Age | Commit message (Collapse) | Author |
|
|
|
|
|
The enum values still have the exact same numerical values, but the 10.12
SDK introduced more explicit names (e.g. like NSEventTypeApplicationDefined
instead of NSApplicationDefined) for several enum constants.
Use them when available.
|
|
When the game-loop is very slow, it was easily possible to start
the loop with _shift_pressed being false, but end with
_shift_pressed being true. This doesn't hurt the game as such,
but for the user this can be very weird: I pressed "Buy Vehicle",
pressed shift a bit later, and I still get a cost indication.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
This is especially useful for automated-testing, to make a save
when the game quits while using "-vnull:ticks=N".
|
|
This to be more explicit the function changes the value, and not
returns yes/no.
|
|
drawing buffer.
The old timeout could be too short if v-sync was on on lower refresh rates.
|
|
It now follows very simple rules:
0 - Fatal, user should know about this
1 - Error, but we are recovering
2 - Warning, wrong but okay if you don't know
3 - Info, information you might care about
4 -
5 - Debug #1 - High level debug messages
6 - Debug #2 - Low level debug messages
7 - Trace information
|
|
Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
|
|
erratic fast forward behaviour (#9140)
|
|
command queue.
|
|
|
|
|
|
|
|
3.2.
|
|
|
|
|
|
be potentially not set
|
|
causing unstoppable fast forward
|
|
be potentially not set
|
|
|
|
Vsync should be off by default, as for most players it will be
better to play without vsync. Exception exist, mainly people who
play in fullscreen mode.
|
|
|
|
See also: #8870
See also: #8977
|
|
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.
|
|
static buffers
|
|
(#8944)
|
|
actually faster.
|
|
texture creation.
|
|
different signedness. (#8881)
|
|
buffer. (#8877)
|
|
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.
|
|
|
|
|
|
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.
|
|
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.
|
|
There really is no need to make an extra call to the OS in
these cases.
|
|
|
|
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.
|
|
Basically, the window was not invalidated, so it was never redrawn.
This made it look like it wasn't working, but it really was.
|
|
the video buffer.
|
|
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>
|
|
fullscreen.
|