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:
Patric Stout
2021-02-28 15:41:03 +01:00
committed by Charles Pigott
parent 73fd634209
commit c3dc27e37e
17 changed files with 84 additions and 69 deletions

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@@ -19,7 +19,6 @@
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../core/random_func.hpp"
#include "../core/math_func.hpp"
#include "../framerate_type.h"
@@ -457,17 +456,12 @@ void VideoDriver_Allegro::InputLoop()
_shift_pressed = !!(key_shifts & KB_SHIFT_FLAG);
#if defined(_DEBUG)
if (_shift_pressed)
this->fast_forward_key_pressed = _shift_pressed;
#else
/* Speedup when pressing tab, except when using ALT+TAB
* to switch to another application. */
if (key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0)
this->fast_forward_key_pressed = key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0;
#endif
{
if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
} else if (_fast_forward & 2) {
_fast_forward = 0;
}
/* Determine which directional keys are down. */
_dirkeys =

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@@ -33,7 +33,6 @@
#include "cocoa_wnd.h"
#include "../../blitter/factory.hpp"
#include "../../framerate_type.h"
#include "../../network/network.h"
#include "../../gfx_func.h"
#include "../../thread.h"
#include "../../core/random_func.hpp"
@@ -420,14 +419,10 @@ void VideoDriver_Cocoa::InputLoop()
_shift_pressed = (cur_mods & NSShiftKeyMask) != 0;
#if defined(_DEBUG)
if (_shift_pressed) {
this->fast_forward_key_pressed = _shift_pressed;
#else
if (_tab_is_down) {
this->fast_forward_key_pressed = _tab_is_down;
#endif
if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
} else if (_fast_forward & 2) {
_fast_forward = 0;
}
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
}

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@@ -277,7 +277,7 @@ void VideoDriver_Dedicated::MainLoop()
while (!_exit_game) {
if (!_dedicated_forks) DedicatedHandleKeyInput();
_fast_forward = _ddc_fastforward;
ChangeGameSpeed(_ddc_fastforward);
this->Tick();
this->SleepTillNextTick();
}

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@@ -12,7 +12,6 @@
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
@@ -604,17 +603,12 @@ void VideoDriver_SDL_Base::InputLoop()
_shift_pressed = !!(mod & KMOD_SHIFT);
#if defined(_DEBUG)
if (_shift_pressed)
this->fast_forward_key_pressed = _shift_pressed;
#else
/* Speedup when pressing tab, except when using ALT+TAB
* to switch to another application. */
if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
this->fast_forward_key_pressed = keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0;
#endif /* defined(_DEBUG) */
{
if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
} else if (_fast_forward & 2) {
_fast_forward = 0;
}
/* Determine which directional keys are down. */
_dirkeys =

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@@ -14,7 +14,6 @@
#include "../gfx_func.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../thread.h"
#include "../progress.h"
#include "../core/random_func.hpp"
@@ -662,17 +661,12 @@ void VideoDriver_SDL::InputLoop()
_shift_pressed = !!(mod & KMOD_SHIFT);
#if defined(_DEBUG)
if (_shift_pressed)
this->fast_forward_key_pressed = _shift_pressed;
#else
/* Speedup when pressing tab, except when using ALT+TAB
* to switch to another application. */
if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
this->fast_forward_key_pressed = keys[SDLK_TAB] && (mod & KMOD_ALT) == 0;
#endif /* defined(_DEBUG) */
{
if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
} else if (_fast_forward & 2) {
_fast_forward = 0;
}
/* Determine which directional keys are down. */
_dirkeys =

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@@ -10,6 +10,7 @@
#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"
@@ -20,14 +21,10 @@ bool VideoDriver::Tick()
{
auto cur_ticks = std::chrono::steady_clock::now();
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;
}
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. */
@@ -55,6 +52,16 @@ bool VideoDriver::Tick()
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();
@@ -67,16 +74,13 @@ bool VideoDriver::Tick()
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();
/* 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();
}
if (next_tick > now) {
this->UnlockVideoBuffer();
std::this_thread::sleep_for(next_tick - now);
this->LockVideoBuffer();
}
}

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@@ -13,6 +13,7 @@
#include "../driver.h"
#include "../core/geometry_type.hpp"
#include "../core/math_func.hpp"
#include "../gfx_func.h"
#include "../settings_type.h"
#include "../zoom_type.h"
#include <chrono>
@@ -268,7 +269,12 @@ protected:
std::chrono::steady_clock::duration GetGameInterval()
{
return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
/* If we are paused, run on normal speed. */
if (_pause_mode) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
/* Infinite speed, as quickly as you can. */
if (_game_speed == 0) return std::chrono::microseconds(0);
return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
}
std::chrono::steady_clock::duration GetDrawInterval()
@@ -278,6 +284,9 @@ protected:
std::chrono::steady_clock::time_point next_game_tick;
std::chrono::steady_clock::time_point next_draw_tick;
bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
bool fast_forward_via_key; ///< The fast-forward was enabled by key press.
};
#endif /* VIDEO_VIDEO_DRIVER_HPP */

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@@ -13,7 +13,6 @@
#include "../os/windows/win32.h"
#include "../rev.h"
#include "../blitter/factory.hpp"
#include "../network/network.h"
#include "../core/geometry_func.hpp"
#include "../core/math_func.hpp"
#include "../core/random_func.hpp"
@@ -831,17 +830,12 @@ void VideoDriver_Win32Base::InputLoop()
_shift_pressed = this->has_focus && GetAsyncKeyState(VK_SHIFT) < 0;
#if defined(_DEBUG)
if (_shift_pressed)
this->fast_forward_key_pressed = _shift_pressed;
#else
/* Speedup when pressing tab, except when using ALT+TAB
* to switch to another application. */
if (this->has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0)
this->fast_forward_key_pressed = this->has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0;
#endif
{
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) {