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https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Various gcc compile fixes, and updates to linux code.
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@@ -917,10 +917,6 @@ bool CVideoPlayer::playVideo(int x, int y, SDL_Surface *dst, bool stopOnKey)
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pos.x = x;
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pos.y = y;
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FPSmanager mainFPSmng;
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SDL_initFramerate(&mainFPSmng);
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SDL_setFramerate(&mainFPSmng, 48);
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while(nextFrame()) {
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if(stopOnKey && keyDown())
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@@ -929,9 +925,9 @@ bool CVideoPlayer::playVideo(int x, int y, SDL_Surface *dst, bool stopOnKey)
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SDL_DisplayYUVOverlay(overlay, &pos);
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// Wait 3 frames
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SDL_framerateDelay(&mainFPSmng);
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SDL_framerateDelay(&mainFPSmng);
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SDL_framerateDelay(&mainFPSmng);
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GH.mainFPSmng->framerateDelay();
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GH.mainFPSmng->framerateDelay();
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GH.mainFPSmng->framerateDelay();
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}
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return true;
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@@ -564,7 +564,7 @@ public:
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void handleMoveInterested( const SDL_MouseMotionEvent & motion );
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void fakeMouseMove();
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void breakEventHandling(); //current event won't be propagated anymore
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void CGuiHandler::drawFPSCounter(); // draws the FPS to the upper left corner of the screen
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void drawFPSCounter(); // draws the FPS to the upper left corner of the screen
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ui8 defActionsDef; //default auto actions
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ui8 captureChildren; //all newly created objects will get their parents from stack and will be added to parents children list
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std::list<CIntObject *> createdObj; //stack of objs being created
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@@ -25,7 +25,7 @@ public:
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int fps; // the actual fps value
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FPSManager(int rate); // initializes the manager with a given fps rate
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void FPSManager::init(); // needs to be called directly before the main game loop to reset the internal timer
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void init(); // needs to be called directly before the main game loop to reset the internal timer
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void framerateDelay(); // needs to be called every game update cycle
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};
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@@ -559,6 +559,6 @@ void ERMParser::repairEncoding( char * str, int len ) const
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#else
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ERMParser::ERMParser(std::string file){}
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void ERMParser::parseFile(){}
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std::vector<ERM::TLine> ERMParser::parseFile() {}
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#endif
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