Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-03-08 | Codechange: remove the unused lock around Blitter | Patric Stout | |
2021-03-08 | Remove: [Video] no longer draw in a thread | Patric 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. | |||
2021-03-08 | Add: 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> | |||
2021-02-28 | Add: settings to limit your fast-forward game speed | Patric Stout | |
By default this setting is set to 2500% normal game speed. | |||
2021-02-27 | Codechange: remove _realtime_tick variable | Patric Stout | |
2021-02-24 | Codechange: [Video] make the prototype of PollEvent() the same for all drivers | Patric Stout | |
Additionally, call it from the draw-tick. | |||
2021-02-22 | Add: [OpenGL] Support for a separate animation buffer that stores the ↵ | Michael Lutz | |
palette values of the screen in addition to the colour buffer. | |||
2021-02-22 | Codechange: Allow video drivers to handle the cursor themselves. | Michael Lutz | |
2021-02-22 | Add: [OpenGL] Support for 8bpp blitters. | Michael Lutz | |
2021-02-22 | Change: Lock the video buffer when drawing inside the game loop to properly ↵ | Michael Lutz | |
account for threaded drawing. | |||
2021-02-20 | Codechange: deduplicate tick-handlers of all video drivers | Patric Stout | |
They were all identical, so better put this in a single place hoping it is less likely to break. | |||
2021-02-20 | Codechange: be consistent in what CheckPaletteAnim() does and when it is called | Patric Stout | |
Additionally, make sure this is a class method. Later commits will make use of this. | |||
2021-02-20 | Codechange: 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. | |||
2021-02-20 | Codechange: use (Un)LockVideoBuffer() to manage video buffer | Patric Stout | |
2021-02-20 | Codechange: move all input-handling of video-drivers into InputLoop | Patric Stout | |
2021-02-19 | Feature: configurable refresh-rate and change default to 60fps | Patric 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. | |||
2021-02-19 | Change: allow video-drivers to miss deadlines slightly | Patric 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. | |||
2021-02-14 | Feature: Automatic UI and font zoom levels when supported by the OS. | Michael Lutz | |
2021-01-14 | Feature: Choose a sensible window size on a fresh OTTD config file. (#8536) | Michael Lutz | |
2020-05-21 | Codechange: Use std::string in the driver and blitter selection code. | Michael Lutz | |
2019-11-10 | Cleanup: Removed SVN headers | S. D. Cloudt | |
2019-11-10 | Codechange: Add EditBoxGainedFocus method to VideoDriver base class | Jonathan G Rennison | |
2019-04-18 | Codechange: use std::vector for _resolutions | glx | |
2017-03-11 | (svn r27775) -Fix [FS#6510]: Insufficient thread synchronisation when ↵ | frosch | |
switching blitters. (JGR) | |||
2014-04-28 | (svn r26538) -Codechange: remove double accounting of the drivers | rubidium | |
2013-11-25 | (svn r26108) -Codechange: some coding style (whitespace) | rubidium | |
2013-11-25 | (svn r26107) -Codechange/cleanup: remove some coding bloat and simplify the ↵ | rubidium | |
driver factory instatiations | |||
2013-08-05 | (svn r25678) -Codechange: Notify the video driver when an edit box lost ↵ | michi_cc | |
(global) focus so it can abort any current input composition. | |||
2011-11-17 | (svn r23241) -Codechange: make the decision when to go to the custom drawn ↵ | rubidium | |
cursor more prominently during the initialisation of OpenTTD | |||
2011-10-04 | (svn r22999) -Codechange: Allow changing the blitter during the running game. | michi_cc | |
2011-08-24 | (svn r22818) -Fix [FS#4742] (r22796, rlongago): don't spawn threads for ↵ | rubidium | |
world generation and NewGRF scanning when using the dedicated or null video driver regardless of the used blitter | |||
2011-05-02 | (svn r22410) -Document: some more bits ;) | rubidium | |
2010-07-19 | (svn r20186) -Codechange: remove VARDEF from _realtime_tick and ↵ | rubidium | |
_rightclick_emulate | |||
2009-08-21 | (svn r17248) -Fix: add GPL license notice where appropriate | rubidium | |
2009-01-08 | (svn r14907) -Codechange: Remove 32 character limit from driver/blitter ↵ | peter1138 | |
selection and parameters. | |||
2008-06-16 | (svn r13537) -Fix [FS#2090](r13523): QSortT won't work this way, use ↵ | smatz | |
Dimension instead of uint16[2] for resolutions | |||
2008-05-06 | (svn r12971) -Documentation: add @file in files that missed them and add ↵ | rubidium | |
something more than whitespace as description of files that don't have a description. | |||
2008-01-13 | (svn r11839) -Codechange: move some variables from variables.h to a more ↵ | rubidium | |
logical location. | |||
2008-01-01 | (svn r11734) -Change: Allow ToggleFullScreen to return the result of the ↵ | belugas | |
operation' attempt. Previously, only visual clues were available. -Fix[FS#1519]: When you can not use this resolution at full screen, now you'll know that it failed. As for the reason it did not work, each computer/OS has its reason. | |||
2007-07-07 | (svn r10471) -Codechange: implement driver probing priority so that ↵ | peter1138 | |
'preferred' drivers are loaded first | |||
2007-07-05 | (svn r10444) -Codechange: switch to c++ classes and inheritance for ↵ | peter1138 | |
sound/music/video drivers, using self-registration based on the blitter-model. |