mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
628 lines
16 KiB
C++
628 lines
16 KiB
C++
/*
|
|
* CGuiHandler.cpp, 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 "CGuiHandler.h"
|
|
#include "../lib/CondSh.h"
|
|
|
|
#include <SDL.h>
|
|
|
|
#include "CIntObject.h"
|
|
#include "CCursorHandler.h"
|
|
|
|
#include "../CGameInfo.h"
|
|
#include "../../lib/CThreadHelper.h"
|
|
#include "../../lib/CConfigHandler.h"
|
|
#include "../CMT.h"
|
|
#include "../CPlayerInterface.h"
|
|
#include "../battle/CBattleInterface.h"
|
|
|
|
extern std::queue<SDL_Event> events;
|
|
extern boost::mutex eventsM;
|
|
|
|
boost::thread_specific_ptr<bool> inGuiThread;
|
|
|
|
SObjectConstruction::SObjectConstruction(CIntObject *obj)
|
|
:myObj(obj)
|
|
{
|
|
GH.createdObj.push_front(obj);
|
|
GH.captureChildren = true;
|
|
}
|
|
|
|
SObjectConstruction::~SObjectConstruction()
|
|
{
|
|
assert(GH.createdObj.size());
|
|
assert(GH.createdObj.front() == myObj);
|
|
GH.createdObj.pop_front();
|
|
GH.captureChildren = GH.createdObj.size();
|
|
}
|
|
|
|
SSetCaptureState::SSetCaptureState(bool allow, ui8 actions)
|
|
{
|
|
previousCapture = GH.captureChildren;
|
|
GH.captureChildren = false;
|
|
prevActions = GH.defActionsDef;
|
|
GH.defActionsDef = actions;
|
|
}
|
|
|
|
SSetCaptureState::~SSetCaptureState()
|
|
{
|
|
GH.captureChildren = previousCapture;
|
|
GH.defActionsDef = prevActions;
|
|
}
|
|
|
|
static inline void
|
|
processList(const ui16 mask, const ui16 flag, std::list<CIntObject*> *lst, std::function<void (std::list<CIntObject*> *)> cb)
|
|
{
|
|
if (mask & flag)
|
|
cb(lst);
|
|
}
|
|
|
|
void CGuiHandler::processLists(const ui16 activityFlag, std::function<void (std::list<CIntObject*> *)> cb)
|
|
{
|
|
processList(CIntObject::LCLICK,activityFlag,&lclickable,cb);
|
|
processList(CIntObject::RCLICK,activityFlag,&rclickable,cb);
|
|
processList(CIntObject::MCLICK,activityFlag,&mclickable,cb);
|
|
processList(CIntObject::HOVER,activityFlag,&hoverable,cb);
|
|
processList(CIntObject::MOVE,activityFlag,&motioninterested,cb);
|
|
processList(CIntObject::KEYBOARD,activityFlag,&keyinterested,cb);
|
|
processList(CIntObject::TIME,activityFlag,&timeinterested,cb);
|
|
processList(CIntObject::WHEEL,activityFlag,&wheelInterested,cb);
|
|
processList(CIntObject::DOUBLECLICK,activityFlag,&doubleClickInterested,cb);
|
|
processList(CIntObject::TEXTINPUT,activityFlag,&textInterested,cb);
|
|
}
|
|
|
|
void CGuiHandler::handleElementActivate(CIntObject * elem, ui16 activityFlag)
|
|
{
|
|
processLists(activityFlag,[&](std::list<CIntObject*> * lst){
|
|
lst->push_front(elem);
|
|
});
|
|
elem->active_m |= activityFlag;
|
|
}
|
|
|
|
void CGuiHandler::handleElementDeActivate(CIntObject * elem, ui16 activityFlag)
|
|
{
|
|
processLists(activityFlag,[&](std::list<CIntObject*> * lst){
|
|
auto hlp = std::find(lst->begin(),lst->end(),elem);
|
|
assert(hlp != lst->end());
|
|
lst->erase(hlp);
|
|
});
|
|
elem->active_m &= ~activityFlag;
|
|
}
|
|
|
|
void CGuiHandler::popInt(IShowActivatable *top)
