Add: settings to limit your fast-forward game speed
By default this setting is set to 2500% normal game speed.
(cherry picked from commit c3dc27e37e
)
# Conflicts:
# src/gfx.cpp
# src/gfx_func.h
# src/settings_type.h
# src/video/cocoa/cocoa_v.mm
# src/video/video_driver.cpp
# src/video/win32_v.cpp
This commit is contained in:

committed by
Jonathan G Rennison

parent
535fdb5c89
commit
f183ded9fe
11
src/gfx.cpp
11
src/gfx.cpp
@@ -40,7 +40,7 @@ bool _ctrl_pressed; ///< Is Ctrl pressed?
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bool _shift_pressed; ///< Is Shift pressed?
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bool _invert_ctrl;
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bool _invert_shift;
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byte _fast_forward;
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uint16 _game_speed = 100; ///< Current game-speed; 100 is 1x, 0 is infinite.
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bool _left_button_down; ///< Is left mouse button pressed?
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bool _left_button_clicked; ///< Is left mouse button clicked?
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bool _right_button_down; ///< Is right mouse button pressed?
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@@ -2212,3 +2212,12 @@ void UpdateGUIZoom()
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_font_zoom = static_cast<ZoomLevel>(_font_zoom_cfg);
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}
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}
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void ChangeGameSpeed(bool enable_fast_forward)
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{
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if (enable_fast_forward) {
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_game_speed = _settings_client.gui.fast_forward_speed_limit;
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} else {
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_game_speed = 100;
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}
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}
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@@ -56,7 +56,7 @@ extern bool _ctrl_pressed; ///< Is Ctrl pressed?
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extern bool _shift_pressed; ///< Is Shift pressed?
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extern bool _invert_ctrl;
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extern bool _invert_shift;
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extern byte _fast_forward;
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extern uint16 _game_speed;
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extern bool _left_button_down;
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extern bool _left_button_clicked;
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@@ -76,6 +76,7 @@ void HandleCtrlChanged();
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void HandleShiftChanged();
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void HandleMouseEvents();
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void UpdateWindows();
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void ChangeGameSpeed(bool enable_fast_forward);
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void DrawMouseCursor();
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void ScreenSizeChanged();
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@@ -1629,6 +1629,10 @@ STR_CONFIG_SETTING_EXPENSES_LAYOUT :Group expenses
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STR_CONFIG_SETTING_EXPENSES_LAYOUT_HELPTEXT :Define the layout for the company expenses window
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS :Automatically remove signals during rail construction: {STRING2}
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STR_CONFIG_SETTING_AUTO_REMOVE_SIGNALS_HELPTEXT :Automatically remove signals during rail construction if the signals are in the way. Note that this can potentially lead to train crashes.
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT :Fast forward speed limit: {STRING2}
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_HELPTEXT :Limit on how fast the game goes when fast forward is enabled. 0 = no limit (as fast as your computer allows). Values below 100% slow the game down. The upper-limit depends on the specification of your computer and can vary depending on the game.
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_VAL :{NUM}% normal game speed
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STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_ZERO :No limit (as fast as your computer allows)
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STR_CONFIG_SETTING_ENABLE_BUILD_RIVER :Enable building rivers: {STRING2}
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STR_CONFIG_SETTING_ENABLE_BUILD_RIVER_HELPTEXT :Enable building rivers outside of the scenario editor
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@@ -76,7 +76,7 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
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ClearDesyncMsgLog();
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_pause_mode = PM_UNPAUSED;
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_fast_forward = 0;
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_game_speed = 100;
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_tick_counter = 0;
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_tick_skip_counter = 0;
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_cur_tileloop_tile = 1;
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@@ -228,7 +228,7 @@ struct SaveLoadParams {
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StringID error_str; ///< the translatable error message to show
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char *extra_msg; ///< the error message
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byte ff_state; ///< The state of fast-forward when saving started.
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uint16 game_speed; ///< The game speed when saving started.
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bool saveinprogress; ///< Whether there is currently a save in progress.
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bool networkserversave; ///< Whether this save is being sent to a network client
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};
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@@ -2907,8 +2907,8 @@ static inline void ClearSaveLoadState()
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*/
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static void SaveFileStart()
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{
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_sl.ff_state = _fast_forward;
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_fast_forward = 0;
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_sl.game_speed = _game_speed;
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_game_speed = 100;
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SetMouseCursorBusy(true);
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_START);
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@@ -2918,7 +2918,7 @@ static void SaveFileStart()
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/** Update the gui accordingly when saving is done and release locks on saveload. */
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static void SaveFileDone()
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{
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if (_game_mode != GM_MENU) _fast_forward = _sl.ff_state;
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if (_game_mode != GM_MENU) _game_speed = _sl.game_speed;
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SetMouseCursorBusy(false);
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InvalidateWindowData(WC_STATUS_BAR, 0, SBI_SAVELOAD_FINISH);
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@@ -1624,6 +1624,7 @@ static SettingsContainer &GetSettingsTree()
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advsig->Add(new SettingEntry("gui.show_adv_tracerestrict_features"));
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}
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interface->Add(new SettingEntry("gui.fast_forward_speed_limit"));
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interface->Add(new SettingEntry("gui.autosave"));
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interface->Add(new SettingEntry("gui.autosave_on_network_disconnect"));
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interface->Add(new SettingEntry("gui.savegame_overwrite_confirm"));
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@@ -197,6 +197,7 @@ struct GUISettings : public TimeSettings {
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bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
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bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
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uint16 refresh_rate; ///< How often we refresh the screen (time between draw-ticks).
