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2021-04-21Fix: [OpenGL] Check maximum supported texture size against screen resolution.Michael Lutz
2021-04-10Fix: Data races on cursor state in OpenGL backendsJonathan G Rennison
2021-04-05Fix #8935: [OSX] Crash when clicking 'Save' due to wrongly-threaded OS call. ↵Michael Lutz
(#8944)
2021-03-09Add: Display refresh rate game option (#8813)sean
2021-03-08Add: [Video] move GameLoop into its own threadPatric Stout
This allows drawing to happen while the GameLoop is doing an iteration too. Sadly, not much drawing currently can be done while the GameLoop is running, as for example PollEvent() or UpdateWindows() can influence the game-state. As such, they first need to acquire a lock on the game-state before they can be called. Currently, the main advantage is the time spend in Paint(), which for non-OpenGL drivers can be a few milliseconds. For OpenGL this is more like 0.05 milliseconds; in these instances this change doesn't add any benefits for now. This is an alternative to the former "draw-thread", which moved the drawing in a thread for some OSes. It has similar performance gain as this does, although this implementation allows for more finer control over what suffers when the GameLoop takes too long: drawing or the next GameLoop. For now they both suffer equally.
2021-03-08Remove: [Video] no longer draw in a threadPatric Stout
Drawing in a thread is a bit odd, and often leads to surprising issues. For example, OpenGL would only allow it if you move the full context to the thread. Which is not always easily done on all OSes. In general, the advise is to handle system events and drawing from the main thread, and do everything else in other threads. So, let's be more like other games. Additionally, putting the drawing routine in a thread was only done for a few targets. Upcoming commit will move the GameLoop in a thread, which will work for all targets.
2021-03-08Fix #8784: using alt+enter didn't update the fullscreen toggle visibly (#8820)Patric Stout
Basically, the window was not invalidated, so it was never redrawn. This made it look like it wasn't working, but it really was.
2021-03-08Fix #8808: [OSX, OpenGL] Crash on switching blitters due to double-mapping ↵Michael Lutz
the video buffer.
2021-03-08Add: Option to (dis-)allow accelerated video drivers. (#8819)Patric Stout
The video drivers using the OpenGL backend are currently our only accelerated drivers. The options defaults to off for macOS builds and to on everywhere else. Co-authored-by: Michael Lutz <michi@icosahedron.de>
2021-03-01Fix: [OSX] Hide dock when entering fullscreenOwen Rudge
2021-02-28Add: settings to limit your fast-forward game speedPatric Stout
By default this setting is set to 2500% normal game speed.
2021-02-24Codechange: [OSX] GameLoop is really more like MainLoopPatric Stout
MainLoop() is used to bootstrap OSX, where later a callback is done to GameLoop() to execute OpenTTD. All other video drivers don't need that, so what is in GameLoop is in MainLoop for all other drivers. This is rather confusing. So, instead, name GameLoop MainLoopReal to be more in sync with the other drivers.
2021-02-24Codechange: [Video] move InteractiveRandom() to the VideoDriverPatric Stout
2021-02-24Codechange: [Video] make the prototype of PollEvent() the same for all driversPatric Stout
Additionally, call it from the draw-tick.
2021-02-22Add: [OSX] OpenGL video driver.Michael Lutz
2021-02-22Codechange: [OSX] Add support for (un)locking the video buffer.Michael Lutz
2021-02-22Codechange: [OSX] Separate video driver into a base and a Quartz implementation.Michael Lutz
2021-02-21Codechange: [OSX] remove final bits of old debugging code (#8714)Patric Stout
2021-02-20Fix: [OSX] Don't wait on the event loop for drawing.Michael Lutz
2021-02-20Codechange: [OSX] Only keep a total dirty rect for drawing.Michael Lutz
When drawing an 8bpp screen buffer, palette resolving was done for each dirty rectangle. In areas with high activity, this would mean a pixel might have been resolved multiple times. Also, if too many individual updates were queued, the whole screen would be refreshed, even if unnecessary. All other drivers only keep one overall dirty rect, so do it here as well.
2021-02-20Codechange: deduplicate tick-handlers of all video driversPatric Stout
They were all identical, so better put this in a single place hoping it is less likely to break.
2021-02-20Codechange: be consistent in what CheckPaletteAnim() does and when it is calledPatric Stout
Additionally, make sure this is a class method. Later commits will make use of this.
2021-02-20Codechange: be consistent in naming the paint function Paint()Patric Stout
Also move this function to be a class member. This to allow further deduplicating of code in a later commit.
2021-02-20Codechange: move all input-handling of video-drivers into InputLoopPatric Stout
2021-02-19Fix: during switching of game-mode, drawing could show closed windows that ↵Patric Stout
shouldn't be closed yet The higher your refresh-rate, the more likely this is. Mostly you notice this when creating a new game or when abandoning a game. This is a bit of a hack to keep the old behaviour, as before this patch the game was already freezing your mouse while it was changing game-mode, and it does this too after this patch. Just now it freezes too a few frames earlier, to prevent not drawing windows people still expect to see.
