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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-06 09:09:40 +02:00

* added fast graphical cursor :)

* building structures should work
This commit is contained in:
Michał W. Urbańczyk
2008-08-01 18:13:33 +00:00
parent e5a064f36b
commit bfad10a8e4
11 changed files with 54 additions and 312 deletions

View File

@@ -957,7 +957,7 @@ void CPlayerInterface::yourTurn()
//initializing framerate keeper
mainFPSmng = new FPSmanager;
SDL_initFramerate(mainFPSmng);
SDL_setFramerate(mainFPSmng, 24);
SDL_setFramerate(mainFPSmng, 48);
SDL_Event sEvent;
//framerate keeper initialized
timeHandler th;
@@ -993,7 +993,7 @@ void CPlayerInterface::yourTurn()
// }
//}
//water tiles updated
CGI->screenh->updateScreen();
//CGI->screenh->updateScreen();
pim->lock();
@@ -1016,7 +1016,7 @@ void CPlayerInterface::yourTurn()
if (!castleInt) //stuff for advMapInt
{
++LOCPLINT->adventureInt->animValHitCount; //for animations
if(LOCPLINT->adventureInt->animValHitCount == 4)
if(LOCPLINT->adventureInt->animValHitCount == 8)
{
LOCPLINT->adventureInt->animValHitCount = 0;
++animVal;
@@ -1074,9 +1074,9 @@ void CPlayerInterface::yourTurn()
for(int i=0;i<objsToBlit.size();i++)
objsToBlit[i]->show();
pim->unlock();
//SDL_Flip(screen);
CGI->curh->draw1();
CSDL_Ext::update(screen);
SDL_Delay(5); //give time for other apps
CGI->curh->draw2();
SDL_framerateDelay(mainFPSmng);
}
adventureInt->hide();
@@ -1146,7 +1146,6 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
//initializing objects and performing first step of move
CGHeroInstance * ho = details.ho; //object representing this hero
int3 hp = details.src;
boost::unique_lock<boost::mutex> un(*pim);
if (!details.successful)
{
ho->moveDir = getDir(details.src,details.dst);
@@ -1486,7 +1485,7 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
}
LOCPLINT->adventureInt->update(); //updating screen
CSDL_Ext::update(screen);
CGI->screenh->updateScreen();
//CGI->screenh->updateScreen();
++LOCPLINT->adventureInt->animValHitCount; //for animations
if(LOCPLINT->adventureInt->animValHitCount == 4)