mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-28 12:30:46 +00:00
cleanup of the timer interface.
* rewrote all uses of timerSetCallback. Most were unnecessary or long obsolete, the sound updates need to run per frame, not per tic and the UI tickers need to be handled in the main loop anyway. * Use a more precise timer to animate the menu transition. * uncouple other menu animations from the game timer.
This commit is contained in:
parent
a55da24277
commit
435e13dfa4
17 changed files with 40 additions and 103 deletions
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@ -671,11 +671,6 @@ void ParseOptions(void)
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}
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void ClockStrobe()
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{
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//gGameClock++;
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}
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void ReadAllRFS();
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static const char* actions[] = {
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@ -752,7 +747,6 @@ void GameInterface::app_init()
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Printf("Loading control setup\n");
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ctrlInit();
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timerInit(120);
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timerSetCallback(ClockStrobe);
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Printf("Initializing network users\n");
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netInitialize(true);
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@ -16,6 +16,4 @@ uint64_t timerGetFreqU64(void);
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double timerGetHiTicks(void);
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uint32_t timerGetTicks(void);
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void (*timerSetCallback(void (*callback)(void)))(void);
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#endif // timer_h__
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@ -35,8 +35,6 @@ int timerInit(int const tickspersecond)
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return 0;
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}
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TArray<void(*)(void)> callbacks;
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void timerUpdateClock(void)
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{
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auto time = steady_clock::now();
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@ -51,21 +49,5 @@ void timerUpdateClock(void)
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totalclock += n;
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timerlastsample += n*nanoseconds(1000000000/timerticspersec);
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// This function can get called from deep within processing loops.
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// The callbacks in here may not be called recursively, though.
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static bool recursion;
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if (recursion) return;
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recursion = true;
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for (; n > 0; n--)
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{
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for (auto cb : callbacks) cb();
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}
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recursion = false;
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}
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void(*timerSetCallback(void(*callback)(void)))(void)
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{
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callbacks.Push(callback);
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return nullptr;
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}
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@ -638,8 +638,6 @@ void C_InitConsole (int width, int height, bool ingame)
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ConCols = ConWidth / cwidth;
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if (conbuffer == NULL) conbuffer = new FConsoleBuffer;
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timerSetCallback(C_Ticker);
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}
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//==========================================================================
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@ -1011,11 +1009,6 @@ void C_NewModeAdjust ()
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int consoletic = 0;
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void C_Ticker()
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{
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// The engine timer ticks at 120 fps which is 4x too fast for this.
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static int delay = 0;
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if (++delay < 4) return;
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delay = 0;
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static int lasttic = 0;
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consoletic++;
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@ -855,7 +855,6 @@ int RunGame()
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sfx_empty = fileSystem.FindFile("engine/dsempty.lmp"); // this must be done outside the sound code because it's initialized late.
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I_InitSound();
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Mus_InitMusic();
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timerSetCallback(Mus_UpdateMusic);
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S_ParseSndInfo();
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InitStatistics();
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LoadScripts();
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@ -884,6 +883,28 @@ int RunGame()
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//
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//---------------------------------------------------------------------------
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void TickSubsystems()
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{
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// run these on an independent timer until we got something working for the games.
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static const uint64_t tickInterval = 1'000'000'000 / 30;
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static uint64_t nexttick = 0;
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auto nowtick = I_nsTime();
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if (nexttick == 0) nexttick = nowtick;
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int cnt = 0;
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while (nexttick <= nowtick && cnt < 5)
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{
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nexttick += tickInterval;
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C_Ticker();
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M_Ticker();
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cnt++;
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}
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// If this took too long the engine was most likely suspended so recalibrate the timer.
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// Perfect precision is not needed here.
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if (cnt == 5) nexttick = nowtick + tickInterval;
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}
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void app_loop()
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{
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gamestate = GS_STARTUP;
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@ -892,6 +913,7 @@ void app_loop()
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{
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try
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{
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TickSubsystems();
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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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@ -910,6 +932,7 @@ void app_loop()
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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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Mus_UpdateMusic(); // must be at the end.