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uint16 fast_forward_speed_limit; ///< Game speed to use when fast-forward is enabled.
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bool show_vehicle_route_steps; ///< when a window related to a specific vehicle is focused, show route steps
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bool show_vehicle_list_company_colour; ///< show the company colour of vehicles which have an owner different to the owner of the vehicle list
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bool enable_single_veh_shared_order_gui; ///< enable showing a single vehicle in the shared order GUI window
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@@ -5202,6 +5202,20 @@ max = 1000
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cat = SC_EXPERT
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startup = true
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[SDTC_VAR]
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var = gui.fast_forward_speed_limit
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type = SLE_UINT16
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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guiflags = SGF_0ISDISABLED | SGF_NO_NETWORK
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def = 2500
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min = 0
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max = 100000
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interval = 10
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str = STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT
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strhelp = STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_HELPTEXT
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strval = STR_CONFIG_SETTING_FAST_FORWARD_SPEED_LIMIT_VAL
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cat = SC_BASIC
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[SDTC_BOOL]
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var = sound.news_ticker
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flags = SLF_NOT_IN_SAVE | SLF_NO_NETWORK_SYNC
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@@ -290,7 +290,8 @@ static CallBackFunction ToolbarPauseClick(Window *w)
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*/
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static CallBackFunction ToolbarFastForwardClick(Window *w)
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{
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_fast_forward ^= true;
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ChangeGameSpeed(_game_speed == 100);
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if (_settings_client.sound.click_beep) SndPlayFx(SND_15_BEEP);
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return CBF_NONE;
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}
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@@ -2177,7 +2178,7 @@ struct MainToolbarWindow : Window {
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this->SetWidgetDirty(WID_TN_PAUSE);
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}
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if (this->IsWidgetLowered(WID_TN_FAST_FORWARD) != !!_fast_forward) {
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if (this->IsWidgetLowered(WID_TN_FAST_FORWARD) != (_game_speed != 100)) {
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this->ToggleWidgetLoweredState(WID_TN_FAST_FORWARD);
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this->SetWidgetDirty(WID_TN_FAST_FORWARD);
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}
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@@ -2564,7 +2565,7 @@ struct ScenarioEditorToolbarWindow : Window {
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this->SetDirty();
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}
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if (this->IsWidgetLowered(WID_TE_FAST_FORWARD) != !!_fast_forward) {
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if (this->IsWidgetLowered(WID_TE_FAST_FORWARD) != (_game_speed != 100)) {
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this->ToggleWidgetLoweredState(WID_TE_FAST_FORWARD);
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this->SetDirty();
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}
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@@ -19,7 +19,6 @@
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../core/random_func.hpp"
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#include "../core/math_func.hpp"
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#include "../framerate_type.h"
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@@ -455,17 +454,12 @@ void VideoDriver_Allegro::InputLoop()
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_shift_pressed = !!(key_shifts & KB_SHIFT_FLAG) != _invert_shift;
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0)
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this->fast_forward_key_pressed = key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0;
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#endif
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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_dirkeys =
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@@ -33,7 +33,6 @@
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#include "cocoa_wnd.h"
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#include "../../blitter/factory.hpp"
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#include "../../framerate_type.h"
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#include "../../network/network.h"
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#include "../../gfx_func.h"
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#include "../../thread.h"
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#include "../../core/random_func.hpp"
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@@ -606,14 +605,10 @@ void VideoDriver_Cocoa::InputLoop()
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_shift_pressed = ((cur_mods & NSShiftKeyMask) != 0) != _invert_shift;
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#if defined(_DEBUG)
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if (_shift_pressed) {
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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if (_tab_is_down) {
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this->fast_forward_key_pressed = _tab_is_down;
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#endif
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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if (old_shift_pressed != _shift_pressed) HandleShiftChanged();
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@@ -279,7 +279,7 @@ void VideoDriver_Dedicated::MainLoop()
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if (!_dedicated_forks) DedicatedHandleKeyInput();
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_fast_forward = _ddc_fastforward;
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ChangeGameSpeed(_ddc_fastforward);
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this->Tick();
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this->SleepTillNextTick();
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}
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@@ -12,7 +12,6 @@
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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@@ -1076,17 +1075,12 @@ void VideoDriver_SDL::InputLoop()
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_shift_pressed = !!(mod & KMOD_SHIFT) != _invert_shift;
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
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this->fast_forward_key_pressed = keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0;
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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_dirkeys =
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@@ -14,7 +14,6 @@
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#include "../gfx_func.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../thread.h"
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#include "../progress.h"
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#include "../core/random_func.hpp"
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@@ -668,17 +667,12 @@ void VideoDriver_SDL::InputLoop()
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_shift_pressed = !!(mod & KMOD_SHIFT) != _invert_shift;
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0)
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this->fast_forward_key_pressed = keys[SDLK_TAB] && (mod & KMOD_ALT) == 0;
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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/* Determine which directional keys are down. */
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_dirkeys =
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@@ -9,6 +9,7 @@
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../network/network.h"
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#include "../gfx_func.h"
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#include "../progress.h"
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#include "../thread.h"
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@@ -19,14 +20,10 @@ bool VideoDriver::Tick()
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{
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auto cur_ticks = std::chrono::steady_clock::now();
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if (cur_ticks >= this->next_game_tick || (_fast_forward && !_pause_mode)) {
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if (_fast_forward && !_pause_mode) {
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this->next_game_tick = cur_ticks + this->GetGameInterval();
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} else {
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this->next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
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}
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if (cur_ticks >= this->next_game_tick) {
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this->next_game_tick += this->GetGameInterval();
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/* Avoid next_game_tick getting behind more and more if it cannot keep up. */
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if (this->next_game_tick < cur_ticks - ALLOWED_DRIFT * this->GetGameInterval()) this->next_game_tick = cur_ticks;
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/* The game loop is the part that can run asynchronously.
