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Merge pull request #2153 from IvanSavenko/better_time_management
Separate updates from rendering actions
This commit is contained in:
commit
ddf22a757d
@ -599,8 +599,6 @@ static void mainLoop()
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fsChanged([](const JsonNode &newState){ CGuiHandler::pushUserEvent(EUserEvent::FULLSCREEN_TOGGLED); });
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inGuiThread.reset(new bool(true));
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assert(GH.mainFPSmng);
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GH.mainFPSmng->init(settings["video"]["targetfps"].Integer());
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while(1) //main SDL events loop
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{
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@ -31,6 +31,7 @@ set(client_SRCS
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gui/CIntObject.cpp
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gui/CursorHandler.cpp
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gui/InterfaceObjectConfigurable.cpp
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gui/FramerateManager.cpp
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gui/NotificationHandler.cpp
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gui/ShortcutHandler.cpp
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@ -162,6 +163,7 @@ set(client_HEADERS
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gui/CIntObject.h
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gui/CursorHandler.h
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gui/InterfaceObjectConfigurable.h
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gui/FramerateManager.h
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gui/MouseButton.h
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gui/NotificationHandler.h
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gui/Shortcut.h
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@ -12,6 +12,7 @@
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#include "CMT.h"
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#include "gui/CGuiHandler.h"
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#include "gui/FramerateManager.h"
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#include "renderSDL/SDL_Extensions.h"
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#include "CPlayerInterface.h"
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#include "../lib/filesystem/Filesystem.h"
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@ -370,7 +371,7 @@ void CVideoPlayer::update( int x, int y, SDL_Surface *dst, bool forceRedraw, boo
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auto packet_duration = frame->duration;
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#endif
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double frameEndTime = (frame->pts + packet_duration) * av_q2d(format->streams[stream]->time_base);
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frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.0;
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frameTime += GH.framerateManager().getElapsedMilliseconds() / 1000.0;
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if (frameTime >= frameEndTime )
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{
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@ -450,6 +451,7 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
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pos.x = x;
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pos.y = y;
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frameTime = 0.0;
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while(nextFrame())
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{
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@ -461,10 +463,15 @@ bool CVideoPlayer::playVideo(int x, int y, bool stopOnKey)
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SDL_RenderCopy(mainRenderer, texture, nullptr, &rect);
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SDL_RenderPresent(mainRenderer);
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// Wait 3 frames
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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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#if (LIBAVUTIL_VERSION_MAJOR < 58)
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auto packet_duration = frame->pkt_duration;
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#else
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auto packet_duration = frame->duration;
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#endif
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double frameDurationSec = packet_duration * av_q2d(format->streams[stream]->time_base);
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uint32_t timeToSleepMillisec = 1000 * (frameDurationSec);
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boost::this_thread::sleep(boost::posix_time::millisec(timeToSleepMillisec));
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}
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return true;
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@ -59,7 +59,7 @@ AdventureMapInterface::AdventureMapInterface():
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shortcuts->setState(EAdventureState::MAKING_TURN);
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widget->getMapView()->onViewMapActivated();
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addUsedEvents(KEYBOARD);
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addUsedEvents(KEYBOARD | TIME);
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}
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void AdventureMapInterface::onMapViewMoved(const Rect & visibleArea, int mapLevel)
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@ -139,18 +139,20 @@ void AdventureMapInterface::showAll(SDL_Surface * to)
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void AdventureMapInterface::show(SDL_Surface * to)
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{
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handleMapScrollingUpdate();
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CIntObject::show(to);
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LOCPLINT->cingconsole->show(to);
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}
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void AdventureMapInterface::handleMapScrollingUpdate()
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void AdventureMapInterface::tick(uint32_t msPassed)
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{
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handleMapScrollingUpdate(msPassed);
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}
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void AdventureMapInterface::handleMapScrollingUpdate(uint32_t timePassed)
