diff options
Diffstat (limited to 'src/video/video_driver.cpp')
-rw-r--r-- | src/video/video_driver.cpp | 40 |
1 files changed, 22 insertions, 18 deletions
diff --git a/src/video/video_driver.cpp b/src/video/video_driver.cpp index d528bbec7..bcd646abd 100644 --- a/src/video/video_driver.cpp +++ b/src/video/video_driver.cpp @@ -10,6 +10,7 @@ #include "../stdafx.h" #include "../debug.h" #include "../core/random_func.hpp" +#include "../network/network.h" #include "../gfx_func.h" #include "../progress.h" #include "../thread.h" @@ -20,14 +21,10 @@ bool VideoDriver::Tick() { auto cur_ticks = std::chrono::steady_clock::now(); - 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; - } + if (cur_ticks >= this->next_game_tick) { + 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. */ @@ -55,6 +52,16 @@ bool VideoDriver::Tick() while (this->PollEvent()) {} this->InputLoop(); + + /* Check if the fast-forward button is still pressed. */ + if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) { + ChangeGameSpeed(true); + this->fast_forward_via_key = true; + } else if (this->fast_forward_via_key) { + ChangeGameSpeed(false); + this->fast_forward_via_key = false; + } + ::InputLoop(); UpdateWindows(); this->CheckPaletteAnim(); @@ -67,16 +74,13 @@ bool VideoDriver::Tick() 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(); + /* 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(); - } + if (next_tick > now) { + this->UnlockVideoBuffer(); + std::this_thread::sleep_for(next_tick - now); + this->LockVideoBuffer(); } } |