Change: Animate text effects by real time instead of game ticks.

This commit is contained in:
Peter Nelson 2018-05-11 17:52:06 +01:00 committed by PeterN
parent ead9c9eab5
commit 59fe4f28c8
4 changed files with 12 additions and 6 deletions

View File

@ -1495,8 +1495,6 @@ void GameLoop()
if (!_pause_mode && HasBit(_display_opt, DO_FULL_ANIMATION)) DoPaletteAnimations();
if (!_pause_mode || _game_mode == GM_EDITOR || _settings_game.construction.command_pause_level > CMDPL_NO_CONSTRUCTION) MoveAllTextEffects();
InputLoop();
SoundDriver::GetInstance()->MainLoop();

View File

@ -16,6 +16,7 @@
#include "core/smallvec_type.hpp"
#include "viewport_func.h"
#include "settings_type.h"
#include "window_func.h"
#include "safeguards.h"
@ -82,20 +83,25 @@ void RemoveTextEffect(TextEffectID te_id)
_text_effects[te_id].Reset();
}
void MoveAllTextEffects()
void MoveAllTextEffects(uint delta_ms)
{
static uint texteffecttimer = 0;
uint count = CountIntervalElapsed(texteffecttimer, delta_ms, MILLISECONDS_PER_TICK);
if (count == 0) return;
const TextEffect *end = _text_effects.End();
for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
if (te->string_id == INVALID_STRING_ID) continue;
if (te->mode != TE_RISING) continue;
if (te->duration-- == 0) {
if (te->duration < count) {
te->Reset();
continue;
}
te->MarkDirty(ZOOM_LVL_OUT_8X);
te->top -= ZOOM_LVL_BASE;
te->duration -= count;
te->top -= count * ZOOM_LVL_BASE;
te->MarkDirty(ZOOM_LVL_OUT_8X);
}
}

View File

@ -28,7 +28,7 @@ enum TextEffectMode {
typedef uint16 TextEffectID;
void MoveAllTextEffects();
void MoveAllTextEffects(uint delta_ms);
TextEffectID AddTextEffect(StringID msg, int x, int y, uint8 duration, TextEffectMode mode);
void InitTextEffects();
void DrawTextEffects(DrawPixelInfo *dpi);

View File

@ -3126,6 +3126,8 @@ void UpdateWindows()
_window_highlight_colour = !_window_highlight_colour;
}
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();