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{
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/// Width of window border, in pixels, that triggers map scrolling
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static constexpr uint32_t borderScrollWidth = 15;
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uint32_t timePassed = GH.mainFPSmng->getElapsedMilliseconds();
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uint32_t scrollSpeedPixels = settings["adventure"]["scrollSpeedPixels"].Float();
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uint32_t scrollDistance = scrollSpeedPixels * timePassed / 1000;
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@ -75,7 +75,7 @@ private:
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const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const;
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/// check and if necessary reacts on scrolling by moving cursor to screen edge
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void handleMapScrollingUpdate();
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void handleMapScrollingUpdate(uint32_t msPassed);
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void showMoveDetailsInStatusbar(const CGHeroInstance & hero, const CGPathNode & pathNode);
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@ -93,6 +93,7 @@ protected:
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void activate() override;
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void deactivate() override;
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void tick(uint32_t msPassed) override;
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void show(SDL_Surface * to) override;
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void showAll(SDL_Surface * to) override;
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@ -222,7 +222,7 @@ bool DummyAnimation::init()
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return true;
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}
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void DummyAnimation::nextFrame()
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void DummyAnimation::tick(uint32_t msPassed)
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{
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counter++;
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if(counter > howMany)
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@ -300,7 +300,7 @@ ECreatureAnimType MeleeAttackAnimation::selectGroup(bool multiAttack)
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return mutPosToGroup[mutPos];
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}
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void MeleeAttackAnimation::nextFrame()
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void MeleeAttackAnimation::tick(uint32_t msPassed)
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{
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size_t currentFrame = stackAnimation(attackingStack)->getCurrentFrame();
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size_t totalFrames = stackAnimation(attackingStack)->framesInGroup(getGroup());
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@ -308,7 +308,7 @@ void MeleeAttackAnimation::nextFrame()
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if ( currentFrame * 2 >= totalFrames )
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owner.executeAnimationStage(EAnimationEvents::HIT);
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AttackAnimation::nextFrame();
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AttackAnimation::tick(msPassed);
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}
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MeleeAttackAnimation::MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack)
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@ -379,15 +379,15 @@ bool MovementAnimation::init()
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return true;
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}
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void MovementAnimation::nextFrame()
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void MovementAnimation::tick(uint32_t msPassed)
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{
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progress += float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000 * progressPerSecond;
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progress += float(msPassed) / 1000 * progressPerSecond;
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//moving instructions
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myAnim->pos.x = static_cast<Sint16>(begX + distanceX * progress );
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myAnim->pos.y = static_cast<Sint16>(begY + distanceY * progress );
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BattleAnimation::nextFrame();
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BattleAnimation::tick(msPassed);
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if(progress >= 1.0)
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{
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@ -577,9 +577,9 @@ bool ColorTransformAnimation::init()
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return true;
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}
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void ColorTransformAnimation::nextFrame()
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void ColorTransformAnimation::tick(uint32_t msPassed)
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{
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float elapsed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
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float elapsed = msPassed / 1000.f;
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float fullTime = AnimationControls::getFadeInDuration();
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float delta = elapsed / fullTime;
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totalProgress += delta;
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@ -699,7 +699,7 @@ void RangedAttackAnimation::emitProjectile()
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projectileEmitted = true;
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}
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void RangedAttackAnimation::nextFrame()
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void RangedAttackAnimation::tick(uint32_t msPassed)
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{
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// animation should be paused if there is an active projectile
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if (projectileEmitted)
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@ -716,7 +716,7 @@ void RangedAttackAnimation::nextFrame()
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else
