Commit Graph

60 Commits

Author SHA1 Message Date
Patric Stout a0636d8200
Codechange: use infinite-fast-forward when rerunning command-log (#12519) 2024-04-17 20:01:58 +00:00
Peter Nelson 332cbca36e Codechange: Pass std::string_view from drivers instead of char *. 2024-04-10 22:02:04 +01:00
Patric Stout bad31f2d42
Fix #10079: don't render at 1000fps if HW acceleration + vsync is requested but not active (#12067) 2024-02-12 21:39:23 +00:00
Peter Nelson d4008850e3 Codechange: Ensure function opening `{` is on new line. 2023-11-09 20:15:38 +00:00
frosch b6c8f301be Codechange: Silence warnings about intentionally unused parameters. 2023-09-19 22:49:59 +02:00
Rubidium eaae0bb5e7 Codechange: automatic adding of _t to (u)int types, and WChar to char32_t
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
2023-07-19 19:30:14 +02:00
Rubidium d5c0d3beb7 Codechange: unify the formatting of the game's caption 2023-06-07 08:02:46 +02:00
Rubidium 68ff3fd062 Change: include fmt.h C++ headers in stdafx.h
This to prevent compilation issues between runs with and without precompiled
headers. Also remove the headers from the rest of the code base as they are
not needed there anymore, although they do relatively little harm.
2023-05-08 16:49:23 +02:00
Peter Nelson 9666e46739 Feature: Variable GUI scale.
GUI scale is now variable from 100% to 500%, and no longer restricted to
powers-of-2.
2022-11-12 18:28:39 +00:00
Niels Martin Hansen 345dcd3c7b Add: Show current video driver info in Options window 2022-05-03 21:03:30 +02:00
Charles Pigott 86c295bb3b Change: Ignore refresh_rate setting when vsync is enabled 2021-10-17 19:25:03 +01:00
Patric Stout 56050fc96f
Fix 91b8ce07: dedicated servers could no longer create screenshots (#9232)
Although most commands are not useful on a dedicated server,
screenshot commands should be dequeued.
2021-05-12 16:31:31 +02:00
Michael Lutz 91b8ce073f Codechange: Generalise the delayed blitter change to a generic video driver command queue. 2021-05-02 17:57:24 +02:00
Rubidium 8562395413 Fix: [Video] fast forward boolean states not initialised, potentially causing unstoppable fast forward 2021-04-12 21:14:01 +02:00
Patric Stout f0f2073006 Feature: allow a toggle to enable/disable vsync
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.
2021-04-11 14:26:00 +02:00
Patric Stout 970fedd78c Add: make modal windows update more smooth
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.
2021-03-10 13:41:18 +01:00
sean 0464a50ab8
Add: Display refresh rate game option (#8813) 2021-03-09 10:22:52 +01:00
Patric Stout 8946b41d20 Fix: ensure switching blitter happens in the main thread
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.
2021-03-08 19:18:55 +01:00
Patric Stout e56d2c63c3 Add: [Video] move GameLoop into its own thread
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.
2021-03-08 19:18:55 +01:00
Patric Stout b9eac7c6dc Codechange: remove the unused lock around Blitter 2021-03-08 19:18:55 +01:00
Patric Stout 4610aa7ae3 Remove: [Video] no longer draw in a thread
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.
2021-03-08 19:18:55 +01:00
Patric Stout b93d7dd3cb
Add: Option to (dis-)allow accelerated video drivers. (#8819)
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>
2021-03-08 15:42:39 +01:00
Patric Stout c3dc27e37e Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
2021-02-28 18:04:51 +00:00
Patric Stout fe451b8dc7 Codechange: remove _realtime_tick variable 2021-02-27 00:36:14 +01:00
Patric Stout c409f45ddd Codechange: [Video] make the prototype of PollEvent() the same for all drivers
Additionally, call it from the draw-tick.
2021-02-24 21:58:47 +01:00
Michael Lutz 200be7d20c Add: [OpenGL] Support for a separate animation buffer that stores the palette values of the screen in addition to the colour buffer. 2021-02-22 22:16:07 +01:00
Michael Lutz 3e49aff35c Codechange: Allow video drivers to handle the cursor themselves. 2021-02-22 22:16:07 +01:00
Michael Lutz e8fc050b6e Add: [OpenGL] Support for 8bpp blitters. 2021-02-22 22:16:07 +01:00
Michael Lutz d6b6775888 Change: Lock the video buffer when drawing inside the game loop to properly account for threaded drawing. 2021-02-22 22:16:07 +01:00
Patric Stout 0e76d965f1 Codechange: deduplicate tick-handlers of all video drivers
They were all identical, so better put this in a single place
hoping it is less likely to break.
2021-02-20 17:08:44 +01:00
Patric Stout ec1dd0bf61 Codechange: be consistent in what CheckPaletteAnim() does and when it is called
Additionally, make sure this is a class method. Later commits
will make use of this.
2021-02-20 17:08:44 +01:00
Patric Stout 790fa7102e Codechange: be consistent in naming the paint function Paint()
Also move this function to be a class member. This to allow
further deduplicating of code in a later commit.
2021-02-20 17:08:44 +01:00
Patric Stout 761efbb457 Codechange: use (Un)LockVideoBuffer() to manage video buffer 2021-02-20 17:08:44 +01:00
Patric Stout 661eb39ecc Codechange: move all input-handling of video-drivers into InputLoop 2021-02-20 17:08:44 +01:00
Patric Stout fa170b9ace Feature: configurable refresh-rate and change default to 60fps
Most modern games run on 60 fps, and for good reason. This gives
a much smoother experiences.