|
|
{
|
|
assert(listInt.front() == top);
|
|
top->deactivate();
|
|
listInt.pop_front();
|
|
objsToBlit -= top;
|
|
if(!listInt.empty())
|
|
listInt.front()->activate();
|
|
totalRedraw();
|
|
}
|
|
|
|
void CGuiHandler::popIntTotally(IShowActivatable *top)
|
|
{
|
|
assert(listInt.front() == top);
|
|
popInt(top);
|
|
delete top;
|
|
fakeMouseMove();
|
|
}
|
|
|
|
void CGuiHandler::pushInt(IShowActivatable *newInt)
|
|
{
|
|
assert(newInt);
|
|
assert(boost::range::find(listInt, newInt) == listInt.end()); // do not add same object twice
|
|
|
|
//a new interface will be present, we'll need to use buffer surface (unless it's advmapint that will alter screenBuf on activate anyway)
|
|
screenBuf = screen2;
|
|
|
|
if(!listInt.empty())
|
|
listInt.front()->deactivate();
|
|
listInt.push_front(newInt);
|
|
newInt->activate();
|
|
objsToBlit.push_back(newInt);
|
|
totalRedraw();
|
|
}
|
|
|
|
void CGuiHandler::popInts(int howMany)
|
|
{
|
|
if(!howMany) return; //senseless but who knows...
|
|
|
|
assert(listInt.size() >= howMany);
|
|
listInt.front()->deactivate();
|
|
for(int i=0; i < howMany; i++)
|
|
{
|
|
objsToBlit -= listInt.front();
|
|
delete listInt.front();
|
|
listInt.pop_front();
|
|
}
|
|
|
|
if(!listInt.empty())
|
|
{
|
|
listInt.front()->activate();
|
|
totalRedraw();
|
|
}
|
|
fakeMouseMove();
|
|
}
|
|
|
|
IShowActivatable * CGuiHandler::topInt()
|
|
{
|
|
if(listInt.empty())
|
|
return nullptr;
|
|
else
|
|
return listInt.front();
|
|
}
|
|
|
|
void CGuiHandler::totalRedraw()
|
|
{
|
|
for(auto & elem : objsToBlit)
|
|
elem->showAll(screen2);
|
|
blitAt(screen2,0,0,screen);
|
|
}
|
|
|
|
void CGuiHandler::updateTime()
|
|
{
|
|
int ms = mainFPSmng->getElapsedMilliseconds();
|
|
std::list<CIntObject*> hlp = timeinterested;
|
|
for (auto & elem : hlp)
|
|
{
|
|
if(!vstd::contains(timeinterested,elem)) continue;
|
|
(elem)->onTimer(ms);
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::handleEvents()
|
|
{
|
|
//player interface may want special event handling
|
|
if(nullptr != LOCPLINT && LOCPLINT->capturedAllEvents())
|
|
return;
|
|
|
|
boost::unique_lock<boost::mutex> lock(eventsM);
|
|
while(!events.empty())
|
|
{
|
|
SDL_Event ev = events.front();
|
|
events.pop();
|
|
this->handleEvent(&ev);
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::handleEvent(SDL_Event *sEvent)
|
|
{
|
|
current = sEvent;
|
|
bool prev;
|
|
|
|
if (sEvent->type==SDL_KEYDOWN || sEvent->type==SDL_KEYUP)
|
|
{
|
|
SDL_KeyboardEvent key = sEvent->key;
|
|
if(sEvent->type == SDL_KEYDOWN && key.keysym.sym >= SDLK_F1 && key.keysym.sym <= SDLK_F15 && settings["session"]["spectate"].Bool())
|
|
{
|
|
//TODO: we need some central place for all interface-independent hotkeys
|
|
Settings s = settings.write["session"];
|
|
switch(key.keysym.sym)
|
|
{
|
|
case SDLK_F5:
|
|
if(settings["session"]["spectate-locked-pim"].Bool())
|
|
LOCPLINT->pim->unlock();
|
|
else
|
|
LOCPLINT->pim->lock();
|
|
s["spectate-locked-pim"].Bool() = !settings["session"]["spectate-locked-pim"].Bool();
