mirror of https://github.com/OpenTTD/OpenTTD.git
Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
This commit is contained in:
parent
73fd634209
commit
c3dc27e37e
11
src/gfx.cpp
11
src/gfx.cpp
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@ -34,7 +34,7 @@ byte _support8bpp;
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CursorVars _cursor;
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bool _ctrl_pressed; ///< Is Ctrl pressed?
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bool _shift_pressed; ///< Is Shift pressed?
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byte _fast_forward;
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uint16 _game_speed = 100; ///< Current game-speed; 100 is 1x, 0 is infinite.
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bool _left_button_down; ///< Is left mouse button pressed?
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bool _left_button_clicked; ///< Is left mouse button clicked?
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bool _right_button_down; ///< Is right mouse button pressed?
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@ -1905,3 +1905,12 @@ void UpdateGUIZoom()
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_font_zoom = static_cast<ZoomLevel>(_font_zoom_cfg);
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}
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}
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void ChangeGameSpeed(bool enable_fast_forward)
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{
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if (enable_fast_forward) {
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_game_speed = _settings_client.gui.fast_forward_speed_limit;
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} else {
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_game_speed = 100;
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}
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}
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@ -54,7 +54,7 @@ extern byte _support8bpp;
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extern CursorVars _cursor;
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extern bool _ctrl_pressed; ///< Is Ctrl pressed?
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extern bool _shift_pressed; ///< Is Shift pressed?
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extern byte _fast_forward;
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extern uint16 _game_speed;
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extern bool _left_button_down;
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extern bool _left_button_clicked;
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@ -73,6 +73,7 @@ void HandleTextInput(const char *str, bool marked = false, const char *caret = n
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void HandleCtrlChanged();
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void HandleMouseEvents();
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void UpdateWindows();
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void ChangeGameSpeed(bool enable_fast_forward);
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void DrawMouseCursor();
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void ScreenSizeChanged();
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@ -1453,6 +1453,10 @@ STR_CONFIG_SETTING_EXPENSES_LAYOUT :Group expenses
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STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Define the layout for the company expenses window
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS :Automatically remove signals during rail construction: {STRING2}
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS_HELPTEXT :Automatically remove signals during rail construction if the signals are in the way. Note that this can potentially lead to train crashes.
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT :Fast forward speed limit: {STRING2}
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_HELPTEXT :Limit on how fast the game goes when fast forward is enabled. 0 = no limit (as fast as your computer allows). Values below 100% slow the game down. The upper-limit depends on the specification of your computer and can vary depending on the game.
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_VAL :{NUM}% normal game speed
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_ZERO :No limit (as fast as your computer allows)
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STR_CONFIG_SETTING_SOUND_TICKER :News ticker: {STRING2}
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STR_CONFIG_SETTING_SOUND_TICKER_HELPTEXT :Play sound for summarised news messages
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@ -64,7 +64,7 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
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AllocateMap(size_x, size_y);
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_pause_mode = PM_UNPAUSED;
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_fast_forward = 0;
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_game_speed = 100;
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_tick_counter = 0;
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_cur_tileloop_tile = 1;
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_thd.redsq = INVALID_TILE;
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@ -208,7 +208,7 @@ struct SaveLoadParams {
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StringID error_str; ///< the translatable error message to show
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char *extra_msg; ///< the error message
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byte ff_state; ///< The state of fast-forward when saving started.
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uint16 game_speed; ///< The game speed when saving started.
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bool saveinprogress; ///< Whether there is currently a save in progress.