As some people have monitors that can do 144Hz or even 240Hz, allow
people to configure the refresh rate. Of course, the higher you
set the value, the more time the game spends on drawing pixels
instead of simulating the game, which has an effect on simulation
speed.

The simulation will still always run at 33.33 fps, and is not
influences by this setting.
2021-02-19 10:43:15 +01:00
Patric Stout ae7a2b9f02 Change: allow video-drivers to miss deadlines slightly
Before, every next frame was calculated from the current time.
If for some reason the current frame was drifting a bit, the
next would too, and the next more, etc etc. This meant we rarely
hit the targets we would like, like 33.33fps.

Instead, allow video-drivers to drift slightly, and schedule the
next frame based on the time the last should have happened. Only
if the drift gets too much, that deadlines are missed for longer
period of times, schedule the next frame based on the current
time.

This makes the FPS a lot smoother, as sleeps aren't as exact as
you might think.
2021-02-19 10:43:15 +01:00
Michael Lutz 22f5aeab07 Feature: Automatic UI and font zoom levels when supported by the OS. 2021-02-14 14:16:40 +01:00
Michael Lutz fa60c1f8b9
Feature: Choose a sensible window size on a fresh OTTD config file. (#8536) 2021-01-14 21:53:06 +01:00
Michael Lutz 37bc2f8064 Codechange: Use std::string in the driver and blitter selection code. 2020-05-21 20:02:34 +02:00
S. D. Cloudt 13cc8a0cee Cleanup: Removed SVN headers 2019-11-10 17:59:20 +00:00
Jonathan G Rennison 81f159434d Codechange: Add EditBoxGainedFocus method to VideoDriver base class 2019-11-10 17:58:42 +00:00
glx 9195f2337a Codechange: use std::vector for _resolutions 2019-04-18 21:49:34 +02:00
frosch b1fe837b8e (svn r27775) -Fix [FS#6510]: Insufficient thread synchronisation when switching blitters. (JGR) 2017-03-11 13:05:54 +00:00
rubidium b476086c39 (svn r26538) -Codechange: remove double accounting of the drivers 2014-04-28 21:06:51 +00:00
rubidium defda16eb6 (svn r26108) -Codechange: some coding style (whitespace) 2013-11-25 14:30:22 +00:00
rubidium 6996b441d9 (svn r26107) -Codechange/cleanup: remove some coding bloat and simplify the driver factory instatiations 2013-11-25 14:26:46 +00:00
michi_cc 13873d2534 (svn r25678) -Codechange: Notify the video driver when an edit box lost (global) focus so it can abort any current input composition. 2013-08-05 20:37:02 +00:00
rubidium 6e31c2f068 (svn r23241) -Codechange: make the decision when to go to the custom drawn cursor more prominently during the initialisation of OpenTTD 2011-11-17 21:09:08 +00:00
michi_cc 6dbb050a32 (svn r22999) -Codechange: Allow changing the blitter during the running game. 2011-10-04 21:35:40 +00:00
rubidium 9fe4b959ac (svn r22818) -Fix [FS#4742] (r22796, rlongago): don't spawn threads for world generation and NewGRF scanning when using the dedicated or null video driver regardless of the used blitter 2011-08-24 12:11:10 +00:00