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Fix hero movement rendering

This commit is contained in:
AlexVinS 2014-06-21 12:13:19 +04:00
parent 8cc5363882
commit ac7703ffb0
2 changed files with 11 additions and 4 deletions

View File

@ -324,8 +324,16 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
movementPxStep(details, i, hp, hero); movementPxStep(details, i, hp, hero);
adventureInt->updateScreen = true; adventureInt->updateScreen = true;
adventureInt->show(screen); adventureInt->show(screen);
CSDL_Ext::update(screen); {
GH.mainFPSmng->framerateDelay(); //for animation purposes //evil returns here ...
//todo: get rid of it
logGlobal->traceStream() << "before [un]locks in " << __FUNCTION__;
auto unlockPim = vstd::makeUnlockGuard(*pim); //let frame to be rendered
GH.mainFPSmng->framerateDelay(); //for animation purposes
logGlobal->traceStream() << "after [un]locks in " << __FUNCTION__;
}
//CSDL_Ext::update(screen);
} //for(int i=1; i<32; i+=4) } //for(int i=1; i<32; i+=4)
//main moving done //main moving done

View File

@ -170,7 +170,6 @@ void CGuiHandler::updateTime()
void CGuiHandler::handleEvents() void CGuiHandler::handleEvents()
{ {
//player interface may want special event handling //player interface may want special event handling
if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents()) if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
return; return;