Separated timer updates from rendering in adventure map and town screen
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3ecdff2a21
commit
fa496628f2
8 files changed
+27
-13
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@@ -55,6 +55,8 @@ BasicMapView::BasicMapView(const Point & offset, const Point & dimensions)
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pos += offset;
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pos.w = dimensions.x;
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pos.h = dimensions.y;
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addUsedEvents(TIME);
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}
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void BasicMapView::render(Canvas & target, bool fullUpdate)
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@@ -64,21 +66,22 @@ void BasicMapView::render(Canvas & target, bool fullUpdate)
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tilesCache->render(controller->getContext(), targetClipped, fullUpdate);
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}
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void BasicMapView::tick(uint32_t msPassed)
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{
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controller->tick(msPassed);
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}
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void BasicMapView::show(SDL_Surface * to)
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{
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controller->updateBefore(GH.getFrameDeltaMilliseconds());
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Canvas target(to);
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CSDL_Ext::CClipRectGuard guard(to, pos);
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render(target, false);
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controller->updateAfter(GH.getFrameDeltaMilliseconds());
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controller->afterRender();
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}
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void BasicMapView::showAll(SDL_Surface * to)
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{
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controller->updateBefore(0);
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Canvas target(to);
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CSDL_Ext::CClipRectGuard guard(to, pos);
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render(target, true);
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