|
|
break;
|
|
|
|
case SDLK_F6:
|
|
s["spectate-ignore-hero"].Bool() = !settings["session"]["spectate-ignore-hero"].Bool();
|
|
break;
|
|
|
|
case SDLK_F7:
|
|
s["spectate-skip-battle"].Bool() = !settings["session"]["spectate-skip-battle"].Bool();
|
|
break;
|
|
|
|
case SDLK_F8:
|
|
s["spectate-skip-battle-result"].Bool() = !settings["session"]["spectate-skip-battle-result"].Bool();
|
|
break;
|
|
|
|
case SDLK_F9:
|
|
//not working yet since CClient::run remain locked after CBattleInterface removal
|
|
if(LOCPLINT->battleInt)
|
|
{
|
|
GH.popIntTotally(GH.topInt());
|
|
vstd::clear_pointer(LOCPLINT->battleInt);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
|
|
//translate numpad keys
|
|
if(key.keysym.sym == SDLK_KP_ENTER)
|
|
{
|
|
key.keysym.sym = SDLK_RETURN;
|
|
key.keysym.scancode = SDL_SCANCODE_RETURN;
|
|
}
|
|
|
|
bool keysCaptured = false;
|
|
for(auto i=keyinterested.begin(); i != keyinterested.end() && current; i++)
|
|
{
|
|
if((*i)->captureThisEvent(key))
|
|
{
|
|
keysCaptured = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
std::list<CIntObject*> miCopy = keyinterested;
|
|
for(auto i=miCopy.begin(); i != miCopy.end() && current; i++)
|
|
if(vstd::contains(keyinterested,*i) && (!keysCaptured || (*i)->captureThisEvent(key)))
|
|
(**i).keyPressed(key);
|
|
}
|
|
else if(sEvent->type==SDL_MOUSEMOTION)
|
|
{
|
|
CCS->curh->cursorMove(sEvent->motion.x, sEvent->motion.y);
|
|
handleMouseMotion(sEvent);
|
|
}
|
|
else if(sEvent->type == SDL_MOUSEBUTTONDOWN)
|
|
{
|
|
switch(sEvent->button.button)
|
|
{
|
|
case SDL_BUTTON_LEFT:
|
|
if(lastClick == sEvent->motion && (SDL_GetTicks() - lastClickTime) < 300)
|
|
{
|
|
std::list<CIntObject*> hlp = doubleClickInterested;
|
|
for(auto i = hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(doubleClickInterested, *i)) continue;
|
|
if(isItIn(&(*i)->pos, sEvent->motion.x, sEvent->motion.y))
|
|
{
|
|
(*i)->onDoubleClick();
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
lastClick = sEvent->motion;
|
|
lastClickTime = SDL_GetTicks();
|
|
|
|
handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, true);
|
|
break;
|
|
case SDL_BUTTON_RIGHT:
|
|
handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, true);
|
|
break;
|
|
case SDL_BUTTON_MIDDLE:
|
|
handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, true);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
else if (sEvent->type == SDL_MOUSEWHEEL)
|
|
{
|
|
std::list<CIntObject*> hlp = wheelInterested;
|
|
for(auto i=hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(wheelInterested,*i)) continue;
|
|
// SDL doesn't have the proper values for mouse positions on SDL_MOUSEWHEEL, refetch them
|
|
int x = 0, y = 0;
|
|
SDL_GetMouseState(&x, &y);
|
|
(*i)->wheelScrolled(sEvent->wheel.y < 0, isItIn(&(*i)->pos, x, y));
|
|
}
|
|
}
|
|
else if(sEvent->type == SDL_TEXTINPUT)
|
|
{
|
|
for(auto it : textInterested)
|
|
{
|
|
it->textInputed(sEvent->text);
|
|
}
|
|
}
|
|
else if(sEvent->type == SDL_TEXTEDITING)
