Age | Commit message (Collapse) | Author |
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Basically, the window was not invalidated, so it was never redrawn.
This made it look like it wasn't working, but it really was.
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the video buffer.
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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>
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fullscreen.
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fullscreen.
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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.
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By default this setting is set to 2500% normal game speed.
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Performance in this case is worse than not using OpenGL, so just let
OTTD fall back to a different video driver.
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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.
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Additionally, call it from the draw-tick.
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This allows future subdrivers to use these to manage their
own flow.
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This allows future subdrivers to override them.
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This increases readability, and allow future subdrivers to not
use SDLSurface to draw.
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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.
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palette values of the screen in addition to the colour buffer.
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blending effects.
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colour values.
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the video buffer.
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