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stackAnimation(attackingStack)->playUntil(static_cast<size_t>(-1));
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AttackAnimation::nextFrame();
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AttackAnimation::tick(msPassed);
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if (!projectileEmitted)
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{
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@ -790,9 +790,9 @@ CatapultAnimation::CatapultAnimation(BattleInterface & owner, const CStack * att
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logAnim->debug("Created shooting anim for %s", stack->getName());
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}
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void CatapultAnimation::nextFrame()
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void CatapultAnimation::tick(uint32_t msPassed)
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{
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ShootingAnimation::nextFrame();
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ShootingAnimation::tick(msPassed);
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if ( explosionEmitted)
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return;
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@ -988,9 +988,9 @@ bool EffectAnimation::init()
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return true;
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}
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void EffectAnimation::nextFrame()
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void EffectAnimation::tick(uint32_t msPassed)
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{
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playEffect();
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playEffect(msPassed);
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if (effectFinished)
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{
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@ -1020,7 +1020,7 @@ void EffectAnimation::onEffectFinished()
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effectFinished = true;
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}
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void EffectAnimation::playEffect()
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void EffectAnimation::playEffect(uint32_t msPassed)
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{
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if ( effectFinished )
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return;
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@ -1029,7 +1029,7 @@ void EffectAnimation::playEffect()
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{
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if(elem.effectID == ID)
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{
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elem.currentFrame += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
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elem.currentFrame += AnimationControls::getSpellEffectSpeed() * msPassed / 1000;
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if(elem.currentFrame >= elem.animation->size())
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{
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@ -1113,7 +1113,7 @@ void HeroCastAnimation::emitAnimationEvent()
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owner.executeAnimationStage(EAnimationEvents::HIT);
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}
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void HeroCastAnimation::nextFrame()
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void HeroCastAnimation::tick(uint32_t msPassed)
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{
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float frame = hero->getFrame();
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@ -48,7 +48,7 @@ public:
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bool isInitialized();
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bool tryInitialize();
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virtual void nextFrame() {} //call every new frame
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virtual void tick(uint32_t msPassed) {} //call every new frame
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virtual ~BattleAnimation();
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BattleAnimation(BattleInterface & owner);
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@ -120,7 +120,7 @@ class ColorTransformAnimation : public BattleStackAnimation
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float totalProgress;
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bool init() override;
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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public:
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ColorTransformAnimation(BattleInterface & owner, const CStack * _stack, const std::string & colorFilterName, const CSpell * spell);
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@ -157,7 +157,7 @@ private:
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public:
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bool init() override;
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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MovementAnimation(BattleInterface & owner, const CStack *_stack, std::vector<BattleHex> _destTiles, int _distance);
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~MovementAnimation();
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@ -220,7 +220,7 @@ class MeleeAttackAnimation : public AttackAnimation
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public:
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MeleeAttackAnimation(BattleInterface & owner, const CStack * attacker, BattleHex _dest, const CStack * _attacked, bool multiAttack);
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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};
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@ -246,7 +246,7 @@ public:
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~RangedAttackAnimation();
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bool init() override;
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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};
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/// Shooting attack
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@ -275,7 +275,7 @@ public:
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CatapultAnimation(BattleInterface & owner, const CStack * attacker, BattleHex dest, const CStack * defender, int _catapultDmg = 0);
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void createProjectile(const Point & from, const Point & dest) const override;
