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https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
Moved framerate keeper from CPlayerInterface to CGuiHandler, thing should be running smoother.
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@ -10,8 +10,6 @@
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#include "CPlayerInterface.h"
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//#include "SDL_Extensions.h"
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#include "SDL_Extensions.h"
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//#include "SDL_framerate.h"
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#include "SDL_framerate.h"
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#include "CConfigHandler.h"
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#include "CCreatureAnimation.h"
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@ -108,9 +106,6 @@ CPlayerInterface::CPlayerInterface(int Player)
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showingDialog = new CondSh<bool>(false);
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sysOpts = GDefaultOptions;
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//initializing framerate keeper
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mainFPSmng = new FPSmanager;
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SDL_initFramerate(mainFPSmng);
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SDL_setFramerate(mainFPSmng, 48);
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//framerate keeper initialized
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cingconsole = new CInGameConsole;
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terminate_cond.set(false);
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@ -123,7 +118,6 @@ CPlayerInterface::~CPlayerInterface()
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//delete pim;
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//delNull(pim);
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delete showingDialog;
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delete mainFPSmng;
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if(adventureInt)
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{
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if(adventureInt->active & CIntObject::KEYBOARD)
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@ -289,7 +283,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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initMovement(details, ho, hp);
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//first initializing done
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SDL_framerateDelay(mainFPSmng); // after first move
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SDL_framerateDelay(GH.mainFPSmng); // after first move
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//main moving
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for(int i=1; i<32; i+=2*sysOpts.heroMoveSpeed)
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@ -298,7 +292,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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adventureInt->updateScreen = true;
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adventureInt->show(screen);
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CSDL_Ext::update(screen);
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SDL_framerateDelay(mainFPSmng); //for animation purposes
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SDL_framerateDelay(GH.mainFPSmng); //for animation purposes
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} //for(int i=1; i<32; i+=4)
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//main moving done
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@ -1349,8 +1343,6 @@ void CPlayerInterface::update()
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CCS->curh->draw2();
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pim->unlock();
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SDL_framerateDelay(mainFPSmng);
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}
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int CPlayerInterface::getLastIndex( std::string namePrefix)
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