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}
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catch (CRecoverableError& err)
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{
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@ -317,20 +317,7 @@ bool FListMenuItem::Selectable()
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void FListMenuItem::DrawSelector(int xofs, int yofs, FGameTexture *tex)
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{
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if (!tex)
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{
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if ((DMenu::MenuTime%8) < 6)
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{
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DrawText(twod, ConFont, OptionSettings.mFontColorSelection,
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(mXpos + xofs - 160) * CleanXfac + screen->GetWidth() / 2,
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(mYpos + yofs - 100) * CleanYfac + screen->GetHeight() / 2,
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"\xd",
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DTA_CellX, 8 * CleanXfac,
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DTA_CellY, 8 * CleanYfac,
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TAG_DONE);
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}
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}
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else
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if (tex)
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{
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DrawTexture (twod, tex, mXpos + xofs, mYpos + yofs, DTA_Clean, true, TAG_DONE);
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}
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@ -84,7 +84,6 @@ CVAR(Int, m_show_backbutton, 0, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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TArray<MenuClassDescriptor*> menuClasses(TArray<MenuClassDescriptor*>::ENoInit(0));
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DMenu *CurrentMenu;
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int DMenu::MenuTime;
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bool DMenu::InMenu;
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FNewGameStartup NewGameStartupInfo;
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@ -112,7 +111,7 @@ bool MenuTransition::StartTransition(DMenu *from, DMenu *to, MenuTransitionType
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}
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else
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{
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start = (int32_t) totalclock;
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start = I_GetTimeNS() * (120. / 1'000'000'000.);
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length = 30;
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dir = animtype == MA_Advance? 1 : -1;
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previous = from;
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@ -123,10 +122,11 @@ bool MenuTransition::StartTransition(DMenu *from, DMenu *to, MenuTransitionType
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bool MenuTransition::Draw()
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{
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if (totalclock < start + length)
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double now = I_GetTimeNS() * (120. / 1'000'000'000);
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if (now < start + length)
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{
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double factor = 120 * xdim / ydim;
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double phase = ((int32_t) totalclock - start) / double(length) * M_PI + M_PI/2;
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double phase = (now - start) / double(length) * M_PI + M_PI/2;
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previous->origin.X = factor * dir * (sin(phase) - 1.);
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current->origin.X = factor * dir * (sin(phase) + 1.);
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@ -414,8 +414,6 @@ void M_ActivateMenu(DMenu *menu)
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transition.StartTransition(CurrentMenu, menu, MA_Advance);
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}
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CurrentMenu = menu;
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DMenu::MenuTime = -1;
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M_Ticker(); // This needs to be called once here to make sure that the menu actually has ticked before it gets drawn for the first time.
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}
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//=============================================================================
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@ -865,8 +863,6 @@ bool M_Responder(event_t* ev)
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void M_Ticker (void)
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{
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DMenu::MenuTime++;
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if (DMenu::MenuTime & 3) return;
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if (CurrentMenu != NULL && menuactive != MENU_Off)
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{
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if (transition.previous) transition.previous->Ticker();
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@ -1013,7 +1009,6 @@ void M_Init (void)
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RegisterLoadsaveMenus();
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RegisterOptionMenus();
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RegisterJoystickMenus();
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timerSetCallback(M_Ticker);
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M_ParseMenuDefs();
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UpdateJoystickMenu(nullptr);
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}
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@ -48,7 +48,7 @@ struct MenuTransition
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DMenu* previous;
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DMenu* current;
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int32_t start;
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double start;
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int32_t length;
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int32_t dir;
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@ -319,7 +319,6 @@ public:
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BACKBUTTON_TIME = 4*MENU_TICRATE
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};
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static int MenuTime;
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static bool InMenu;
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DMenu *mParentMenu;
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@ -42,6 +42,7 @@
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#include "statistics.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "i_time.h"
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#include "engineerrors.h"
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extern FSaveGameNode *quickSaveSlot;
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@ -232,7 +233,8 @@ void DMessageBoxMenu::Drawer()
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if (messageSelection >= 0)
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{
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if (((DMenu::MenuTime >> 2) % 8) < 6)
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auto time = I_msTime() / 30;
