Exemplo n.º 1
0
static void DisplayLoop()
{
	
#if defined(USE_OPENGL) || defined(USE_GLES)
	if (UseOpenGL) {
		/* update only if screen changed */
		ValidateOpenGLScreen();
	}
#endif

	/* update only if viewmode changed */
	CheckViewportMode();

	/*
	 *	update only if Update flag is set
	 *	FIXME: still not secure
	 */
	if (UI.Minimap.UpdateCache) {
		UI.Minimap.Update();
		UI.Minimap.UpdateCache = false;
	}

	//
	// Map scrolling
	//
	DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0, MouseScrollState == 0 && KeyScrollState > 0);

	ColorCycle();

#ifdef REALVIDEO
	if (FastForwardCycle > GameCycle && RealVideoSyncSpeed != VideoSyncSpeed) {
		RealVideoSyncSpeed = VideoSyncSpeed;
		VideoSyncSpeed = 3000;
	}
#endif
	if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) {
		//FIXME: this might be better placed somewhere at front of the
		// program, as we now still have a game on the background and
		// need to go through the game-menu or supply a map file
		UpdateDisplay();

		//
		// If double-buffered mode, we will display the contains of
		// VideoMemory. If direct mode this does nothing. In X11 it does
		// XFlush
		//
		RealizeVideoMemory();
	}
#ifdef REALVIDEO
	if (FastForwardCycle == GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
#endif
}
Exemplo n.º 2
0
static void DisplayLoop()
{
#if defined(USE_OPENGL) || defined(USE_GLES)
	if (UseOpenGL) {
		/* update only if screen changed */
		ValidateOpenGLScreen();
	}
#endif

	/* update only if viewmode changed */
	CheckViewportMode();

	/*
	 *	update only if Update flag is set
	 *	FIXME: still not secure
	 */
	if (UI.Minimap.UpdateCache) {
		UI.Minimap.Update();
		UI.Minimap.UpdateCache = false;
	}

	//
	// Map scrolling
	//
	DoScrollArea(MouseScrollState | KeyScrollState, (KeyModifiers & ModifierControl) != 0, MouseScrollState == 0 && KeyScrollState > 0);

	ColorCycle();

	//Wyrmgus start
	//do tile animation
	if (!GamePaused && GameCycle != 0 && GameCycle && GameCycle % (CYCLES_PER_SECOND / 4) == 0) { // same speed as color-cycling
		for (size_t z = 0; z < Map.Fields.size(); ++z) {
			for (int i = 0; i < Map.Info.MapWidths[z] * Map.Info.MapHeights[z]; ++i) {
				CMapField &mf = Map.Fields[z][i];
				if (mf.Terrain && mf.Terrain->SolidAnimationFrames > 0) {
					mf.AnimationFrame += 1;
					if (mf.AnimationFrame >= mf.Terrain->SolidAnimationFrames) {
						mf.AnimationFrame = 0;
					}
				}
				if (mf.OverlayTerrain && mf.Terrain->SolidAnimationFrames > 0) {
					mf.OverlayAnimationFrame += 1;
					if (mf.OverlayAnimationFrame >= mf.Terrain->SolidAnimationFrames) {
						mf.OverlayAnimationFrame = 0;
					}
				}
			}
		}
	}
	//Wyrmgus end
		
#ifdef REALVIDEO
	if (FastForwardCycle > GameCycle && RealVideoSyncSpeed != VideoSyncSpeed) {
		RealVideoSyncSpeed = VideoSyncSpeed;
		VideoSyncSpeed = 3000;
	}
#endif
	if (FastForwardCycle <= GameCycle || GameCycle <= 10 || !(GameCycle & 0x3f)) {
		//FIXME: this might be better placed somewhere at front of the
		// program, as we now still have a game on the background and
		// need to go through the game-menu or supply a map file
		UpdateDisplay();

		//
		// If double-buffered mode, we will display the contains of
		// VideoMemory. If direct mode this does nothing. In X11 it does
		// XFlush
		//
		RealizeVideoMemory();
	}
#ifdef REALVIDEO
	if (FastForwardCycle == GameCycle) {
		VideoSyncSpeed = RealVideoSyncSpeed;
	}
#endif
}