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* The rest except sleeping can't. */
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@@ -50,6 +47,16 @@ bool VideoDriver::Tick()
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if (this->next_draw_tick < cur_ticks - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = cur_ticks;
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this->InputLoop();
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/* Check if the fast-forward button is still pressed. */
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if (fast_forward_key_pressed && !_networking && _game_mode != GM_MENU) {
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ChangeGameSpeed(true);
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this->fast_forward_via_key = true;
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} else if (this->fast_forward_via_key) {
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ChangeGameSpeed(false);
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this->fast_forward_via_key = false;
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}
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::InputLoop();
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UpdateWindows();
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this->CheckPaletteAnim();
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@@ -62,16 +69,13 @@ bool VideoDriver::Tick()
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void VideoDriver::SleepTillNextTick()
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{
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/* If we are not in fast-forward, create some time between calls to ease up CPU usage. */
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if (!_fast_forward || _pause_mode) {
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/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
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auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
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auto now = std::chrono::steady_clock::now();
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/* See how much time there is till we have to process the next event, and try to hit that as close as possible. */
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auto next_tick = std::min(this->next_draw_tick, this->next_game_tick);
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auto now = std::chrono::steady_clock::now();
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if (next_tick > now) {
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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this->LockVideoBuffer();
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}
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if (next_tick > now) {
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this->UnlockVideoBuffer();
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std::this_thread::sleep_for(next_tick - now);
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this->LockVideoBuffer();
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}
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}
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@@ -13,6 +13,7 @@
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#include "../driver.h"
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#include "../core/geometry_type.hpp"
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#include "../core/math_func.hpp"
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#include "../gfx_func.h"
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#include "../settings_type.h"
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#include "../zoom_type.h"
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#include <chrono>
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@@ -202,7 +203,12 @@ protected:
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std::chrono::steady_clock::duration GetGameInterval()
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{
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return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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/* If we are paused, run on normal speed. */
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if (_pause_mode) return std::chrono::milliseconds(MILLISECONDS_PER_TICK);
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/* Infinite speed, as quickly as you can. */
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if (_game_speed == 0) return std::chrono::microseconds(0);
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return std::chrono::microseconds(MILLISECONDS_PER_TICK * 1000 * 100 / _game_speed);
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}
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std::chrono::steady_clock::duration GetDrawInterval()
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@@ -212,6 +218,9 @@ protected:
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std::chrono::steady_clock::time_point next_game_tick;
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std::chrono::steady_clock::time_point next_draw_tick;
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bool fast_forward_key_pressed; ///< The fast-forward key is being pressed.
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bool fast_forward_via_key; ///< The fast-forward was enabled by key press.
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};
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#endif /* VIDEO_VIDEO_DRIVER_HPP */
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@@ -13,7 +13,6 @@
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#include "../os/windows/win32.h"
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#include "../rev.h"
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#include "../blitter/factory.hpp"
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#include "../network/network.h"
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#include "../core/geometry_func.hpp"
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#include "../core/math_func.hpp"
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#include "../core/random_func.hpp"
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@@ -911,17 +910,12 @@ void VideoDriver_Win32Base::InputLoop()
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_shift_pressed = (_wnd.has_focus && GetAsyncKeyState(VK_SHIFT) < 0) != _invert_shift;
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#if defined(_DEBUG)
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if (_shift_pressed)
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this->fast_forward_key_pressed = _shift_pressed;
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application. */
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if (_wnd.has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0)
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this->fast_forward_key_pressed = _wnd.has_focus && GetAsyncKeyState(VK_TAB) < 0 && GetAsyncKeyState(VK_MENU) >= 0;
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#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 (_wnd.has_focus) {
|
||||
|
Reference in New Issue
Block a user