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if (((time >> 2) % 8) < 6)
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{
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DrawText(twod, SmallFont, OptionSettings.mFontColorSelection,
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(150 - 160) * CleanXfac + screen->GetWidth() / 2,
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@ -46,6 +46,7 @@
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#include "v_draw.h"
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#include "v_2ddrawer.h"
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#include "v_video.h"
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#include "i_time.h"
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//=============================================================================
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//
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@ -428,7 +429,8 @@ void DOptionMenu::Drawer ()
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int cur_indent = mDesc->mItems[i]->Draw(mDesc, y, indent, isSelected);
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if (cur_indent >= 0 && isSelected && mDesc->mItems[i]->Selectable())
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{
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if ((((DMenu::MenuTime>>2)%8) < 6) || CurrentMenu != this)
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auto time = I_msTime() / 30;
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if ((((time>>2)%8) < 6) || CurrentMenu != this)
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{
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DrawOptionText(cur_indent + 3 * CleanXfac_1, y, OptionSettings.mFontColorSelection, "◄");
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//M_DrawConText(OptionSettings.mFontColorSelection, cur_indent + 3 * CleanXfac_1, y+fontheight-9*CleanYfac_1, "\xd");
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@ -129,7 +129,6 @@ short nLocalSpr;
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int nNetPlayerCount = 0;
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short nClockVal;
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short fps;
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short nRedTicks;
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short bInMove;
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short nAlarmTicks;
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//UnInitFX();
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}
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void timerhandler()
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{
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UpdateSounds();
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scan_char++;
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if (scan_char == kTimerTicks)
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{
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scan_char = 0;
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lastfps = fps;
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fps = 0;
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}
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if (!bInMove) {
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C_RunDelayedCommands();
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}
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}
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void HandleAsync()
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{
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handleevents();
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htimer = 1;
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timerInit(kTimerTicks);
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timerSetCallback(timerhandler);
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}
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static const char* actions[] =
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@ -210,7 +210,6 @@ extern short nClockVal;
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extern short bSlipMode;
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extern int bVanilla;
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extern short fps;
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extern short bInMove;
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#define POWERSLAVE (g_gameType & GAMEFLAG_POWERSLAVE)
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@ -258,7 +258,6 @@ void GameLoop()
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GameTicker();
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PlayerInterruptKeys();
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CheckKeys2();
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fps++;
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}
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@ -190,7 +190,6 @@ void InitLevel(int level)
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InitPlayerKeys(i);
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}
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fps = 0;
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lastfps = 0;
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InitStatus();
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ResetView();
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@ -246,6 +246,8 @@ void DrawView(double smoothRatio, bool sceneonly)
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fix16_t nAngle;
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fix16_t pan;
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UpdateSounds();
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zbob = Sin(2 * bobangle) >> 3;
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int nPlayerSprite = PlayerList[nLocalPlayer].nSprite;
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@ -275,25 +275,6 @@ static void SetupGameButtons()
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//
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//---------------------------------------------------------------------------
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static void ticker(void)
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{
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S_Update();
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// we need CONTROL_GetInput in order to pick up joystick button presses
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if (gamestate != GS_LEVEL || (paused && !System_WantGuiCapture()))
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{
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ControlInfo noshareinfo;
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CONTROL_GetInput(&noshareinfo);
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C_RunDelayedCommands();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void loaddefs()
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{
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const char* defsfile = G_DefFile();
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S_InitSound();
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timerInit(TICRATE);
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timerSetCallback(ticker);
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loadcons();
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fi.initactorflags();
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@ -372,6 +372,7 @@ bool GameTicker()
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drawtime.Reset();
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drawtime.Clock();
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S_Update();
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displayrooms(screenpeek, smoothRatio);
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displayrest(smoothRatio);
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drawtime.Unclock();
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