/* * 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 "../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(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; 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(); } } }