OpenTTD/src/video/video_driver.cpp

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/*
* This file is part of OpenTTD.
* OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
* OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
*/
/** @file video_driver.cpp Common code between video driver implementations. */
#include "../stdafx.h"
#include "../debug.h"
#include "../gfx_func.h"
#include "../progress.h"
#include "../thread.h"
#include "../window_func.h"
#include "video_driver.hpp"
bool VideoDriver::Tick()
{
auto cur_ticks = std::chrono::steady_clock::now();
/* If more than a millisecond has passed, increase the _realtime_tick. */
if (cur_ticks - this->last_realtime_tick > std::chrono::milliseconds(1)) {
auto delta = std::chrono::duration_cast<std::chrono::milliseconds>(cur_ticks - this->last_realtime_tick);
_realtime_tick += delta.count();
this->last_realtime_tick += delta;
}
if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
if (_fast_forward && !_pause_mode) {
this->next_game_tick = cur_ticks + this->GetGameInterval();
} else {
this->next_game_tick += this->GetGameInterval();
/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
}
/* The game loop is the part that can run asynchronously.
* The rest except sleeping can't. */
this->UnlockVideoBuffer();
::GameLoop();
this->LockVideoBuffer();
/* For things like dedicated server, don't run a separate draw-tick. */
if (!this->HasGUI()) {
::InputLoop();
UpdateWindows();
this->next_draw_tick = this->next_game_tick;
}
}
/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
if (this->HasGUI() && cur_ticks >= this->next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) {
this->next_draw_tick += this->GetDrawInterval();
/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
while (this->PollEvent()) {}
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
return true;
}
return false;
}
void VideoDriver::SleepTillNextTick()
{
/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
if (!_fast_forward || _pause_mode) {
/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
auto now = std::chrono::steady_clock::now();
if (next_tick > now) {
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
this->LockVideoBuffer();
}
}
}