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)
+ static DelayCounter update_screen_delay = { 50 }; // (milliseconds)
SDL_Surface *screen = backbuffer->surface;
if (limit_screen_updates &&
- !DelayReached(&update_screen_delay, update_screen_delay_value))
+ !DelayReached(&update_screen_delay))
return;
LimitScreenUpdates(FALSE);
dst_rect1 = &dst_rect_screen;
#if defined(HAS_SCREEN_KEYBOARD)
- if (video.shifted_up || video.shifted_up_delay)
+ SDL_Rect src_rect_up = { 0, 0, video.width, video.height };
+ SDL_Rect dst_rect_up = dst_rect_screen;
+
+ if (video.shifted_up || video.shifted_up_delay.count)
{
int time_current = SDL_GetTicks();
int pos = video.shifted_up_pos;
int pos_last = video.shifted_up_pos_last;
- if (!DelayReachedExt(&video.shifted_up_delay, video.shifted_up_delay_value,
- time_current))
+ if (!DelayReachedExt(&video.shifted_up_delay, time_current))
{
- int delay = time_current - video.shifted_up_delay;
- int delay_value = video.shifted_up_delay_value;
+ int delay_count = time_current - video.shifted_up_delay.count;
+ int delay_value = video.shifted_up_delay.value;
- pos = pos_last + (pos - pos_last) * delay / delay_value;
+ pos = pos_last + (pos - pos_last) * delay_count / delay_value;
}
else
{
video.shifted_up_pos_last = pos;
- video.shifted_up_delay = 0;
+ video.shifted_up_delay.count = 0;
}
- SDL_Rect src_rect_up = { 0, pos, video.width, video.height - pos };
- SDL_Rect dst_rect_up = { xoff, yoff, video.width, video.height - pos };
+ src_rect_up.y = pos;
+ src_rect_up.h = video.height - pos;
+ dst_rect_up.h = video.height - pos;
if (video.screen_rendering_mode == SPECIAL_RENDERING_TARGET ||
video.screen_rendering_mode == SPECIAL_RENDERING_DOUBLE)
// global synchronization point of the game to align video frame delay
if (with_frame_delay)
- WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value);
+ WaitUntilDelayReached(&video.frame_delay);
video.frame_counter++;
// (setting the window icon on Mac OS X would replace the high-quality
// dock icon with the currently smaller (and uglier) icon from file)
-#if !defined(PLATFORM_MACOSX)
+#if !defined(PLATFORM_MAC)
char *filename = getCustomImageFilename(basename);
SDL_Surface *surface;
draw_border_function();
UpdateScreen_WithFrameDelay(&dst_rect2);
+
+ if (PendingEscapeKeyEvent())
+ break;
}
}
}
// only update the region of the screen that is affected from fading
UpdateScreen_WithFrameDelay(&dst_rect2);
+
+ if (PendingEscapeKeyEvent())
+ break;
}
}
else // fading in, fading out or cross-fading
// only update the region of the screen that is affected from fading
UpdateScreen_WithFrameDelay(&dst_rect);
+
+ if (PendingEscapeKeyEvent())
+ break;
}
}