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2021-04-09Fix #8930: [Win32] Don't handle printable keys on keydown if an edit box is ↵Michael Lutz
in focus. Handle printable input only when the matching WM_CHAR message is incoming. Without an edit box, do the handling in keydown as usual to support hotkeys.
2021-04-07Fix #8713: Change OTTD2FS and FS2OTTD to return string objects instead of ↵Niels Martin Hansen
static buffers
2021-04-05Fix #8935: [OSX] Crash when clicking 'Save' due to wrongly-threaded OS call. ↵Michael Lutz
(#8944)
2021-03-25Change: Do not disallow persistent buffer mapping on AMD GPUs, as it is ↵Milek7
actually faster.
2021-03-21Fix f0f96e31: [OpenGL] Broken window resizing due to invalid buffer pitch on ↵Michael Lutz
texture creation.
2021-03-21Fix f0f96e31: [OpenGL] warning: comparison of integer expressions of ↵frosch
different signedness. (#8881)
2021-03-20Fix #8871: [OpenGL] Initialize all buffers after resize and clear back ↵Michael Lutz
buffer. (#8877)
2021-03-10Add: make modal windows update more smoothPatric Stout
Basically, modal windows had their own thread-locking for what drawing was possible. This is a bit nonsense now we have a game-thread. And it makes much more sense to do things like NewGRFScan and GenerateWorld in the game-thread, and not in a thread next to the game-thread. This commit changes that: it removes the threads for NewGRFScan and GenerateWorld, and just runs the code in the game-thread. On regular intervals it allows the draw-thread to do a tick, which gives a much smoother look and feel. It does slow down NewGRFScan and GenerateWorld ever so slightly as it spends more time on drawing. But the slowdown is not measureable on my machines (with 700+ NewGRFs / 4kx4k map and a Debug build). Running without a game-thread means NewGRFScan and GenerateWorld are now blocking.
2021-03-09Add: Display refresh rate game option (#8813)sean
2021-03-08Fix #8825: [OpenGL] Don't clear cursor cache from the game loop thread.Michael Lutz
2021-03-08Fix: ensure switching blitter happens in the main threadPatric Stout
This because video-drivers might need to make changes to their context, which for most video-drivers has to be done in the same thread as the window was created; main thread in our case.
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.
2021-03-08Codechange: don't set the window position when changing blitterMichael Lutz
There really is no need to make an extra call to the OS in these cases.
2021-03-08Codechange: remove the unused lock around BlitterPatric Stout
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 #8775: [Win32] Don't create the main window when alt-tabbing back into ↵Michael Lutz
fullscreen.
2021-03-01Fix: [Win32] Original window size was lost when tabbing in and out of ↵Michael Lutz
fullscreen.
2021-03-01Fix c4df0f95: bootstrap was only showing a black screen (#8788)Patric Stout
The bootstrap has the _switch_mode to SM_MENU, and never leaves this mode. Neither is it considered a modal window (while in some sense it really is). So .. we need to add another "draw anyway" exception, to make sure bootstrap is being drawn.
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.
2021-02-28Fix #8763: [OpenGL] Cursor sprite origin can be negative.Michael Lutz
2021-02-27Fix: [OpenGL] Don't use OpenGL on MESA software renderers.Michael Lutz
Performance in this case is worse than not using OpenGL, so just let OTTD fall back to a different video driver.
2021-02-27Fix: [SDL2] set GL attributes to get the best GL context possible (#8759)Patric Stout
2021-02-27Fix: OpenGL cursor did not consider sprite offsets of cursor sprites.frosch
2021-02-27Codechange: remove _realtime_tick variablePatric Stout
2021-02-25Codechange: [OpenGL] Load all OpenGL functions dynamically.Michael Lutz
2021-02-25Codechange: [OpenGL] Simplify loading OpenGL extension functions.Michael Lutz
2021-02-24Fix #8734: [OpenGL] Apply palette remap to cursor sprites. (#8742)Michael Lutz
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.
2021-02-23Codechange: Switch to explicit wide stringsNiels Martin Hansen
2021-02-23Remove: [Win32] Last pretenses of being able to build for Windows 95Niels Martin Hansen
2021-02-22Fix 8706c36f: Change RELEASE code, too.Michael Lutz
2021-02-22Add: [OSX] OpenGL video driver.Michael Lutz
2021-02-22Codechange: [OpenGL] Separate context state setup from general init.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
2021-02-22Codechange: [SDL2] Split driver in base-part and default backendMichael Lutz
2021-02-22Feature: [SDL2] OpenGL supportPatric Stout
2021-02-22Codechange: [SDL] Move dirty_rect to class scope.Michael Lutz
2021-02-22Codechange: [SDL2] Allow several places to hook into the SDL driverPatric Stout
This allows future subdrivers to use these to manage their own flow.
2021-02-22Codechange: [SDL2] Move functions and variables to class-scopePatric Stout
This allows future subdrivers to override them.
2021-02-22Codechange: [SDL2] Move SDLSurface code to its own functionPatric Stout
This increases readability, and allow future subdrivers to not use SDLSurface to draw.
2021-02-22Codechange: [SDL2] Split Start() in a few more functionsPatric Stout
This makes it a bit easier to follow what is going on, and allow future subdrivers to hook into a few of these functions. Reworked the code slighly while at it, to return early where possible.
2021-02-22Codechange: [OpenGL] Let OpenGL clear the pixel buffer if possible.Michael Lutz
2021-02-22Codechange: [OpenGL] Use persistently mapped pixel buffers when supported.Michael Lutz