2021-02-19Feature: configurable refresh-rate and change default to 60fpsPatric Stout
Most modern games run on 60 fps, and for good reason. This gives a much smoother experiences. As some people have monitors that can do 144Hz or even 240Hz, allow people to configure the refresh rate. Of course, the higher you set the value, the more time the game spends on drawing pixels instead of simulating the game, which has an effect on simulation speed. The simulation will still always run at 33.33 fps, and is not influences by this setting.
2021-02-19Change: sleep till the next tick in the main loopPatric Stout
Sleep for 1ms (which is always (a lot) more than 1ms) is just randomly guessing and hoping you hit your deadline, give or take. But given we can calculate when our next frame is happening, we can just sleep for that exact amount. As these values are often a bit larger, it is also more likely the OS can schedule us back in close to our requested target. This means it is more likely we hit our deadlines, which makes the FPS a lot more stable.
2021-02-19Change: allow video-drivers to miss deadlines slightlyPatric Stout
Before, every next frame was calculated from the current time. If for some reason the current frame was drifting a bit, the next would too, and the next more, etc etc. This meant we rarely hit the targets we would like, like 33.33fps. Instead, allow video-drivers to drift slightly, and schedule the next frame based on the time the last should have happened. Only if the drift gets too much, that deadlines are missed for longer period of times, schedule the next frame based on the current time. This makes the FPS a lot smoother, as sleeps aren't as exact as you might think.
2021-02-19Add: draw the screen at a steady pace, also during fast-forwardPatric Stout
During fast-forward, the game was drawing as fast as it could. This means that the fast-forward was limited also by how fast we could draw, something that people in general don't expect. To give an extreme case, if you are fully zoomed out on a busy map, fast-forward would be mostly limited because of the time it takes to draw the screen. By decoupling the draw-tick and game-tick, we can keep the pace of the draw-tick the same while speeding up the game-tick. To use the extreme case as example again, if you are fully zoomed out now, the screen only redraws 33.33 times per second, fast-forwarding or not. This means fast-forward is much more likely to go at the same speed, no matter what you are looking at.
2021-02-19Codechange: track _realtime_tick more accuratePatric Stout
_realtime_tick was reset every time the diff was calculated. This means if it would trigger, say, every N.9 milliseconds, it would after two iterations already drift a millisecond. This adds up pretty quick.
2021-02-19Codechange: switch all video drivers to std::chrono for keeping timePatric Stout
On all OSes we tested the std::chrono::steady_clock is of a high enough resolution to do millisecond measurements, which is all we need. By accident, this fixes a Win32 driver bug, where we would never hit our targets, as the resolution of the clock was too low to do accurate millisecond measurements with (it was ~16ms resolution instead).
2021-02-14Fix: VkMapping declarations violated C++ ODR rule.milek7
2021-02-14Add: [OSX] Automatic zoom level suggestion for Cocoa video driver.Michael Lutz
2021-02-14Fix 9c872192: [OSX] Clear mouse button emulation flag.Michael Lutz
2021-02-14Add: [OSX] Setting to disable HiDPI graphics rendering.Michael Lutz
2021-02-14Change: [OSX] Render screen in full native resolution on HiDPI displays.Michael Lutz
2021-02-14Codechange: Consistently use screen size and not driver resolution for ↵Michael Lutz
determining window sizes.
2021-02-13Cleanup: [OSX] Improve some comments.Michael Lutz
2021-02-13Codechange: [OSX] Remove unused 'app active' flag.Michael Lutz
2021-02-13Fix: [OSX] An emulated right mouse down event has to be followed by right ↵Michael Lutz
mouse up.
2021-02-13Codechange: [OSX] Use relative mouse handling during scrolling.Michael Lutz
2021-02-13Change: [OSX] Use a layer-backed view to speed up drawing.Michael Lutz
2021-02-13Codechange: [OSX] Align backing buffer pitch for a tiny bit performance.Michael Lutz
2021-02-13Cleanup: [OSX] Move event loop into video driver file.Michael Lutz
2021-02-13Remove: [OSX] Startup splash screen.Michael Lutz
It wasn't displayed anyway as it was never copied to the bundle.
2021-02-13Codechange: [OSX] Move key event handling to our view.Michael Lutz
2021-02-13Codechange: [OSX] Move mouse event handling to our NSView.Michael Lutz
2021-02-13Codechange: [OSX] Move some things from video driver to our NSView.Michael Lutz
2021-02-13Codechange: [OSX] Use newer mouse tracking API.Michael Lutz
2021-02-13Codechange: [OSX] Split drawing into its own subview.Michael Lutz
This allows the drawing backend code to be independent of any event or command handling.