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Moved framerate keeper from CPlayerInterface to CGuiHandler, thing should be running smoother.

This commit is contained in:
Michał W. Urbańczyk
2011-04-03 10:45:39 +00:00
parent 6d52bb5842
commit b5a546349b
4 changed files with 13 additions and 14 deletions

View File

@ -10,8 +10,6 @@
#include "CPlayerInterface.h"
//#include "SDL_Extensions.h"
#include "SDL_Extensions.h"
//#include "SDL_framerate.h"
#include "SDL_framerate.h"
#include "CConfigHandler.h"
#include "CCreatureAnimation.h"
@ -108,9 +106,6 @@ CPlayerInterface::CPlayerInterface(int Player)
showingDialog = new CondSh<bool>(false);
sysOpts = GDefaultOptions;
//initializing framerate keeper
mainFPSmng = new FPSmanager;
SDL_initFramerate(mainFPSmng);
SDL_setFramerate(mainFPSmng, 48);
//framerate keeper initialized
cingconsole = new CInGameConsole;
terminate_cond.set(false);
@ -123,7 +118,6 @@ CPlayerInterface::~CPlayerInterface()
//delete pim;
//delNull(pim);
delete showingDialog;
delete mainFPSmng;
if(adventureInt)
{
if(adventureInt->active & CIntObject::KEYBOARD)
@ -289,7 +283,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
initMovement(details, ho, hp);
//first initializing done
SDL_framerateDelay(mainFPSmng); // after first move
SDL_framerateDelay(GH.mainFPSmng); // after first move
//main moving
for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
@ -298,7 +292,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
adventureInt->updateScreen = true;
adventureInt->show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(mainFPSmng); //for animation purposes
SDL_framerateDelay(GH.mainFPSmng); //for animation purposes
} //for(int i=1; i<32; i+=4)
//main moving done
@ -1349,8 +1343,6 @@ void CPlayerInterface::update()
CCS->curh->draw2();
pim->unlock();
SDL_framerateDelay(mainFPSmng);
}
int CPlayerInterface::getLastIndex( std::string namePrefix)