Merge branch 'master' into jgrpp

# Conflicts:
#	src/company_cmd.cpp
#	src/core/geometry_func.cpp
#	src/date.cpp
#	src/genworld_gui.cpp
#	src/gfx.cpp
#	src/object_gui.cpp
#	src/openttd.cpp
#	src/settings_type.h
#	src/video/allegro_v.cpp
#	src/video/dedicated_v.cpp
#	src/video/null_v.cpp
#	src/video/sdl2_v.cpp
#	src/video/sdl_v.cpp
#	src/video/win32_v.cpp
This commit is contained in:
Jonathan G Rennison
2021-02-19 15:38:34 +00:00
176 changed files with 4275 additions and 3826 deletions

View File

@@ -21,6 +21,7 @@
#include "../core/math_func.hpp"
#include "../fileio_func.h"
#include "../framerate_type.h"
#include "../window_func.h"
#include "sdl_v.h"
#include <SDL.h>
#include <mutex>
@@ -408,7 +409,7 @@ bool VideoDriver_SDL::ClaimMousePointer()
return true;
}
struct VkMapping {
struct SDLVkMapping {
#if SDL_VERSION_ATLEAST(1, 3, 0)
SDL_Keycode vk_from;
#else
@@ -421,7 +422,7 @@ struct VkMapping {
#define AS(x, z) {x, 0, z}
#define AM(x, y, z, w) {x, (byte)(y - x), z}
static const VkMapping _vk_mapping[] = {
static const SDLVkMapping _vk_mapping[] = {
/* Pageup stuff + up/down */
AM(SDLK_PAGEUP, SDLK_PAGEDOWN, WKC_PAGEUP, WKC_PAGEDOWN),
AS(SDLK_UP, WKC_UP),
@@ -476,7 +477,7 @@ static const VkMapping _vk_mapping[] = {
static uint ConvertSdlKeyIntoMy(SDL_keysym *sym, WChar *character)
{
const VkMapping *map;
const SDLVkMapping *map;
uint key = 0;
for (map = _vk_mapping; map != endof(_vk_mapping); ++map) {
@@ -654,9 +655,10 @@ void VideoDriver_SDL::Stop()
void VideoDriver_SDL::MainLoop()
{
uint32 cur_ticks = SDL_GetTicks();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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;
uint32 mod;
int numkeys;
Uint8 *keys;
@@ -696,7 +698,6 @@ void VideoDriver_SDL::MainLoop()
DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no ");
for (;;) {
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
InteractiveRandom(); // randomness
while (PollEvent() == -1) {}
@@ -725,11 +726,37 @@ void VideoDriver_SDL::MainLoop()
_fast_forward = 0;
}
cur_ticks = SDL_GetTicks();
if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
_realtime_tick += cur_ticks - last_cur_ticks;
last_cur_ticks = cur_ticks;
next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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<std::chrono::milliseconds>(cur_ticks - last_realtime_tick);
IncreaseRealtimeTick(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;
}
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
GameLoopPaletteAnimations();
}
/* 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;
bool old_ctrl_pressed = _ctrl_pressed;
bool old_shift_pressed = _shift_pressed;
@@ -753,35 +780,29 @@ void VideoDriver_SDL::MainLoop()
if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
if (old_shift_pressed != _shift_pressed) HandleShiftChanged();
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_mutex != nullptr) draw_lock.unlock();
GameLoop();
if (_draw_mutex != nullptr) draw_lock.lock();
GameLoopPaletteAnimations();
InputLoop();
UpdateWindows();
_local_palette = _cur_palette;
} else {
/* Release the thread while sleeping */
if (_draw_mutex != nullptr) draw_lock.unlock();
CSleep(1);
if (_draw_mutex != nullptr) draw_lock.lock();
NetworkDrawChatMessage();
DrawMouseCursor();
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
CheckPaletteAnim();
DrawSurfaceToScreen();
}
}
/* End of the critical part. */
if (_draw_mutex != nullptr && !HasModalProgress()) {
_draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
CheckPaletteAnim();
DrawSurfaceToScreen();
/* 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) {
if (_draw_mutex != nullptr) draw_lock.unlock();
std::this_thread::sleep_for(next_tick - now);
if (_draw_mutex != nullptr) draw_lock.lock();
}
}
}