|
|
{
|
|
for(auto it : textInterested)
|
|
{
|
|
it->textEdited(sEvent->edit);
|
|
}
|
|
}
|
|
//todo: muiltitouch
|
|
else if(sEvent->type == SDL_MOUSEBUTTONUP)
|
|
{
|
|
switch(sEvent->button.button)
|
|
{
|
|
case SDL_BUTTON_LEFT:
|
|
handleMouseButtonClick(lclickable, EIntObjMouseBtnType::LEFT, false);
|
|
break;
|
|
case SDL_BUTTON_RIGHT:
|
|
handleMouseButtonClick(rclickable, EIntObjMouseBtnType::RIGHT, false);
|
|
break;
|
|
case SDL_BUTTON_MIDDLE:
|
|
handleMouseButtonClick(mclickable, EIntObjMouseBtnType::MIDDLE, false);
|
|
break;
|
|
}
|
|
}
|
|
current = nullptr;
|
|
} //event end
|
|
|
|
void CGuiHandler::handleMouseButtonClick(CIntObjectList & interestedObjs, EIntObjMouseBtnType btn, bool isPressed)
|
|
{
|
|
auto hlp = interestedObjs;
|
|
for(auto i = hlp.begin(); i != hlp.end() && current; i++)
|
|
{
|
|
if(!vstd::contains(interestedObjs, *i)) continue;
|
|
|
|
auto prev = (*i)->mouseState(btn);
|
|
if(!isPressed)
|
|
(*i)->updateMouseState(btn, isPressed);
|
|
if(isItIn(&(*i)->pos, current->motion.x, current->motion.y))
|
|
{
|
|
if(isPressed)
|
|
(*i)->updateMouseState(btn, isPressed);
|
|
(*i)->click(btn, isPressed, prev);
|
|
}
|
|
else if(!isPressed)
|
|
(*i)->click(btn, boost::logic::indeterminate, prev);
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::handleMouseMotion(SDL_Event *sEvent)
|
|
{
|
|
//sending active, hovered hoverable objects hover() call
|
|
std::vector<CIntObject*> hlp;
|
|
for(auto & elem : hoverable)
|
|
{
|
|
if (isItIn(&(elem)->pos,sEvent->motion.x,sEvent->motion.y))
|
|
{
|
|
if (!(elem)->hovered)
|
|
hlp.push_back((elem));
|
|
}
|
|
else if ((elem)->hovered)
|
|
{
|
|
(elem)->hover(false);
|
|
(elem)->hovered = false;
|
|
}
|
|
}
|
|
for(auto & elem : hlp)
|
|
{
|
|
elem->hover(true);
|
|
elem->hovered = true;
|
|
}
|
|
|
|
handleMoveInterested(sEvent->motion);
|
|
}
|
|
|
|
void CGuiHandler::simpleRedraw()
|
|
{
|
|
//update only top interface and draw background
|
|
if(objsToBlit.size() > 1)
|
|
blitAt(screen2,0,0,screen); //blit background
|
|
if(!objsToBlit.empty())
|
|
objsToBlit.back()->show(screen); //blit active interface/window
|
|
}
|
|
|
|
void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)
|
|
{
|
|
//sending active, MotionInterested objects mouseMoved() call
|
|
std::list<CIntObject*> miCopy = motioninterested;
|
|
for(auto & elem : miCopy)
|
|
{
|
|
if(elem->strongInterest || isItInOrLowerBounds(&elem->pos, motion.x, motion.y)) //checking lower bounds fixes bug #2476
|
|
{
|
|
(elem)->mouseMoved(motion);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CGuiHandler::fakeMouseMove()
|
|
{
|
|
SDL_Event evnt;
|
|
SDL_MouseMotionEvent sme = {SDL_MOUSEMOTION, 0, 0, 0, 0, 0, 0, 0, 0};
|
|
int x, y;
|
|
|
|
sme.state = SDL_GetMouseState(&x, &y);
|
|
sme.x = x;
|
|
sme.y = y;
|
|
|
|
evnt.motion = sme;
|
|
current = &evnt;
|
|
handleMouseMotion(&evnt);
|
|
}
|
|
|
|
void CGuiHandler::renderFrame()
|
|
{
|
|
|
|
// Updating GUI requires locking pim mutex (that protects screen and GUI state).