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};
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@ -2442,8 +2442,8 @@ static inline void ClearSaveLoadState()
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*/
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static void SaveFileStart()
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{
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_sl.ff_state = _fast_forward;
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_fast_forward = 0;
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_sl.game_speed = _game_speed;
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_game_speed = 100;
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SetMouseCursorBusy(true);
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
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@ -2453,7 +2453,7 @@ static void SaveFileStart()
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/** Update the gui accordingly when saving is done and release locks on saveload. */
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static void SaveFileDone()
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{
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if (_game_mode != GM_MENU) _fast_forward = _sl.ff_state;
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if (_game_mode != GM_MENU) _game_speed = _sl.game_speed;
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SetMouseCursorBusy(false);
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
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@ -1468,6 +1468,7 @@ static SettingsContainer &GetSettingsTree()
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construction->Add(new SettingEntry("gui.default_rail_type"));
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}
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interface->Add(new SettingEntry("gui.fast_forward_speed_limit"));
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interface->Add(new SettingEntry("gui.autosave"));
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interface->Add(new SettingEntry("gui.toolbar_pos"));
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interface->Add(new SettingEntry("gui.statusbar_pos"));
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@ -148,6 +148,7 @@ struct GUISettings {
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bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
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bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
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uint16 refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
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uint16 fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
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uint16 console_backlog_timeout; ///< the minimum amount of time items should be in the console backlog before they will be removed in ~3 seconds granularity.
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uint16 console_backlog_length; ///< the minimum amount of items in the console backlog before items will be removed.
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@ -3364,6 +3364,20 @@ max = 1000
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cat = SC_EXPERT
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startup = true
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[SDTC_VAR]
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var = gui.fast_forward_speed_limit
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type = SLE_UINT16
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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guiflags = SGF_0ISDISABLED | SGF_NO_NETWORK
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def = 2500
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min = 0
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max = 100000
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interval = 10
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str = STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT
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strhelp = STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_HELPTEXT
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strval = STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_VAL
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cat = SC_BASIC
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[SDTC_BOOL]
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var = sound.news_ticker
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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@ -283,7 +283,8 @@ static CallBackFunction ToolbarPauseClick(Window *w)
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*/
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static CallBackFunction ToolbarFastForwardClick(Window *w)
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{
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_fast_forward ^= true;
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ChangeGameSpeed(_game_speed == 100);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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return CBF_NONE;
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}
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@ -2127,7 +2128,7 @@ struct MainToolbarWindow : Window {
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this->SetWidgetDirty(WID_TN_PAUSE);
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}
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if (this->IsWidgetLowered(WID_TN_FAST_FORWARD) != !!_fast_forward) {
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if (this->IsWidgetLowered(WID_TN_FAST_FORWARD) != (_game_speed != 100)) {
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this->ToggleWidgetLoweredState(WID_TN_FAST_FORWARD);
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this->SetWidgetDirty(WID_TN_FAST_FORWARD);
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}
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@ -2508,7 +2509,7 @@ struct ScenarioEditorToolbarWindow : Window {
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this->SetDirty();
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}
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if (this->IsWidgetLowered(WID_TE_FAST_FORWARD) != !!_fast_forward) {
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if (this->IsWidgetLowered(WID_TE_FAST_FORWARD) != (_game_speed != 100)) {
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this->ToggleWidgetLoweredState(WID_TE_FAST_FORWARD);
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this->SetDirty();
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}
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@ -19,7 +19,6 @@
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../framerate_type.h"
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@ -457,17 +456,12 @@ void VideoDriver_Allegro::InputLoop()
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_shift_pressed = !!(key_shifts & KB_SHIFT_FLAG);
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0)
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this->fast_forward_key_pressed = key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0;
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#endif
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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_dirkeys =
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@ -33,7 +33,6 @@
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#include "cocoa_wnd.h"
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#include "../../blitter/factory.hpp"
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#include "../../framerate_type.h"
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#include "../../network/network.h"
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#include "../../gfx_func.h"
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#include "../../thread.h"
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#include "../../core/random_func.hpp"
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@ -420,14 +419,10 @@ void VideoDriver_Cocoa::InputLoop()
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_shift_pressed = (cur_mods & NSShiftKeyMask) != 0;
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#if defined(_DEBUG)
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if (_shift_pressed) {
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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if (_tab_is_down) {
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this->fast_forward_key_pressed = _tab_is_down;
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#endif
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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}
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@ -277,7 +277,7 @@ void VideoDriver_Dedicated::MainLoop()
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while (!_exit_game) {
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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_fast_forward = _ddc_fastforward;
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ChangeGameSpeed(_ddc_fastforward);
