diff --git a/src/video/cocoa/cocoa_v.mm b/src/video/cocoa/cocoa_v.mm --- a/src/video/cocoa/cocoa_v.mm +++ b/src/video/cocoa/cocoa_v.mm @@ -656,11 +656,6 @@ void VideoDriver_Cocoa::InputLoop() /** Main game loop. */ void VideoDriver_Cocoa::GameLoop() { - auto cur_ticks = std::chrono::steady_clock::now(); - auto last_realtime_tick = cur_ticks; - auto next_game_tick = cur_ticks; - auto next_draw_tick = cur_ticks; - for (;;) { @autoreleasepool { @@ -674,52 +669,10 @@ void VideoDriver_Cocoa::GameLoop() break; } - - cur_ticks = std::chrono::steady_clock::now(); - - /* If more than a millisecond has passed, increase the _realtime_tick. */ - if (cur_ticks - last_realtime_tick > std::chrono::milliseconds(1)) { - auto delta = std::chrono::duration_cast(cur_ticks - last_realtime_tick); - _realtime_tick += delta.count(); - last_realtime_tick += delta; - } - - if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) { - if (_fast_forward && !_pause_mode) { - next_game_tick = cur_ticks + this->GetGameInterval(); - } else { - next_game_tick += this->GetGameInterval(); - /* Avoid next_game_tick getting behind more and more if it cannot keep up. */ - if (next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) next_game_tick = cur_ticks; - } - - ::GameLoop(); - } - - /* Prevent drawing when switching mode, as windows can be removed when they should still appear. */ - if (cur_ticks >= next_draw_tick && (_switch_mode == SM_NONE || HasModalProgress())) { - next_draw_tick += this->GetDrawInterval(); - /* Avoid next_draw_tick getting behind more and more if it cannot keep up. */ - if (next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) next_draw_tick = cur_ticks; - - this->InputLoop(); - ::InputLoop(); - UpdateWindows(); - this->CheckPaletteAnim(); - + if (this->Tick()) { this->Paint(); } - - /* 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(next_draw_tick, next_game_tick); - auto now = std::chrono::steady_clock::now(); - - if (next_tick > now) { - std::this_thread::sleep_for(next_tick - now); - } - } + this->SleepTillNextTick(); } } }