mirror of https://github.com/OpenTTD/OpenTTD
Fix: don't propagate shift/ctrl state till next game-tick (#9381)
When the game-loop is very slow, it was easily possible to start the loop with _shift_pressed being false, but end with _shift_pressed being true. This doesn't hurt the game as such, but for the user this can be very weird: I pressed "Buy Vehicle", pressed shift a bit later, and I still get a cost indication.pull/9383/head
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@ -116,10 +116,21 @@ void VideoDriver::Tick()
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/* Avoid next_draw_tick getting behind more and more if it cannot keep up. */
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if (this->next_draw_tick < now - ALLOWED_DRIFT * this->GetDrawInterval()) this->next_draw_tick = now;
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/* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */
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this->LockVideoBuffer();
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{
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/* Tell the game-thread to stop so we can have a go. */
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std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
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std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
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/* Keep the interactive randomizer a bit more random by requesting
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* new values when-ever we can. */
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InteractiveRandom();
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this->DrainCommandQueue();
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while (this->PollEvent()) {}
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this->InputLoop();
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/* Check if the fast-forward button is still pressed. */
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@ -131,17 +142,6 @@ void VideoDriver::Tick()
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this->fast_forward_via_key = false;
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}
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/* Locking video buffer can block (especially with vsync enabled), do it before taking game state lock. */
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this->LockVideoBuffer();
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{
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/* Tell the game-thread to stop so we can have a go. */
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std::lock_guard<std::mutex> lock_wait(this->game_thread_wait_mutex);
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std::lock_guard<std::mutex> lock_state(this->game_state_mutex);
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this->DrainCommandQueue();
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while (this->PollEvent()) {}
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::InputLoop();
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/* Prevent drawing when switching mode, as windows can be removed when they should still appear. */
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