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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};
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class CastAnimation : public RangedAttackAnimation
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@ -300,7 +300,7 @@ private:
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int howMany;
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public:
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bool init() override;
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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DummyAnimation(BattleInterface & owner, int howManyFrames);
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};
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@ -324,7 +324,7 @@ class EffectAnimation : public BattleAnimation
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void onEffectFinished();
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void clearEffect();
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void playEffect();
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void playEffect(uint32_t msPassed);
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public:
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enum EEffectFlags
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@ -349,7 +349,7 @@ public:
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~EffectAnimation();
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bool init() override;
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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};
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class HeroCastAnimation : public BattleAnimation
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@ -367,6 +367,6 @@ class HeroCastAnimation : public BattleAnimation
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public:
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HeroCastAnimation(BattleInterface & owner, std::shared_ptr<BattleHero> hero, BattleHex dest, const CStack * defender, const CSpell * spell);
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void nextFrame() override;
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void tick(uint32_t msPassed) override;
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bool init() override;
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};
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@ -68,7 +68,7 @@ BattleFieldController::BattleFieldController(BattleInterface & owner):
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backgroundWithHexes = std::make_unique<Canvas>(Point(background->width(), background->height()));
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updateAccessibleHexes();
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addUsedEvents(LCLICK | RCLICK | MOVE);
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addUsedEvents(LCLICK | RCLICK | MOVE | TIME);
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}
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void BattleFieldController::activate()
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@ -134,7 +134,7 @@ void BattleFieldController::renderBattlefield(Canvas & canvas)
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renderer.execute(clippedCanvas);
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owner.projectilesController->showProjectiles(clippedCanvas);
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owner.projectilesController->render(clippedCanvas);
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}
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void BattleFieldController::showBackground(Canvas & canvas)
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@ -611,12 +611,16 @@ void BattleFieldController::showAll(SDL_Surface * to)
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show(to);
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}
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void BattleFieldController::show(SDL_Surface * to)
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void BattleFieldController::tick(uint32_t msPassed)
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{
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updateAccessibleHexes();
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owner.stacksController->update();
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owner.obstacleController->update();
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owner.stacksController->tick(msPassed);
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owner.obstacleController->tick(msPassed);
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owner.projectilesController->tick(msPassed);
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}
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void BattleFieldController::show(SDL_Surface * to)
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{
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Canvas canvas(to);
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CSDL_Ext::CClipRectGuard guard(to, pos);
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|
@ -70,6 +70,7 @@ class BattleFieldController : public CIntObject
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void showAll(SDL_Surface * to) override;
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void show(SDL_Surface * to) override;
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void tick(uint32_t msPassed) override;
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public:
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BattleFieldController(BattleInterface & owner);
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|
@ -202,6 +202,25 @@ const CGHeroInstance * BattleHero::instance()
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return hero;
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}
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void BattleHero::tick(uint32_t msPassed)
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{
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size_t groupIndex = static_cast<size_t>(phase);
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float timePassed = msPassed / 1000.f;
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flagCurrentFrame += currentSpeed * timePassed;
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currentFrame += currentSpeed * timePassed;
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if(flagCurrentFrame >= flagAnimation->size(0))
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flagCurrentFrame -= flagAnimation->size(0);
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if(currentFrame >= animation->size(groupIndex))
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{
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currentFrame -= animation->size(groupIndex);
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switchToNextPhase();
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}
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}
