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-rw-r--r--src/video/video_driver.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/video/video_driver.cpp b/src/video/video_driver.cpp
index 27824674a..8fe582760 100644
--- a/src/video/video_driver.cpp
+++ b/src/video/video_driver.cpp
@@ -116,21 +116,6 @@ void VideoDriver::Tick()
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;
- /* Keep the interactive randomizer a bit more random by requesting
- * new values when-ever we can. */
- InteractiveRandom();
-
- 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;
- }
-
/* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */
this->LockVideoBuffer();
@@ -139,9 +124,24 @@ void VideoDriver::Tick()
std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
+ /* Keep the interactive randomizer a bit more random by requesting
+ * new values when-ever we can. */
+ InteractiveRandom();
+
this->DrainCommandQueue();
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();
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */