Add: draw the screen at a steady pace, also during fast-forward
During fast-forward, the game was drawing as fast as it could. This means that the fast-forward was limited also by how fast we could draw, something that people in general don't expect. To give an extreme case, if you are fully zoomed out on a busy map, fast-forward would be mostly limited because of the time it takes to draw the screen. By decoupling the draw-tick and game-tick, we can keep the pace of the draw-tick the same while speeding up the game-tick. To use the extreme case as example again, if you are fully zoomed out now, the screen only redraws 33.33 times per second, fast-forwarding or not. This means fast-forward is much more likely to go at the same speed, no matter what you are looking at.
This commit is contained in:

committed by
Patric Stout

parent
5bfa014505
commit
c81c6e5eb7
@@ -21,6 +21,7 @@
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#include "../core/math_func.hpp"
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#include "../fileio_func.h"
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#include "../framerate_type.h"
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#include "../window_func.h"
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#include "sdl_v.h"
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#include <SDL.h>
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#include <mutex>
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@@ -650,7 +651,8 @@ void VideoDriver_SDL::MainLoop()
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{
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auto cur_ticks = std::chrono::steady_clock::now();
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auto last_realtime_tick = cur_ticks;
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auto next_tick = cur_ticks;
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auto next_game_tick = cur_ticks;
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auto next_draw_tick = cur_ticks;
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uint32 mod;
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int numkeys;
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Uint8 *keys;
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@@ -727,8 +729,18 @@ void VideoDriver_SDL::MainLoop()
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last_realtime_tick += delta;
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}
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if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode)) {
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next_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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if (cur_ticks >= next_game_tick || (_fast_forward && !_pause_mode)) {
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next_game_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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}
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if (cur_ticks >= next_draw_tick) {
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next_draw_tick = cur_ticks + std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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bool old_ctrl_pressed = _ctrl_pressed;
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@@ -750,33 +762,22 @@ void VideoDriver_SDL::MainLoop()
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#endif
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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InputLoop();
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UpdateWindows();
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_local_palette = _cur_palette;
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} else {
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/* Release the thread while sleeping */
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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}
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}
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if (!_fast_forward || _pause_mode) {
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if (_draw_mutex != nullptr) draw_lock.unlock();
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CSleep(1);
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if (_draw_mutex != nullptr) draw_lock.lock();
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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/* End of the critical part. */
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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}
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}
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