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void BattleHero::render(Canvas & canvas)
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{
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size_t groupIndex = static_cast<size_t>(phase);
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@ -219,20 +238,6 @@ void BattleHero::render(Canvas & canvas)
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canvas.draw(flagFrame, flagPosition);
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canvas.draw(heroFrame, heroPosition);
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float timePassed = float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000.f;
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flagCurrentFrame += currentSpeed * timePassed;
|
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currentFrame += currentSpeed * timePassed;
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|
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if(flagCurrentFrame >= flagAnimation->size(0))
|
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flagCurrentFrame -= flagAnimation->size(0);
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||||
|
||||
if(currentFrame >= animation->size(groupIndex))
|
||||
{
|
||||
currentFrame -= animation->size(groupIndex);
|
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switchToNextPhase();
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||||
}
|
||||
}
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||||
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void BattleHero::pause()
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@ -354,6 +359,8 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her
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||||
|
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switchToNextPhase();
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play();
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||||
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||||
addUsedEvents(TIME);
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||||
}
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||||
|
||||
HeroInfoWindow::HeroInfoWindow(const InfoAboutHero & hero, Point * position)
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|
@ -114,6 +114,7 @@ public:
|
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void setPhase(EHeroAnimType newPhase); //sets phase of hero animation
|
||||
|
||||
void collectRenderableObjects(BattleRenderer & renderer);
|
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void tick(uint32_t msPassed) override;
|
||||
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float getFrame() const;
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||||
void onPhaseFinished(const std::function<void()> &);
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|
@ -159,9 +159,9 @@ void BattleObstacleController::collectRenderableObjects(BattleRenderer & rendere
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||||
}
|
||||
}
|
||||
|
||||
void BattleObstacleController::update()
|
||||
void BattleObstacleController::tick(uint32_t msPassed)
|
||||
{
|
||||
timePassed += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
timePassed += msPassed / 1000.f;
|
||||
}
|
||||
|
||||
std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstacleInstance & oi)
|
||||
|
@ -50,7 +50,7 @@ public:
|
||||
BattleObstacleController(BattleInterface & owner);
|
||||
|
||||
/// called every frame
|
||||
void update();
|
||||
void tick(uint32_t msPassed);
|
||||
|
||||
/// call-in from network pack, add newly placed obstacles with any required animations
|
||||
void obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & oi);
|
||||
|
@ -58,15 +58,18 @@ void ProjectileMissile::show(Canvas & canvas)
|
||||
|
||||
canvas.draw(image, pos);
|
||||
}
|
||||
}
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
void ProjectileMissile::tick(uint32_t msPassed)
|
||||
{
|
||||
float timePassed = msPassed / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
void ProjectileAnimatedMissile::show(Canvas & canvas)
|
||||
void ProjectileAnimatedMissile::tick(uint32_t msPassed)
|
||||
{
|
||||
ProjectileMissile::show(canvas);
|
||||
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
|
||||
ProjectileMissile::tick(msPassed);
|
||||
frameProgress += AnimationControls::getSpellEffectSpeed() * msPassed / 1000;
|
||||
size_t animationSize = animation->size(reverse ? 1 : 0);
|
||||
while (frameProgress > animationSize)
|
||||
frameProgress -= animationSize;
|
||||
@ -74,9 +77,15 @@ void ProjectileAnimatedMissile::show(Canvas & canvas)
|
||||
frameNum = std::floor(frameProgress);
|
||||
}
|
||||
|
||||
void ProjectileCatapult::tick(uint32_t msPassed)
|
||||
{
|
||||
frameProgress += AnimationControls::getSpellEffectSpeed() * msPassed / 1000;
|
||||
float timePassed = msPassed / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
void ProjectileCatapult::show(Canvas & canvas)
|
||||
{
|
||||
frameProgress += AnimationControls::getSpellEffectSpeed() * GH.mainFPSmng->getElapsedMilliseconds() / 1000;
|
||||
int frameCounter = std::floor(frameProgress);
|
||||
int frameIndex = (frameCounter + 1) % animation->size(0);
|
||||
|
||||
@ -90,9 +99,6 @@ void ProjectileCatapult::show(Canvas & canvas)
|
||||
|
||||
canvas.draw(image, pos);
|
||||
}
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
void ProjectileRay::show(Canvas & canvas)
|
||||
@ -135,8 +141,11 @@ void ProjectileRay::show(Canvas & canvas)
|
||||
canvas.drawLine(Point(x1 + i, y1), Point(x2 + i, y2), ray.start, ray.end);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float timePassed = GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
void ProjectileRay::tick(uint32_t msPassed)
|
||||
{
|
||||
float timePassed = msPassed / 1000.f;
|
||||
progress += timePassed * speed;
|
||||
}
|
||||
|
||||
@ -217,13 +226,22 @@ void BattleProjectileController::emitStackProjectile(const CStack * stack)
|
||||
}
|
||||
}
|
||||
|
||||
void BattleProjectileController::showProjectiles(Canvas & canvas)
|
||||
void BattleProjectileController::render(Canvas & canvas)
|
||||
{
|
||||
for ( auto projectile: projectiles)
|
||||
{
|
||||
if ( projectile->playing )
|
||||
projectile->show(canvas);
|
||||
}
|
||||
}
|
||||
|
||||
void BattleProjectileController::tick(uint32_t msPassed)
|
||||
{
|
||||
for ( auto projectile: projectiles)
|
||||
{
|
||||
if ( projectile->playing )
|
||||
projectile->tick(msPassed);
|
||||
}
|
||||
|
||||
vstd::erase_if(projectiles, [&](const std::shared_ptr<ProjectileBase> & projectile){
|
||||
return projectile->progress > 1.0f;
|
||||
|
@ -28,6 +28,7 @@ struct ProjectileBase
|
||||
{
|
||||
virtual ~ProjectileBase() = default;
|
||||
virtual void show(Canvas & canvas) = 0;
|
||||
virtual void tick(uint32_t msPassed) = 0;
|
||||
|
||||
Point from; // initial position on the screen
|
||||
Point dest; // target position on the screen
|
||||
@ -42,6 +43,7 @@ struct ProjectileBase
|
||||
