/* * 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 . */ /** @file video_driver.cpp Common code between video driver implementations. */ #include "../stdafx.h" #include "../debug.h" #include "../core/random_func.hpp" #include "../network/network.h" #include "../gfx_func.h" #include "../progress.h" #include "../thread.h" #include "../window_func.h" #include "video_driver.hpp" bool _video_hw_accel; ///< Whether to consider hardware accelerated video drivers. bool VideoDriver::Tick() { auto cur_ticks = std::chrono::steady_clock::now(); if (cur_ticks >= this->next_game_tick) { 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 || _game_mode == GM_BOOTSTRAP || 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; /* Keep the interactive randomizer a bit more random by requesting * new values when-ever we can. */ InteractiveRandom(); while (this->PollEvent()) {} this->InputLoop(); /* Check if the fast-forward button is still pressed. */ if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) { ChangeGameSpeed(true); this->fast_forward_via_key = true; } else if (this->fast_forward_via_key) { ChangeGameSpeed(false); this->fast_forward_via_key = false; } ::InputLoop(); UpdateWindows(); this->CheckPaletteAnim(); return true; } return false; } void VideoDriver::SleepTillNextTick() { /* 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(); } }