_ticks;
-
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
diff --git a/src/video/sdl2_v.h b/src/video/sdl2_v.h
index 4f1f286c9..d96e321f6 100644
--- a/src/video/sdl2_v.h
+++ b/src/video/sdl2_v.h
@@ -67,11 +67,6 @@ private:
*/
bool edit_box_focused;
- std::chrono::steady_clock::time_point cur_ticks;
- std::chrono::steady_clock::time_point last_realtime_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;
std::unique_lock<std::recursive_mutex> draw_lock;
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) {
diff --git a/src/video/video_driver.cpp b/src/video/video_driver.cpp
new file mode 100644
index 000000000..3f4fba6dd
--- /dev/null
+++ b/src/video/video_driver.cpp
@@ -0,0 +1,83 @@
+/*
+ * This file is part of OpenTTD.
+ * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
+ * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+ * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
+ */
+
+/** @file video_driver.cpp Common code between video driver implementations. */
+
+#include "../stdafx.h"
+#include "../debug.h"
+#include "../gfx_func.h"
+#include "../progress.h"
+#include "../thread.h"
+#include "../window_func.h"
+#include "video_driver.hpp"
+
+bool VideoDriver::Tick()
+{
+ auto cur_ticks = std::chrono::steady_clock::now();
+
+ /* If more than a millisecond has passed, increase the _realtime_tick. */
+ if (cur_ticks - this->last_realtime_tick > std::chrono::milliseconds(1)) {
+ auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - this->last_realtime_tick);
+ _realtime_tick += delta.count();
+ this->last_realtime_tick += delta;
+ }
+
+ if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
+ if (_fast_forward && !_pause_mode) {
+ this->next_game_tick = cur_ticks + this->GetGameInterval();
+ } else {
+ this->next_game_tick += this->GetGameInterval();
+ /* Avoid next_game_tick getting behind more and more if it cannot keep up. */
+ if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
+ }
+
+ /* The game loop is the part that can run asynchronously.
+ * The rest except sleeping can't. */
+ this->UnlockVideoBuffer();
+ ::GameLoop();
+ this->LockVideoBuffer();
+
+ /* For things like dedicated server, don't run a separate draw-tick. */
+ if (!this->HasGUI()) {
+ ::InputLoop();
+ UpdateWindows();
+ this->next_draw_tick = this->next_game_tick;
+ }
+ }
+
+ /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
+ if (this->HasGUI() && cur_ticks >= this->next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
+ this->next_draw_tick += this->GetDrawInterval();
+ /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
+ if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
+
+ this->InputLoop();
+ ::InputLoop();
+ UpdateWindows();
+ this->CheckPaletteAnim();
+
+ return true;
+ }
+
+ return false;
+}
+
+void VideoDriver::SleepTillNextTick()
+{
+ /* 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(this->next_draw_tick, this->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();
+ }
+ }
+}
diff --git a/src/video/video_driver.hpp b/src/video/video_driver.hpp
index 768b2fe6c..c52b36029 100644
--- a/src/video/video_driver.hpp
+++ b/src/video/video_driver.hpp
@@ -189,6 +189,17 @@ protected:
*/
virtual void CheckPaletteAnim() {}
+ /**
+ * Run the game for a single tick, processing boththe game-tick and draw-tick.
+ * @returns True if the driver should redraw the screen.
+ */
+ bool Tick();
+
+ /**
+ * Sleep till the next tick is about to happen.
+ */
+ void SleepTillNextTick();
+
std::chrono::steady_clock::duration GetGameInterval()
{
return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
@@ -198,6 +209,10 @@ protected:
{
return std::chrono::microseconds(1000000 / _settings_client.gui.refresh_rate);
}
+
+ std::chrono::steady_clock::time_point last_realtime_tick;
+ std::chrono::steady_clock::time_point next_game_tick;
+ std::chrono::steady_clock::time_point next_draw_tick;
};
#endif /* VIDEO_VIDEO_DRIVER_HPP */
diff --git a/src/video/win32_v.cpp b/src/video/win32_v.cpp
index 4a666cd1d..d87975635 100644
--- a/src/video/win32_v.cpp
+++ b/src/video/win32_v.cpp
@@ -1156,10 +1156,6 @@ void VideoDriver_Win32::InputLoop()
void VideoDriver_Win32::MainLoop()
{
MSG mesg;
- 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;
@@ -1210,61 +1206,14 @@ void VideoDriver_Win32::MainLoop()
/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
GdiFlush();
- 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 game loop 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();
- 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_threaded) {