struct ProjectileMissile : ProjectileBase
|
||||
{
|
||||
void show(Canvas & canvas) override;
|
||||
void tick(uint32_t msPassed) override;
|
||||
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
int frameNum; // frame to display from projectile animation
|
||||
@ -51,7 +53,7 @@ struct ProjectileMissile : ProjectileBase
|
||||
/// Projectile for spell - render animation moving in straight line from origin to destination
|
||||
struct ProjectileAnimatedMissile : ProjectileMissile
|
||||
{
|
||||
void show(Canvas & canvas) override;
|
||||
void tick(uint32_t msPassed) override;
|
||||
float frameProgress;
|
||||
};
|
||||
|
||||
@ -59,6 +61,7 @@ struct ProjectileAnimatedMissile : ProjectileMissile
|
||||
struct ProjectileCatapult : ProjectileBase
|
||||
{
|
||||
void show(Canvas & canvas) override;
|
||||
void tick(uint32_t msPassed) override;
|
||||
|
||||
std::shared_ptr<CAnimation> animation;
|
||||
float frameProgress;
|
||||
@ -68,6 +71,7 @@ struct ProjectileCatapult : ProjectileBase
|
||||
struct ProjectileRay : ProjectileBase
|
||||
{
|
||||
void show(Canvas & canvas) override;
|
||||
void tick(uint32_t msPassed) override;
|
||||
|
||||
std::vector<CCreature::CreatureAnimation::RayColor> rayConfig;
|
||||
};
|
||||
@ -102,7 +106,10 @@ public:
|
||||
BattleProjectileController(BattleInterface & owner);
|
||||
|
||||
/// renders all currently active projectiles
|
||||
void showProjectiles(Canvas & canvas);
|
||||
void render(Canvas & canvas);
|
||||
|
||||
/// updates positioning / animations of all projectiles
|
||||
void tick(uint32_t msPassed);
|
||||
|
||||
/// returns true if stack has projectile that is yet to hit target
|
||||
bool hasActiveProjectile(const CStack * stack, bool emittedOnly) const;
|
||||
|
@ -335,13 +335,12 @@ void BattleStacksController::showStack(Canvas & canvas, const CStack * stack)
|
||||
}
|
||||
|
||||
stackAnimation[stack->unitId()]->nextFrame(canvas, fullFilter, facingRight(stack)); // do actual blit
|
||||
stackAnimation[stack->unitId()]->incrementFrame(float(GH.mainFPSmng->getElapsedMilliseconds()) / 1000);
|
||||
}
|
||||
|
||||
void BattleStacksController::update()
|
||||
void BattleStacksController::tick(uint32_t msPassed)
|
||||
{
|
||||
updateHoveredStacks();
|
||||
updateBattleAnimations();
|
||||
updateBattleAnimations(msPassed);
|
||||
}
|
||||
|
||||
void BattleStacksController::initializeBattleAnimations()
|
||||
@ -352,21 +351,30 @@ void BattleStacksController::initializeBattleAnimations()
|
||||
elem->tryInitialize();
|
||||
}
|
||||
|
||||
void BattleStacksController::stepFrameBattleAnimations()
|
||||
void BattleStacksController::tickFrameBattleAnimations(uint32_t msPassed)
|
||||
{
|
||||
for (auto stack : owner.curInt->cb->battleGetAllStacks(false))
|
||||
{
|
||||
if (stackAnimation.find(stack->unitId()) == stackAnimation.end()) //e.g. for summoned but not yet handled stacks
|
||||
continue;
|
||||
|
||||
stackAnimation[stack->unitId()]->incrementFrame(msPassed / 1000.f);
|
||||
}
|
||||
|
||||
// operate on copy - to prevent potential iterator invalidation due to push_back's
|
||||
// FIXME? : remove remaining calls to addNewAnim from BattleAnimation::nextFrame (only Catapult explosion at the time of writing)
|
||||
|
||||
auto copiedVector = currentAnimations;
|
||||
for (auto & elem : copiedVector)
|
||||
if (elem && elem->isInitialized())
|
||||
elem->nextFrame();
|
||||
elem->tick(msPassed);
|
||||
}
|
||||
|
||||
void BattleStacksController::updateBattleAnimations()
|
||||
void BattleStacksController::updateBattleAnimations(uint32_t msPassed)
|
||||
{
|
||||
bool hadAnimations = !currentAnimations.empty();
|
||||
initializeBattleAnimations();
|
||||
stepFrameBattleAnimations();
|
||||
tickFrameBattleAnimations(msPassed);
|
||||
vstd::erase(currentAnimations, nullptr);
|
||||
|
||||
if (hadAnimations && currentAnimations.empty())
|
||||
|
@ -91,9 +91,9 @@ class BattleStacksController
|
||||
void removeExpiredColorFilters();
|
||||
|
||||
void initializeBattleAnimations();
|
||||
void stepFrameBattleAnimations();
|
||||
void tickFrameBattleAnimations(uint32_t msPassed);
|
||||
|
||||
void updateBattleAnimations();
|
||||
void updateBattleAnimations(uint32_t msPassed);
|
||||
void updateHoveredStacks();
|
||||
|
||||
std::vector<const CStack *> selectHoveredStacks();
|
||||
@ -138,7 +138,7 @@ public:
|
||||
const CStack* getActiveStack() const;
|
||||
const std::vector<uint32_t> getHoveredStacksUnitIds() const;
|
||||
|
||||
void update();
|
||||
void tick(uint32_t msPassed);
|
||||
|
||||
/// returns position of animation needed to place stack in specific hex
|
||||
Point getStackPositionAtHex(BattleHex hexNum, const CStack * creature) const;
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "CIntObject.h"
|
||||
#include "CursorHandler.h"
|
||||
#include "ShortcutHandler.h"
|
||||
#include "FramerateManager.h"
|
||||
|
||||
#include "../CGameInfo.h"
|
||||
#include "../render/Colors.h"
|
||||
@ -100,7 +101,7 @@ void CGuiHandler::init()
|
||||
{
|
||||
screenHandlerInstance = std::make_unique<ScreenHandler>();
|
||||
shortcutsHandlerInstance = std::make_unique<ShortcutHandler>();
|
||||
mainFPSmng = new CFramerateManager(settings["video"]["targetfps"].Integer());
|
||||
framerateManagerInstance = std::make_unique<FramerateManager>(settings["video"]["targetfps"].Integer());
|
||||
|
||||
isPointerRelativeMode = settings["general"]["userRelativePointer"].Bool();
|
||||
pointerSpeedMultiplier = settings["general"]["relativePointerSpeedMultiplier"].Float();
|
||||
@ -193,7 +194,7 @@ void CGuiHandler::totalRedraw()
|
||||
|
||||
void CGuiHandler::updateTime()
|
||||
{
|
||||
int ms = mainFPSmng->getElapsedMilliseconds();
|
||||
int ms = framerateManager().getElapsedMilliseconds();
|
||||
std::list<CIntObject*> hlp = timeinterested;
|
||||
for (auto & elem : hlp)
|
||||
{
|
||||
@ -692,10 +693,9 @@ void CGuiHandler::renderFrame()
|
||||
disposed.clear();
|
||||
}
|
||||
|
||||
mainFPSmng->framerateDelay(); // holds a constant FPS
|
||||
framerateManager().framerateDelay(); // holds a constant FPS
|
||||
}
|
||||
|
||||
|
||||
CGuiHandler::CGuiHandler()
|
||||
: lastClick(-500, -500)
|
||||
, lastClickTime(0)
|
||||
@ -705,7 +705,6 @@ CGuiHandler::CGuiHandler()
|
||||
, mouseButtonsMask(0)
|
||||
, continueEventHandling(true)
|
||||
, curInt(nullptr)
|
||||
, mainFPSmng(nullptr)
|
||||
, statusbar(nullptr)
|
||||
{
|
||||
terminate_cond = new CondSh<bool>(false);
|
||||
@ -713,15 +712,21 @@ CGuiHandler::CGuiHandler()
|
||||
|
||||
CGuiHandler::~CGuiHandler()
|
||||
{
|
||||
delete mainFPSmng;
|
||||
delete terminate_cond;
|
||||
}
|
||||
|
||||
ShortcutHandler & CGuiHandler::shortcutsHandler()
|
||||
{
|
||||
assert(shortcutsHandlerInstance);
|
||||
return *shortcutsHandlerInstance;
|
||||
}
|
||||
|
||||
FramerateManager & CGuiHandler::framerateManager()
|
||||
{
|
||||
assert(framerateManagerInstance);
|
||||
return *framerateManagerInstance;
|
||||
}
|
||||
|
||||
void CGuiHandler::moveCursorToPosition(const Point & position)
|
||||
{
|
||||