|
|
// During game:
|
|
// When ending the game, the pim mutex might be hold by other thread,
|
|
// that will notify us about the ending game by setting terminate_cond flag.
|
|
//in PreGame terminate_cond stay false
|
|
|
|
bool acquiredTheLockOnPim = false; //for tracking whether pim mutex locking succeeded
|
|
while(!terminate_cond->get() && !(acquiredTheLockOnPim = CPlayerInterface::pim->try_lock())) //try acquiring long until it succeeds or we are told to terminate
|
|
boost::this_thread::sleep(boost::posix_time::milliseconds(15));
|
|
|
|
if(acquiredTheLockOnPim)
|
|
{
|
|
// If we are here, pim mutex has been successfully locked - let's store it in a safe RAII lock.
|
|
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim, boost::adopt_lock);
|
|
|
|
if(nullptr != curInt)
|
|
curInt->update();
|
|
|
|
if (settings["general"]["showfps"].Bool())
|
|
drawFPSCounter();
|
|
|
|
// draw the mouse cursor and update the screen
|
|
CCS->curh->render();
|
|
|
|
if(0 != SDL_RenderCopy(mainRenderer, screenTexture, nullptr, nullptr))
|
|
logGlobal->error("%s SDL_RenderCopy %s", __FUNCTION__, SDL_GetError());
|
|
|
|
SDL_RenderPresent(mainRenderer);
|
|
}
|
|
|
|
mainFPSmng->framerateDelay(); // holds a constant FPS
|
|
}
|
|
|
|
|
|
CGuiHandler::CGuiHandler()
|
|
: lastClick(-500, -500),lastClickTime(0), defActionsDef(0), captureChildren(false)
|
|
{
|
|
curInt = nullptr;
|
|
current = nullptr;
|
|
statusbar = nullptr;
|
|
|
|
// Creates the FPS manager and sets the framerate to 48 which is doubled the value of the original Heroes 3 FPS rate
|
|
mainFPSmng = new CFramerateManager(48);
|
|
//do not init CFramerateManager here --AVS
|
|
|
|
terminate_cond = new CondSh<bool>(false);
|
|
}
|
|
|
|
CGuiHandler::~CGuiHandler()
|
|
{
|
|
delete mainFPSmng;
|
|
delete terminate_cond;
|
|
}
|
|
|
|
void CGuiHandler::breakEventHandling()
|
|
{
|
|
current = nullptr;
|
|
}
|
|
|
|
void CGuiHandler::drawFPSCounter()
|
|
{
|
|
const static SDL_Color yellow = {255, 255, 0, 0};
|
|
static SDL_Rect overlay = { 0, 0, 64, 32};
|
|
Uint32 black = SDL_MapRGB(screen->format, 10, 10, 10);
|
|
SDL_FillRect(screen, &overlay, black);
|
|
std::string fps = boost::lexical_cast<std::string>(mainFPSmng->fps);
|
|
graphics->fonts[FONT_BIG]->renderTextLeft(screen, fps, yellow, Point(10, 10));
|
|
}
|
|
|
|
SDL_Keycode CGuiHandler::arrowToNum(SDL_Keycode key)
|
|
{
|
|
switch(key)
|
|
{
|
|
case SDLK_DOWN:
|
|
return SDLK_KP_2;
|
|
case SDLK_UP:
|
|
return SDLK_KP_8;
|
|
case SDLK_LEFT:
|
|
return SDLK_KP_4;
|
|
case SDLK_RIGHT:
|
|
return SDLK_KP_6;
|
|
default:
|
|
throw std::runtime_error("Wrong key!");
|
|
}