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this->Tick();
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this->SleepTillNextTick();
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}
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@ -12,7 +12,6 @@
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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@ -604,17 +603,12 @@ void VideoDriver_SDL_Base::InputLoop()
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_shift_pressed = !!(mod & KMOD_SHIFT);
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
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this->fast_forward_key_pressed = keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0;
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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_dirkeys =
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@ -14,7 +14,6 @@
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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@ -662,17 +661,12 @@ void VideoDriver_SDL::InputLoop()
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_shift_pressed = !!(mod & KMOD_SHIFT);
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
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this->fast_forward_key_pressed = keys[SDLK_TAB] && (mod & KMOD_ALT) == 0;
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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_dirkeys =
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@ -10,6 +10,7 @@
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../core/random_func.hpp"
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#include "../network/network.h"
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#include "../gfx_func.h"
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#include "../progress.h"
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#include "../thread.h"
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@ -20,14 +21,10 @@ bool VideoDriver::Tick()
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{
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auto cur_ticks = std::chrono::steady_clock::now();
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if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
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if (_fast_forward && !_pause_mode) {
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this->next_game_tick = cur_ticks + this->GetGameInterval();
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} else {
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this->next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
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}
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if (cur_ticks >= this->next_game_tick) {
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this->next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
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/* The game loop is the part that can run asynchronously.
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* The rest except sleeping can't. */
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@ -55,6 +52,16 @@ bool VideoDriver::Tick()
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while (this->PollEvent()) {}
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this->InputLoop();
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/* Check if the fast-forward button is still pressed. */
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if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) {
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ChangeGameSpeed(true);
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this->fast_forward_via_key = true;
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} else if (this->fast_forward_via_key) {
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ChangeGameSpeed(false);
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this->fast_forward_via_key = false;
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}
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::InputLoop();
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UpdateWindows();
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this->CheckPaletteAnim();
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@ -67,16 +74,13 @@ bool VideoDriver::Tick()
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void VideoDriver::SleepTillNextTick()
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{
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/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
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if (!_fast_forward || _pause_mode) {
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/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
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auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
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auto now = std::chrono::steady_clock::now();
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/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
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auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
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auto now = std::chrono::steady_clock::now();
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if (next_tick > now) {
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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this->LockVideoBuffer();
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}
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if (next_tick > now) {
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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this->LockVideoBuffer();
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}
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}
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@ -13,6 +13,7 @@
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#include "../driver.h"
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#include "../core/geometry_type.hpp"
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#include "../core/math_func.hpp"
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#include "../gfx_func.h"
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#include "../settings_type.h"
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#include "../zoom_type.h"
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#include <chrono>
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@ -268,7 +269,12 @@ protected:
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std::chrono::steady_clock::duration GetGameInterval()
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{
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return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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/* If we are paused, run on normal speed. */
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if (_pause_mode) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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/* Infinite speed, as quickly as you can. */
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if (_game_speed == 0) return std::chrono::microseconds(0);
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return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
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}
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std::chrono::steady_clock::duration GetDrawInterval()
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@ -278,6 +284,9 @@ protected:
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std::chrono::steady_clock::time_point next_game_tick;
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std::chrono::steady_clock::time_point next_draw_tick;
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bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
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bool fast_forward_via_key; ///< The fast-forward was enabled by key press.
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};
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#endif /* VIDEO_VIDEO_DRIVER_HPP */
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@ -13,7 +13,6 @@
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#include "../os/windows/win32.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../core/geometry_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/random_func.hpp"
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@ -831,17 +830,12 @@ void VideoDriver_Win32Base::InputLoop()
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_shift_pressed = this->has_focus && GetAsyncKeyState(VK_SHIFT) < 0;
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (this->has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0)
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this->fast_forward_key_pressed = this->has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0;
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#endif
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
|
||||
} else if (_fast_forward & 2) {
|
||||
_fast_forward = 0;
|
||||
}
|
||||
|
||||
/* Determine which directional keys are down. */
|
||||
if (this->has_focus) {
|
||||
|
|
Loading…
Reference in New Issue