(svn r10276) -Codechange: made a counter based on milliseconds and independent of the game-state to base double-click and TGP Generation Process on

-Codechange: renamed _timer_counter to _palette_animation_counter, as that is what it is
pull/155/head
truelight 17 years ago
parent d5f4251823
commit 7bfc7d19e8

@ -875,14 +875,12 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
_tp.percent = percent_table[cls];
}
/* Don't update the screen too often. So update it once in every 200ms.
* However, the _tick_counter increases by 8 every 30ms, so compensate
* for that. */
if (!_network_dedicated && _tp.timer != 0 && _timer_counter - _tp.timer < (200 * 8 / 30)) return;
/* Don't update the screen too often. So update it once in every 200ms */
if (!_network_dedicated && _tp.timer != 0 && _realtime_tick - _tp.timer < 200) return;
/* Percentage is about the number of completed tasks, so 'current - 1' */
_tp.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total;
_tp.timer = _timer_counter;
_tp.timer = _realtime_tick;
if (_network_dedicated) {
static uint last_percent = 0;

@ -665,8 +665,8 @@ void GfxInitPalettes()
_pal_count_dirty = 255;
}
#define EXTR(p, q) (((uint16)(_timer_counter * (p)) * (q)) >> 16)
#define EXTR2(p, q) (((uint16)(~_timer_counter * (p)) * (q)) >> 16)
#define EXTR(p, q) (((uint16)(_palette_animation_counter * (p)) * (q)) >> 16)
#define EXTR2(p, q) (((uint16)(~_palette_animation_counter * (p)) * (q)) >> 16)
void DoPaletteAnimations()
{
@ -681,10 +681,10 @@ void DoPaletteAnimations()
Colour old_val[38];
uint i;
uint j;
uint old_tc = _timer_counter;
uint old_tc = _palette_animation_counter;
if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
_timer_counter = 0;
_palette_animation_counter = 0;
}
d = &_cur_palette[217];
@ -727,7 +727,7 @@ void DoPaletteAnimations()
/* Radio tower blinking */
{
byte i = (_timer_counter >> 1) & 0x7F;
byte i = (_palette_animation_counter >> 1) & 0x7F;
byte v;
(v = 255, i < 0x3f) ||
@ -779,7 +779,7 @@ void DoPaletteAnimations()
}
if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
_timer_counter = old_tc;
_palette_animation_counter = old_tc;
} else {
if (memcmp(old_val, &_cur_palette[217], c * sizeof(*old_val)) != 0) {
_pal_first_dirty = 217;

@ -110,6 +110,7 @@ void InitializeGame(int mode, uint size_x, uint size_y)
_pause_game = 0;
_fast_forward = 0;
_tick_counter = 0;
_realtime_tick = 0;
_date_fract = 0;
_cur_tileloop_tile = 0;

@ -1099,7 +1099,7 @@ void GameLoop()
}
_caret_timer += 3;
_timer_counter += 8;
_palette_animation_counter += 8;
CursorTick();
#ifdef ENABLE_NETWORK

@ -270,10 +270,11 @@ struct Cheats {
VARDEF Cheats _cheats;
/* NOSAVE: Used in palette animations only, not really important. */
VARDEF int _timer_counter;
VARDEF int _palette_animation_counter;
VARDEF uint32 _frame_counter;
VARDEF uint32 _realtime_tick;
VARDEF bool _is_old_ai_player; // current player is an oldAI player? (enables a lot of cheats..)

@ -685,6 +685,7 @@ static bool QZ_PollEvent()
static void QZ_GameLoop()
{
uint32 cur_ticks = GetTick();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + 30;
uint32 pal_tick = 0;
#ifdef _DEBUG
@ -731,6 +732,8 @@ static void QZ_GameLoop()
}
cur_ticks = GetTick();
_realtime_tick += cur_ticks - last_cur_ticks;
last_cur_ticks = cur_ticks;
if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
next_tick = cur_ticks + 30;

@ -442,6 +442,7 @@ static void SdlVideoStop()
static void SdlVideoMainLoop()
{
uint32 cur_ticks = SDL_CALL SDL_GetTicks();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + 30;
uint32 pal_tick = 0;
uint32 mod;
@ -471,6 +472,8 @@ static void SdlVideoMainLoop()
}
cur_ticks = SDL_CALL SDL_GetTicks();
_realtime_tick += cur_ticks - last_cur_ticks;
last_cur_ticks = cur_ticks;
if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
next_tick = cur_ticks + 30;

@ -795,6 +795,7 @@ static void Win32GdiMainLoop()
{
MSG mesg;
uint32 cur_ticks = GetTickCount();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + 30;
_wnd.running = true;
@ -822,6 +823,8 @@ static void Win32GdiMainLoop()
}
cur_ticks = GetTickCount();
_realtime_tick += cur_ticks - last_cur_ticks;
last_cur_ticks = cur_ticks;
if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
next_tick = cur_ticks + 30;
_ctrl_pressed = _wnd.has_focus && GetAsyncKeyState(VK_CONTROL)<0;

@ -1639,8 +1639,8 @@ enum MouseClick {
MC_RIGHT,
MC_DOUBLE_LEFT,
MAX_OFFSET_DOUBLE_CLICK = 5,
TIME_BETWEEN_DOUBLE_CLICK = 50,
MAX_OFFSET_DOUBLE_CLICK = 5, ///< How much the mouse is allowed to move to call it a double click
TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
};
void MouseLoop(MouseClick click, int mousewheel)
@ -1759,12 +1759,12 @@ void HandleMouseEvents()
click = MC_NONE;
if (_left_button_down && !_left_button_clicked) {
click = MC_LEFT;
if (double_click_time != 0 && _tick_counter - double_click_time < TIME_BETWEEN_DOUBLE_CLICK &&
if (double_click_time != 0 && _realtime_tick - double_click_time < TIME_BETWEEN_DOUBLE_CLICK &&
double_click_x != 0 && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK &&
double_click_y != 0 && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
click = MC_DOUBLE_LEFT;
}
double_click_time = _tick_counter;
double_click_time = _realtime_tick;
double_click_x = _cursor.pos.x;
double_click_y = _cursor.pos.y;
_left_button_clicked = true;

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