|
|
}
|
|
|
|
SDL_Keycode CGuiHandler::numToDigit(SDL_Keycode key)
|
|
{
|
|
|
|
#define REMOVE_KP(keyName) case SDLK_KP_ ## keyName : return SDLK_ ## keyName;
|
|
switch(key)
|
|
{
|
|
REMOVE_KP(0)
|
|
REMOVE_KP(1)
|
|
REMOVE_KP(2)
|
|
REMOVE_KP(3)
|
|
REMOVE_KP(4)
|
|
REMOVE_KP(5)
|
|
REMOVE_KP(6)
|
|
REMOVE_KP(7)
|
|
REMOVE_KP(8)
|
|
REMOVE_KP(9)
|
|
REMOVE_KP(PERIOD)
|
|
REMOVE_KP(MINUS)
|
|
REMOVE_KP(PLUS)
|
|
REMOVE_KP(EQUALS)
|
|
|
|
case SDLK_KP_MULTIPLY:
|
|
return SDLK_ASTERISK;
|
|
case SDLK_KP_DIVIDE:
|
|
return SDLK_SLASH;
|
|
case SDLK_KP_ENTER:
|
|
return SDLK_RETURN;
|
|
default:
|
|
return SDLK_UNKNOWN;
|
|
}
|
|
#undef REMOVE_KP
|
|
}
|
|
|
|
bool CGuiHandler::isNumKey(SDL_Keycode key, bool number)
|
|
{
|
|
if(number)
|
|
return key >= SDLK_KP_1 && key <= SDLK_KP_0;
|
|
else
|
|
return (key >= SDLK_KP_1 && key <= SDLK_KP_0) || key == SDLK_KP_MINUS || key == SDLK_KP_PLUS || key == SDLK_KP_EQUALS;
|
|
}
|
|
|
|
bool CGuiHandler::isArrowKey(SDL_Keycode key)
|
|
{
|
|
return key == SDLK_UP || key == SDLK_DOWN || key == SDLK_LEFT || key == SDLK_RIGHT;
|
|
}
|
|
|
|
bool CGuiHandler::amIGuiThread()
|
|
{
|
|
return inGuiThread.get() && *inGuiThread;
|
|
}
|
|
|
|
void CGuiHandler::pushSDLEvent(int type, int usercode)
|
|
{
|
|
SDL_Event event;
|
|
event.type = type;
|
|
event.user.code = usercode; // not necessarily used
|
|
SDL_PushEvent(&event);
|
|
}
|
|
|
|
CFramerateManager::CFramerateManager(int rate)
|
|
{
|
|
this->rate = rate;
|
|
this->rateticks = (1000.0 / rate);
|
|
this->fps = 0;
|
|
this->accumulatedFrames = 0;
|
|
this->accumulatedTime = 0;
|
|
this->lastticks = 0;
|
|
this->timeElapsed = 0;
|
|
}
|
|
|
|
void CFramerateManager::init()
|
|
{
|
|
this->lastticks = SDL_GetTicks();
|
|
}
|
|
|
|
void CFramerateManager::framerateDelay()
|
|
{
|
|
ui32 currentTicks = SDL_GetTicks();
|
|
timeElapsed = currentTicks - lastticks;
|
|
|
|
// FPS is higher than it should be, then wait some time
|
|
if (timeElapsed < rateticks)
|
|
{
|
|
SDL_Delay(ceil(this->rateticks) - timeElapsed);
|
|
}
|
|
|
|
accumulatedTime += timeElapsed;
|
|
accumulatedFrames++;
|
|
|
|
if(accumulatedFrames >= 100)
|
|
{
|
|
//about 2 second should be passed
|
|
fps = ceil(1000.0 / (accumulatedTime/accumulatedFrames));
|
|
accumulatedTime = 0;
|
|
accumulatedFrames = 0;
|
|
}
|
|
|
|
currentTicks = SDL_GetTicks();
|
|
// recalculate timeElapsed for external calls via getElapsed()
|
|
// limit it to 1000 ms to avoid breaking animation in case of huge lag (e.g. triggered breakpoint)
|
|
timeElapsed = std::min<ui32>(currentTicks - lastticks, 1000);
|
|
|
|
lastticks = SDL_GetTicks();
|
|
}
|