Codechange: deduplicate tick-handlers of all video drivers

They were all identical, so better put this in a single place
hoping it is less likely to break.
This commit is contained in:
Patric Stout
2021-02-20 11:54:33 +01:00
committed by Patric Stout
parent 7996fadb91
commit 0e76d965f1
10 changed files with 112 additions and 303 deletions

View File

@@ -479,62 +479,16 @@ void VideoDriver_Allegro::InputLoop()
void VideoDriver_Allegro::MainLoop()
{
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;
for (;;) {
InteractiveRandom(); // randomness
PollEvent();
if (_exit_game) return;
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);
_realtime_tick += 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;
}
GameLoop();
}
/* 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;
this->InputLoop();
::InputLoop();
UpdateWindows();
this->CheckPaletteAnim();
if (this->Tick()) {
this->Paint();
}
/* 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) {
std::this_thread::sleep_for(next_tick - now);
}
}
this->SleepTillNextTick();
}
}