From: Holger Schemel Date: Fri, 15 Dec 2017 07:29:27 +0000 (+0100) Subject: improved smoothness of moving tile selection cursor X-Git-Tag: 4.1.0.0~30 X-Git-Url: https://git.artsoft.org/?a=commitdiff_plain;h=9c4b703ca8d2d27df28d74f40e5f2c7515b1ca51;p=rocksndiamonds.git improved smoothness of moving tile selection cursor --- diff --git a/src/events.c b/src/events.c index 5dabff98..4755d51f 100644 --- a/src/events.c +++ b/src/events.c @@ -2242,6 +2242,8 @@ void HandleJoystick() static unsigned int joytest_delay = 0; static unsigned int joytest_delay_value = GADGET_FRAME_DELAY; static int joytest_last = 0; + int delay_value_first = GADGET_FRAME_DELAY_FIRST; + int delay_value = GADGET_FRAME_DELAY; int joystick = HandleJoystickForAllPlayers(); int keyboard = key_joystick_mapping; int joy = (joystick | keyboard); @@ -2254,6 +2256,7 @@ void HandleJoystick() int newbutton = (AnyJoystickButton() == JOY_BUTTON_NEW_PRESSED); int dx = (left ? -1 : right ? 1 : 0); int dy = (up ? -1 : down ? 1 : 0); + boolean use_delay_value_first = (joytest != joytest_last); if (HandleGlobalAnimClicks(-1, -1, newbutton)) { @@ -2263,10 +2266,18 @@ void HandleJoystick() if (level.game_engine_type == GAME_ENGINE_TYPE_MM) { - // when playing MM style levels, also use delay for keyboard events if (game_status == GAME_MODE_PLAYING) + { + // when playing MM style levels, also use delay for keyboard events joytest |= keyboard; + // only use first delay value for new events, but not for changed events + use_delay_value_first = (!joytest != !joytest_last); + + // only use delay after the initial keyboard event + delay_value = 0; + } + // for any joystick or keyboard event, enable playfield tile cursor if (dx || dy || button) SetTileCursorEnabled(TRUE); @@ -2281,7 +2292,7 @@ void HandleJoystick() { /* first start with longer delay, then continue with shorter delay */ joytest_delay_value = - (joytest != joytest_last ? GADGET_FRAME_DELAY_FIRST : GADGET_FRAME_DELAY); + (use_delay_value_first ? delay_value_first : delay_value); } joytest_last = joytest;