summaryrefslogtreecommitdiff
path: root/src/video/win32_v.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/video/win32_v.cpp')
-rw-r--r--src/video/win32_v.cpp43
1 files changed, 25 insertions, 18 deletions
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();
}
}