Fix: Don't use a timer for hundredth tick determination

pull/217/head
glx 4 years ago committed by Patric Stout
parent 97d554feb1
commit c0d7949d7c

@ -1944,10 +1944,15 @@ void ResetWindowSystem()
static void DecreaseWindowCounters()
{
static byte hundredth_tick_timeout = 100;
if (_scroller_click_timeout != 0) _scroller_click_timeout--;
if (hundredth_tick_timeout != 0) hundredth_tick_timeout--;
Window *w;
FOR_ALL_WINDOWS_FROM_FRONT(w) {
if (!_network_dedicated && hundredth_tick_timeout == 0) w->OnHundredthTick();
if (_scroller_click_timeout == 0) {
/* Unclick scrollbar buttons if they are pressed. */
for (uint i = 0; i < w->nested_array_size; i++) {
@ -1979,6 +1984,8 @@ static void DecreaseWindowCounters()
w->RaiseButtons(true);
}
}
if (hundredth_tick_timeout == 0) hundredth_tick_timeout = 100;
}
static void HandlePlacePresize()
@ -3150,6 +3157,12 @@ void UpdateWindows()
Window *w;
/* Process invalidations before anything else. */
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->ProcessScheduledInvalidations();
w->ProcessHighlightedInvalidations();
}
static GUITimer window_timer = GUITimer(1);
if (window_timer.Elapsed(delta_ms)) {
if (_network_dedicated) window_timer.SetInterval(MILLISECONDS_PER_TICK);
@ -3171,24 +3184,10 @@ void UpdateWindows()
if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects(delta_ms);
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->ProcessScheduledInvalidations();
w->ProcessHighlightedInvalidations();
}
/* Skip the actual drawing on dedicated servers without screen.
* But still empty the invalidation queues above. */
if (_network_dedicated) return;
static GUITimer hundredth_timer = GUITimer(1);
if (hundredth_timer.Elapsed(delta_ms)) {
hundredth_timer.SetInterval(3000); // Historical reason: 100 * MILLISECONDS_PER_TICK
FOR_ALL_WINDOWS_FROM_FRONT(w) {
w->OnHundredthTick();
}
}
if (window_timer.HasElapsed()) {
window_timer.SetInterval(MILLISECONDS_PER_TICK);

@ -691,7 +691,9 @@ public:
virtual void OnGameTick() {}
/**
* Called once every 100 (game) ticks.
* Called once every 100 (game) ticks, or once every 3s, whichever comes last.
* In normal game speed the frequency is 1 call every 100 ticks (can be more than 3s).
* In fast-forward the frequency is 1 call every ~3s (can be more than 100 ticks).
*/
virtual void OnHundredthTick() {}

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