This allows drawing to happen while the GameLoop is doing an iteration too. Sadly, not much drawing currently can be done while the GameLoop is running, as for example PollEvent() or UpdateWindows() can influence the game-state. As such, they first need to acquire a lock on the game-state before they can be called. Currently, the main advantage is the time spend in Paint(), which for non-OpenGL drivers can be a few milliseconds. For OpenGL this is more like 0.05 milliseconds; in these instances this change doesn't add any benefits for now. This is an alternative to the former "draw-thread", which moved the drawing in a thread for some OSes. It has similar performance gain as this does, although this implementation allows for more finer control over what suffers when the GameLoop takes too long: drawing or the next GameLoop. For now they both suffer equally.
60 lines
1.8 KiB
C++
60 lines
1.8 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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 <http://www.gnu.org/licenses/>.
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*/
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/** @file null_v.cpp The video driver that doesn't blit. */
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#include "../stdafx.h"
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#include "../gfx_func.h"
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#include "../blitter/factory.hpp"
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#include "../window_func.h"
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#include "null_v.h"
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#include "../safeguards.h"
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/** Factory for the null video driver. */
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static FVideoDriver_Null iFVideoDriver_Null;
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const char *VideoDriver_Null::Start(const StringList &parm)
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{
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#ifdef _MSC_VER
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/* Disable the MSVC assertion message box. */
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_set_error_mode(_OUT_TO_STDERR);
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#endif
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this->UpdateAutoResolution();
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this->ticks = GetDriverParamInt(parm, "ticks", 1000);
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_screen.width = _screen.pitch = _cur_resolution.width;
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_screen.height = _cur_resolution.height;
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_screen.dst_ptr = nullptr;
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ScreenSizeChanged();
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/* Do not render, nor blit */
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DEBUG(misc, 1, "Forcing blitter 'null'...");
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BlitterFactory::SelectBlitter("null");
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return nullptr;
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}
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void VideoDriver_Null::Stop() { }
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void VideoDriver_Null::MakeDirty(int left, int top, int width, int height) {}
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void VideoDriver_Null::MainLoop()
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{
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uint i;
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for (i = 0; i < this->ticks; i++) {
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::GameLoop();
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::InputLoop();
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::UpdateWindows();
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}
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}
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bool VideoDriver_Null::ChangeResolution(int w, int h) { return false; }
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bool VideoDriver_Null::ToggleFullscreen(bool fs) { return false; }
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