From: Holger Schemel Date: Thu, 21 Apr 2016 22:43:29 +0000 (+0200) Subject: changed screen update function name to be explicit regarding build-in delay X-Git-Tag: 4.0.0.0-rc2~17 X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=commitdiff_plain;h=f3df9df1084ac74e3f7c0be0560bea46517316fd changed screen update function name to be explicit regarding build-in delay --- diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 480677c3..bf00eadb 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -57,7 +57,7 @@ static void FinalizeScreen() gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); } -static void UpdateScreen(SDL_Rect *rect) +static void UpdateScreenExt(SDL_Rect *rect, boolean with_frame_delay) { static unsigned int update_screen_delay = 0; unsigned int update_screen_delay_value = 50; /* (milliseconds) */ @@ -148,7 +148,8 @@ static void UpdateScreen(SDL_Rect *rect) #endif // global synchronization point of the game to align video frame delay - WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value); + if (with_frame_delay) + WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value); #if defined(TARGET_SDL2) // show render target buffer on screen @@ -161,6 +162,16 @@ static void UpdateScreen(SDL_Rect *rect) #endif } +static void UpdateScreen_WithFrameDelay(SDL_Rect *rect) +{ + UpdateScreenExt(rect, TRUE); +} + +static void UpdateScreen_WithoutFrameDelay(SDL_Rect *rect) +{ + UpdateScreenExt(rect, FALSE); +} + static void SDLSetWindowIcon(char *basename) { /* (setting the window icon on Mac OS X would replace the high-quality @@ -780,7 +791,7 @@ void SDLSetWindowFullscreen(boolean fullscreen) void SDLRedrawWindow() { - UpdateScreen(NULL); + UpdateScreen_WithoutFrameDelay(NULL); } #endif @@ -843,7 +854,7 @@ void SDLCopyArea(Bitmap *src_bitmap, Bitmap *dst_bitmap, &src_rect, real_dst_bitmap->surface, &dst_rect); if (dst_bitmap == window) - UpdateScreen(&dst_rect); + UpdateScreen_WithFrameDelay(&dst_rect); } void SDLBlitTexture(Bitmap *bitmap, @@ -889,7 +900,7 @@ void SDLFillRectangle(Bitmap *dst_bitmap, int x, int y, int width, int height, SDL_FillRect(real_dst_bitmap->surface, &rect, color); if (dst_bitmap == window) - UpdateScreen(&rect); + UpdateScreen_WithFrameDelay(&rect); } void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, @@ -1070,7 +1081,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, if (draw_border_function != NULL) draw_border_function(); - UpdateScreen(&dst_rect2); + UpdateScreen_WithFrameDelay(&dst_rect2); } } } @@ -1129,7 +1140,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, draw_border_function(); /* only update the region of the screen that is affected from fading */ - UpdateScreen(&dst_rect2); + UpdateScreen_WithFrameDelay(&dst_rect2); } } else /* fading in, fading out or cross-fading */ @@ -1160,7 +1171,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, draw_border_function(); /* only update the region of the screen that is affected from fading */ - UpdateScreen(&dst_rect); + UpdateScreen_WithFrameDelay(&dst_rect); } } @@ -1174,7 +1185,7 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, while (time_current < time_post_delay) { // updating the screen contains waiting for frame delay (non-busy) - UpdateScreen(NULL); + UpdateScreen_WithFrameDelay(NULL); time_current = SDL_GetTicks(); }