mirror of https://github.com/OpenTTD/OpenTTD
(svn r10276) -Codechange: made a counter based on milliseconds and independent of the game-state to base double-click and TGP Generation Process on
-Codechange: renamed _timer_counter to _palette_animation_counter, as that is what it isrelease/0.6
parent
e90b072c11
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2e19d3cf78
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@ -875,14 +875,12 @@ static void _SetGeneratingWorldProgress(gwp_class cls, uint progress, uint total
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_tp.percent = percent_table[cls];
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}
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/* Don't update the screen too often. So update it once in every 200ms.
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* However, the _tick_counter increases by 8 every 30ms, so compensate
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* for that. */
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if (!_network_dedicated && _tp.timer != 0 && _timer_counter - _tp.timer < (200 * 8 / 30)) return;
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/* Don't update the screen too often. So update it once in every 200ms */
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if (!_network_dedicated && _tp.timer != 0 && _realtime_tick - _tp.timer < 200) return;
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/* Percentage is about the number of completed tasks, so 'current - 1' */
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_tp.percent = percent_table[cls] + (percent_table[cls + 1] - percent_table[cls]) * (_tp.current == 0 ? 0 : _tp.current - 1) / _tp.total;
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_tp.timer = _timer_counter;
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_tp.timer = _realtime_tick;
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if (_network_dedicated) {
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static uint last_percent = 0;
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12
src/gfx.cpp
12
src/gfx.cpp
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@ -665,8 +665,8 @@ void GfxInitPalettes()
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_pal_count_dirty = 255;
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}
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#define EXTR(p, q) (((uint16)(_timer_counter * (p)) * (q)) >> 16)
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#define EXTR2(p, q) (((uint16)(~_timer_counter * (p)) * (q)) >> 16)
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#define EXTR(p, q) (((uint16)(_palette_animation_counter * (p)) * (q)) >> 16)
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#define EXTR2(p, q) (((uint16)(~_palette_animation_counter * (p)) * (q)) >> 16)
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void DoPaletteAnimations()
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{
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@ -681,10 +681,10 @@ void DoPaletteAnimations()
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Colour old_val[38];
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uint i;
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uint j;
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uint old_tc = _timer_counter;
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uint old_tc = _palette_animation_counter;
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if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
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_timer_counter = 0;
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_palette_animation_counter = 0;
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}
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d = &_cur_palette[217];
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@ -727,7 +727,7 @@ void DoPaletteAnimations()
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/* Radio tower blinking */
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{
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byte i = (_timer_counter >> 1) & 0x7F;
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byte i = (_palette_animation_counter >> 1) & 0x7F;
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byte v;
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(v = 255, i < 0x3f) ||
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@ -779,7 +779,7 @@ void DoPaletteAnimations()
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}
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if (blitter != NULL && blitter->UsePaletteAnimation() == Blitter::PALETTE_ANIMATION_NONE) {
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_timer_counter = old_tc;
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_palette_animation_counter = old_tc;
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} else {
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if (memcmp(old_val, &_cur_palette[217], c * sizeof(*old_val)) != 0) {
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_pal_first_dirty = 217;
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@ -110,6 +110,7 @@ void InitializeGame(int mode, uint size_x, uint size_y)
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_pause_game = 0;
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_fast_forward = 0;
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_tick_counter = 0;
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_realtime_tick = 0;
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_date_fract = 0;
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_cur_tileloop_tile = 0;
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@ -1099,7 +1099,7 @@ void GameLoop()
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}
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_caret_timer += 3;
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_timer_counter += 8;
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_palette_animation_counter += 8;
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CursorTick();
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#ifdef ENABLE_NETWORK
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@ -270,10 +270,11 @@ struct Cheats {
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VARDEF Cheats _cheats;
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/* NOSAVE: Used in palette animations only, not really important. */
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VARDEF int _timer_counter;
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VARDEF int _palette_animation_counter;
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VARDEF uint32 _frame_counter;
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VARDEF uint32 _realtime_tick;
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VARDEF bool _is_old_ai_player; // current player is an oldAI player? (enables a lot of cheats..)
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@ -685,6 +685,7 @@ static bool QZ_PollEvent()
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static void QZ_GameLoop()
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{
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uint32 cur_ticks = GetTick();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + 30;
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uint32 pal_tick = 0;
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#ifdef _DEBUG
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@ -731,6 +732,8 @@ static void QZ_GameLoop()
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}
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cur_ticks = GetTick();
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
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next_tick = cur_ticks + 30;
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@ -442,6 +442,7 @@ static void SdlVideoStop()
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static void SdlVideoMainLoop()
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{
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uint32 cur_ticks = SDL_CALL SDL_GetTicks();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + 30;
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uint32 pal_tick = 0;
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uint32 mod;
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@ -471,6 +472,8 @@ static void SdlVideoMainLoop()
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}
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cur_ticks = SDL_CALL SDL_GetTicks();
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
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next_tick = cur_ticks + 30;
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@ -795,6 +795,7 @@ static void Win32GdiMainLoop()
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{
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MSG mesg;
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uint32 cur_ticks = GetTickCount();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + 30;
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_wnd.running = true;
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@ -822,6 +823,8 @@ static void Win32GdiMainLoop()
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}
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cur_ticks = GetTickCount();
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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if (cur_ticks >= next_tick || (_fast_forward && !_pause_game) || cur_ticks < prev_cur_ticks) {
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next_tick = cur_ticks + 30;
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_ctrl_pressed = _wnd.has_focus && GetAsyncKeyState(VK_CONTROL)<0;
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@ -1639,8 +1639,8 @@ enum MouseClick {
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MC_RIGHT,
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MC_DOUBLE_LEFT,
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MAX_OFFSET_DOUBLE_CLICK = 5,
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TIME_BETWEEN_DOUBLE_CLICK = 50,
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MAX_OFFSET_DOUBLE_CLICK = 5, ///< How much the mouse is allowed to move to call it a double click
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TIME_BETWEEN_DOUBLE_CLICK = 500, ///< Time between 2 left clicks before it becoming a double click, in ms
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};
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void MouseLoop(MouseClick click, int mousewheel)
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@ -1759,12 +1759,12 @@ void HandleMouseEvents()
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click = MC_NONE;
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if (_left_button_down && !_left_button_clicked) {
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click = MC_LEFT;
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if (double_click_time != 0 && _tick_counter - double_click_time < TIME_BETWEEN_DOUBLE_CLICK &&
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if (double_click_time != 0 && _realtime_tick - double_click_time < TIME_BETWEEN_DOUBLE_CLICK &&
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double_click_x != 0 && abs(_cursor.pos.x - double_click_x) < MAX_OFFSET_DOUBLE_CLICK &&
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double_click_y != 0 && abs(_cursor.pos.y - double_click_y) < MAX_OFFSET_DOUBLE_CLICK) {
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click = MC_DOUBLE_LEFT;
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}
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double_click_time = _tick_counter;
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double_click_time = _realtime_tick;
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double_click_x = _cursor.pos.x;
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double_click_y = _cursor.pos.y;
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_left_button_clicked = true;
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