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Diffstat (limited to 'src/video/video_driver.cpp')
-rw-r--r--src/video/video_driver.cpp40
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();
}
}