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- moved parts of videoNextPage to app_loop.
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commit
8b8f048393
6 changed files with 20 additions and 35 deletions
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@ -369,7 +369,7 @@ EXTERN int32_t display_mirror;
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EXTERN ClockTicks totalclock, totalclocklock;
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static inline int32_t BGetTime(void) { return (int32_t) totalclock; }
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EXTERN int32_t numframes, randomseed;
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EXTERN int32_t randomseed;
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EXTERN int16_t sintable[2048];
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EXTERN int16_t numshades;
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@ -1275,8 +1275,6 @@ int32_t renderDrawRoomsQ16(int32_t daposx, int32_t daposy, int32_t daposz,
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{
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int32_t i;
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beforedrawrooms = 0;
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set_globalpos(daposx, daposy, daposz);
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set_globalang(daang);
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@ -1922,8 +1920,6 @@ void renderDrawMapView(int32_t dax, int32_t day, int32_t zoome, int16_t ang)
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renderSetAspect(65536, divscale16((320*5)/8, 200));
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beforedrawrooms = 0;
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Bmemset(gotsector, 0, sizeof(gotsector));
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vec2_t const c1 = { (windowxy1.x<<12), (windowxy1.y<<12) };
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@ -2723,28 +2719,13 @@ int32_t videoSetGameMode(char davidoption, int32_t daupscaledxdim, int32_t daups
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return 0;
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}
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void DrawFullscreenBlends();
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//
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// nextpage
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//
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void videoNextPage(void)
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{
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// Draw overlay elements to the 2D drawer
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FStat::PrintStat(twod);
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C_DrawConsole();
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M_Drawer();
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// Handle the final 2D overlays.
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if (gamestate == GS_LEVEL) DrawFullscreenBlends();
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DrawRateStuff();
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if (in3dmode())
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{
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g_beforeSwapTime = timerGetHiTicks();
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videoShowFrame(0);
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}
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g_beforeSwapTime = timerGetHiTicks();
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videoShowFrame(0);
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omdtims = mdtims;
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mdtims = timerGetTicks();
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@ -2752,13 +2733,6 @@ void videoNextPage(void)
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for (native_t i = 0; i < MAXSPRITES + MAXUNIQHUDID; ++i)
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if ((mdpause && spriteext[i].mdanimtims) || (spriteext[i].flags & SPREXT_NOMDANIM))
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spriteext[i].mdanimtims += mdtims - omdtims;
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beforedrawrooms = 1;
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numframes++;
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// This should be in the main loop but with some of the games still having multiple render loops it cannot be moved out of here
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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I_SetFrameTime();
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}
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//
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@ -118,6 +118,7 @@ void S_ParseSndInfo();
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void I_DetectOS(void);
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void LoadScripts();
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void app_loop();
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void DrawFullscreenBlends();
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bool AppActive;
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@ -847,6 +848,7 @@ int RunGame()
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gamestate = GS_LEVEL;
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gi->app_init();
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app_loop();
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return 0; // this is never reached. app_loop only exits via exception.
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}
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//---------------------------------------------------------------------------
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@ -863,7 +865,21 @@ void app_loop()
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{
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try
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{
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twod->SetSize(screen->GetWidth(), screen->GetHeight());
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twodpsp.SetSize(screen->GetWidth(), screen->GetHeight());
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I_SetFrameTime();
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gi->RunGameFrame();
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// Draw overlay elements to the 2D drawer
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FStat::PrintStat(twod);
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C_DrawConsole();
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M_Drawer();
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// Handle the final 2D overlays.
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if (gamestate == GS_LEVEL) DrawFullscreenBlends();
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DrawRateStuff();
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videoNextPage();
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videoSetBrightness(0); // immediately reset this so that the value doesn't stick around in the backend.
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}
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@ -472,7 +472,6 @@ void SaveEngineState()
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fw->Write(&myconnectindex, sizeof(myconnectindex));
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fw->Write(&connecthead, sizeof(connecthead));
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fw->Write(connectpoint2, sizeof(connectpoint2));
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fw->Write(&numframes, sizeof(numframes));
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fw->Write(&randomseed, sizeof(randomseed));
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fw->Write(&numshades, sizeof(numshades));
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fw->Write(&automapping, sizeof(automapping));
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@ -536,7 +535,6 @@ void LoadEngineState()
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fr.Read(&myconnectindex, sizeof(myconnectindex));
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fr.Read(&connecthead, sizeof(connecthead));
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fr.Read(connectpoint2, sizeof(connectpoint2));
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fr.Read(&numframes, sizeof(numframes));
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fr.Read(&randomseed, sizeof(randomseed));
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fr.Read(&numshades, sizeof(numshades));
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fr.Read(&automapping, sizeof(automapping));
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@ -29,8 +29,7 @@ BEGIN_PS_NS
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void resettiming()
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{
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numframes = 0L;
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totalclock = 0L;
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totalclock = 0;
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// TODO totalclocklock = 0L;
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}
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@ -77,8 +77,6 @@ void ResetEngine()
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totalclock = 0;
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ototalclock = totalclock;
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localclock = (int)totalclock;
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numframes = 0;
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}
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void InstallEngine()
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