SDL_WarpMouseInWindow(mainWindow, position.x, position.y);
|
||||
@ -783,7 +788,7 @@ void CGuiHandler::drawFPSCounter()
|
||||
static SDL_Rect overlay = { 0, 0, 64, 32};
|
||||
uint32_t black = SDL_MapRGB(screen->format, 10, 10, 10);
|
||||
SDL_FillRect(screen, &overlay, black);
|
||||
std::string fps = std::to_string(mainFPSmng->getFramerate());
|
||||
std::string fps = std::to_string(framerateManager().getFramerate());
|
||||
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, Colors::YELLOW, Point(10, 10));
|
||||
}
|
||||
|
||||
@ -823,55 +828,3 @@ void CGuiHandler::onScreenResize()
|
||||
|
||||
totalRedraw();
|
||||
}
|
||||
|
||||
|
||||
CFramerateManager::CFramerateManager(int newRate)
|
||||
: rate(0)
|
||||
, rateticks(0)
|
||||
, fps(0)
|
||||
, accumulatedFrames(0)
|
||||
, accumulatedTime(0)
|
||||
, lastticks(0)
|
||||
, timeElapsed(0)
|
||||
{
|
||||
init(newRate);
|
||||
}
|
||||
|
||||
void CFramerateManager::init(int newRate)
|
||||
{
|
||||
rate = newRate;
|
||||
rateticks = 1000.0 / rate;
|
||||
this->lastticks = SDL_GetTicks();
|
||||
}
|
||||
|
||||
void CFramerateManager::framerateDelay()
|
||||
{
|
||||
ui32 currentTicks = SDL_GetTicks();
|
||||
|
||||
timeElapsed = currentTicks - lastticks;
|
||||
accumulatedFrames++;
|
||||
|
||||
// FPS is higher than it should be, then wait some time
|
||||
if(timeElapsed < rateticks)
|
||||
{
|
||||
int timeToSleep = (uint32_t)ceil(this->rateticks) - timeElapsed;
|
||||
boost::this_thread::sleep(boost::posix_time::milliseconds(timeToSleep));
|
||||
}
|
||||
|
||||
currentTicks = SDL_GetTicks();
|
||||
// recalculate timeElapsed for external calls via getElapsed()
|
||||
// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
|
||||
timeElapsed = std::min<ui32>(currentTicks - lastticks, 100);
|
||||
|
||||
lastticks = SDL_GetTicks();
|
||||
|
||||
accumulatedTime += timeElapsed;
|
||||
|
||||
if(accumulatedFrames >= 100)
|
||||
{
|
||||
//about 2 second should be passed
|
||||
fps = static_cast<int>(ceil(1000.0 / (accumulatedTime / accumulatedFrames)));
|
||||
accumulatedTime = 0;
|
||||
accumulatedFrames = 0;
|
||||
}
|
||||
}
|
||||
|
@ -23,7 +23,7 @@ union SDL_Event;
|
||||
struct SDL_MouseMotionEvent;
|
||||
|
||||
class ShortcutHandler;
|
||||
class CFramerateManager;
|
||||
class FramerateManager;
|
||||
class IStatusBar;
|
||||
class CIntObject;
|
||||
class IUpdateable;
|
||||
@ -44,32 +44,11 @@ enum class EUserEvent
|
||||
FORCE_QUIT, //quit client without question
|
||||
};
|
||||
|
||||
// A fps manager which holds game updates at a constant rate
|
||||
class CFramerateManager
|
||||
{
|
||||
private:
|
||||
double rateticks;
|
||||
ui32 lastticks;
|
||||
ui32 timeElapsed;
|
||||
int rate;
|
||||
int fps; // the actual fps value
|
||||
ui32 accumulatedTime;
|
||||
ui32 accumulatedFrames;
|
||||
|
||||
public:
|
||||
CFramerateManager(int newRate); // initializes the manager with a given fps rate
|
||||
void init(int newRate); // needs to be called directly before the main game loop to reset the internal timer
|
||||
void framerateDelay(); // needs to be called every game update cycle
|
||||
ui32 getElapsedMilliseconds() const {return this->timeElapsed;}
|
||||
ui32 getFrameNumber() const { return accumulatedFrames; }
|
||||
ui32 getFramerate() const { return fps; };
|
||||
};
|
||||
|
||||
// Handles GUI logic and drawing
|
||||
class CGuiHandler
|
||||
{
|
||||
public:
|
||||
CFramerateManager * mainFPSmng; //to keep const framerate
|
||||
|
||||
std::list<std::shared_ptr<IShowActivatable>> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
|
||||
std::shared_ptr<IStatusBar> statusbar;
|
||||
|
||||
@ -97,6 +76,7 @@ private:
|
||||
CIntObjectList textInterested;
|
||||
|
||||
std::unique_ptr<IScreenHandler> screenHandlerInstance;
|
||||
std::unique_ptr<FramerateManager> framerateManagerInstance;
|
||||
|
||||
void handleMouseButtonClick(CIntObjectList & interestedObjs, MouseButton btn, bool isPressed);
|
||||
void processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb);
|
||||
@ -113,11 +93,15 @@ public:
|
||||
public:
|
||||
//objs to blit
|
||||
std::vector<std::shared_ptr<IShowActivatable>> objsToBlit;
|
||||
|
||||
/// returns current position of mouse cursor, relative to vcmi window
|
||||
const Point & getCursorPosition() const;
|
||||
|
||||
ShortcutHandler & shortcutsHandler();
|
||||
FramerateManager & framerateManager();
|
||||
|
||||
/// Returns current logical screen dimensions
|
||||
/// May not match size of window if user has UI scaling different from 100%
|
||||
Point screenDimensions() const;
|
||||
|
||||
/// returns true if at least one mouse button is pressed
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "CursorHandler.h"
|
||||
|
||||
#include "CGuiHandler.h"
|
||||
#include "FramerateManager.h"
|
||||
#include "../renderSDL/CursorSoftware.h"
|
||||
#include "../renderSDL/CursorHardware.h"
|
||||
#include "../render/CAnimation.h"
|
||||
@ -250,7 +251,7 @@ void CursorHandler::updateSpellcastCursor()
|
||||
{
|
||||
static const float frameDisplayDuration = 0.1f; // H3 uses 100 ms per frame
|
||||
|
||||
frameTime += GH.mainFPSmng->getElapsedMilliseconds() / 1000.f;
|
||||
frameTime += GH.framerateManager().getElapsedMilliseconds() / 1000.f;
|
||||
size_t newFrame = frame;
|
||||
|
||||
while (frameTime >= frameDisplayDuration)
|
||||
|
57
client/gui/FramerateManager.cpp
Normal file
57
client/gui/FramerateManager.cpp
Normal file
@ -0,0 +1,57 @@
|
||||
/*
|
||||
* FramerateManager.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#include "StdInc.h"
|
||||
#include "FramerateManager.h"
|
||||
|
||||
FramerateManager::FramerateManager(int targetFrameRate)
|
||||
: targetFrameTime(Duration(boost::chrono::seconds(1)) / targetFrameRate)
|
||||
, lastFrameIndex(0)
|
||||
, lastFrameTimes({})
|
||||
, lastTimePoint (Clock::now())
|
||||
{
|
||||
boost::range::fill(lastFrameTimes, targetFrameTime);
|
||||
}
|
||||
|
||||
void FramerateManager::framerateDelay()
|
||||
{
|
||||
Duration timeSpentBusy = Clock::now() - lastTimePoint;
|
||||
|
||||
// FPS is higher than it should be, then wait some time
|
||||
if(timeSpentBusy < targetFrameTime)
|
||||
boost::this_thread::sleep_for(targetFrameTime - timeSpentBusy);
|
||||
|
||||
// compute actual timeElapsed taking into account actual sleep interval
|
||||
// limit it to 100 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
|
||||
TimePoint currentTicks = Clock::now();
|
||||
Duration timeElapsed = currentTicks - lastTimePoint;
|
||||
if(timeElapsed > boost::chrono::milliseconds(100))
|
||||
timeElapsed = boost::chrono::milliseconds(100);
|
||||
|
||||
lastTimePoint = currentTicks;
|
||||
lastFrameIndex = (lastFrameIndex + 1) % lastFrameTimes.size();
|
||||
lastFrameTimes[lastFrameIndex] = timeElapsed;
|
||||
}
|
||||
|
||||
ui32 FramerateManager::getElapsedMilliseconds() const
|
||||
{
|
||||
return lastFrameTimes[lastFrameIndex] / boost::chrono::milliseconds(1);
|
||||
}
|
||||
|
||||
ui32 FramerateManager::getFramerate() const
|
||||
{
|
||||
Duration accumulatedTime = std::accumulate(lastFrameTimes.begin(), lastFrameTimes.end(), Duration());
|
||||
|
||||
auto actualFrameTime = accumulatedTime / lastFrameTimes.size();
|
||||
if(actualFrameTime == actualFrameTime.zero())
|
||||
return 0;
|
||||
|
||||
return std::round(boost::chrono::duration<double>(1) / actualFrameTime);
|
||||
};
|
40
client/gui/FramerateManager.h
Normal file
40
client/gui/FramerateManager.h
Normal file
@ -0,0 +1,40 @@
|
||||
/*
|
||||
* FramerateManager.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
/// Framerate manager controls current game frame rate by constantly trying to reach targeted frame rate
|
||||
class FramerateManager
|
||||
{
|
||||
using Clock = boost::chrono::high_resolution_clock;
|
||||
using TimePoint = Clock::time_point;
|
||||
using Duration = Clock::duration;
|
||||
|
||||
/// cyclic buffer of durations of last frames
|
||||
std::array<Duration, 60> lastFrameTimes;
|
||||
|
||||
Duration targetFrameTime;
|
||||
TimePoint lastTimePoint;
|
||||
|
||||
/// index of last measured frome in lastFrameTimes array
|
||||
ui32 lastFrameIndex;
|
||||
|
||||
public:
|
||||
FramerateManager(int targetFramerate);
|
||||
|
||||
/// must be called every frame
|
||||
/// updates framerate calculations and executes sleep to maintain target frame rate
|
||||
void framerateDelay();
|
||||
|
||||
/// returns duration of last frame in seconds
|
||||
ui32 getElapsedMilliseconds() const;
|
||||
|
||||
/// returns current estimation of frame rate
|
||||
ui32 getFramerate() const;
|
||||
};
|
@ -55,6 +55,8 @@ BasicMapView::BasicMapView(const Point & offset, const Point & dimensions)
|
||||
pos += offset;
|
||||
pos.w = dimensions.x;
|
||||
pos.h = dimensions.y;
|
||||
|
||||
addUsedEvents(TIME);
|
||||
}
|
||||
|
||||
void BasicMapView::render(Canvas & target, bool fullUpdate)
|
||||
@ -64,21 +66,22 @@ void BasicMapView::render(Canvas & target, bool fullUpdate)
|
||||
tilesCache->render(controller->getContext(), targetClipped, fullUpdate);
|
||||
}
|
||||
|
||||
void BasicMapView::tick(uint32_t msPassed)
|
||||
{
|
||||
controller->tick(msPassed);
|
||||
}
|
||||
|
||||
void BasicMapView::show(SDL_Surface * to)
|
||||
{
|
||||
controller->updateBefore(GH.mainFPSmng->getElapsedMilliseconds());
|
||||
|
||||
Canvas target(to);
|
||||
CSDL_Ext::CClipRectGuard guard(to, pos);
|
||||
render(target, false);
|
||||
|
||||
controller->updateAfter(GH.mainFPSmng->getElapsedMilliseconds());
|
||||
controller->afterRender();
|
||||
}
|
||||
|
||||
void BasicMapView::showAll(SDL_Surface * to)
|
||||
{
|
||||
controller->updateBefore(0);
|
||||
|
||||
Canvas target(to);
|
||||
CSDL_Ext::CClipRectGuard guard(to, pos);
|
||||
render(target, true);
|
||||
|
@ -37,6 +37,7 @@ public:
|
||||
BasicMapView(const Point & offset, const Point & dimensions);
|
||||
~BasicMapView() override;
|
||||
|
||||
void tick(uint32_t msPassed) override;
|
||||
void show(SDL_Surface * to) override;
|
||||
void showAll(SDL_Surface * to) override;
|
||||
};
|
||||
|
@ -89,7 +89,7 @@ std::shared_ptr<IMapRendererContext> MapViewController::getContext() const
|
||||
return context;
|
||||
}
|
||||
|
||||
void MapViewController::updateBefore(uint32_t timeDelta)
|
||||
void MapViewController::tick(uint32_t timeDelta)
|
||||
{
|
||||
// confirmed to match H3 for
|
||||
// - hero embarking on boat (500 ms)
|
||||
@ -158,7 +158,7 @@ void MapViewController::updateBefore(uint32_t timeDelta)
|
||||
}
|
||||
}
|
||||
|
||||
void MapViewController::updateAfter(uint32_t timeDelta)
|
||||
void MapViewController::afterRender()
|
||||
{
|
||||
if(movementContext)
|
||||
{
|
||||
|
@ -83,8 +83,8 @@ public:
|
||||
void setViewCenter(const int3 & position);
|
||||
void setViewCenter(const Point & position, int level);
|
||||
void setTileSize(const Point & tileSize);
|
||||
void updateBefore(uint32_t timeDelta);
|
||||
void updateAfter(uint32_t timeDelta);
|
||||
void tick(uint32_t timePassed);
|
||||
void afterRender();
|
||||
|
||||
void activateAdventureContext(uint32_t animationTime);
|
||||
void activateAdventureContext();
|
||||
|
@ -320,6 +320,8 @@ CShowableAnim::CShowableAnim(int x, int y, std::string name, ui8 Flags, ui32 fra
|
||||
pos.h = anim->getImage(0, group)->height();
|
||||
pos.x+= x;
|
||||
pos.y+= y;
|
||||
|
||||
addUsedEvents(TIME);
|
||||
}
|
||||
|
||||
CShowableAnim::~CShowableAnim()
|
||||
@ -391,11 +393,14 @@ void CShowableAnim::show(SDL_Surface * to)
|
||||
if ( flags & BASE )// && frame != first) // FIXME: results in graphical glytch in Fortress, upgraded hydra's dwelling
|
||||
blitImage(first, group, to);
|
||||
blitImage(frame, group, to);
|
||||
}
|
||||
|
||||
void CShowableAnim::tick(uint32_t msPassed)
|
||||
{
|
||||
if ((flags & PLAY_ONCE) && frame + 1 == last)
|
||||
return;
|
||||
|
||||
frameTimePassed += GH.mainFPSmng->getElapsedMilliseconds();
|
||||
frameTimePassed += msPassed;
|
||||
|
||||
if(frameTimePassed >= frameTimeTotal)
|
||||
{
|
||||
|
@ -190,6 +190,7 @@ public:
|
||||
//show current frame and increase counter
|
||||
void show(SDL_Surface * to) override;
|
||||
void showAll(SDL_Surface * to) override;
|
||||
void tick(uint32_t msPassed) override;
|
||||
};
|
||||
|
||||
/// Creature-dependend animations like attacking, moving,...
|
||||
|
@ -68,7 +68,7 @@ CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town
|
||||
area(nullptr),
|
||||
stateTimeCounter(BUILD_ANIMATION_FINISHED_TIMEPOINT)
|
||||
{
|
||||
addUsedEvents(LCLICK | RCLICK | HOVER);
|
||||
addUsedEvents(LCLICK | RCLICK | HOVER | TIME);
|
||||
pos.x += str->pos.x;
|
||||
pos.y += str->pos.y;
|
||||
|
||||
@ -163,16 +163,6 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Color multiplyColors(const SDL_Color & b, const SDL_Color & a, double f)
|
||||
{
|
||||
SDL_Color ret;
|
||||
ret.r = static_cast<uint8_t>(a.r * f + b.r * (1 - f));
|
||||
ret.g = static_cast<uint8_t>(a.g * f + b.g * (1 - f));
|
||||
ret.b = static_cast<uint8_t>(a.b * f + b.b * (1 - f));
|
||||
ret.a = static_cast<uint8_t>(a.a * f + b.b * (1 - f));
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CBuildingRect::show(SDL_Surface * to)
|
||||
{
|
||||
uint32_t stageDelay = BUILDING_APPEAR_TIMEPOINT;
|
||||
@ -213,9 +203,12 @@ void CBuildingRect::show(SDL_Surface * to)
|
||||
|
||||
border->draw(to, pos.x, pos.y);
|
||||
}
|
||||
}
|
||||
|
||||
if(stateTimeCounter < BUILD_ANIMATION_FINISHED_TIMEPOINT)
|
||||
stateTimeCounter += GH.mainFPSmng->getElapsedMilliseconds();
|
||||
void CBuildingRect::tick(uint32_t msPassed)
|
||||
{
|
||||
CShowableAnim::tick(msPassed);
|
||||
stateTimeCounter += msPassed;
|
||||
}
|
||||
|
||||
void CBuildingRect::showAll(SDL_Surface * to)
|
||||
|
@ -69,6 +69,7 @@ public:
|
||||
void clickLeft(tribool down, bool previousState) override;
|
||||
void clickRight(tribool down, bool previousState) override;
|
||||
void mouseMoved (const Point & cursorPosition) override;
|
||||
void tick(uint32_t msPassed) override;
|
||||
void show(SDL_Surface * to) override;
|
||||
void showAll(SDL_Surface * to) override;
|
||||
};
|
||||
|
Loading…
x
Reference in New Issue
Block a user