Fix regressions and minor improvements in refactor_the_game

a) Fix double tap for jump and show_debug
b) Revert changes to limitFps()... there is no verification that the new method was an issue, but going back to old method just in case
b.2) limitFps() no longer calls device->run() and also no longer has to be called immediately after a call to device->run()
This commit is contained in:
Craig Robbins 2014-11-06 18:44:06 +10:00 committed by RealBadAngel
parent 92981b2fee
commit 1c21e391ed
1 changed files with 25 additions and 32 deletions

View File

@ -1212,6 +1212,7 @@ struct GameRunData {
bool ldown_for_dig;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
@ -1332,6 +1333,7 @@ protected:
void processKeyboardInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page);
void processItemSelection(u16 *new_playeritem);
@ -1568,9 +1570,7 @@ void Game::run()
flags.show_chat = true;
flags.show_hud = true;
/* FIXME: This should be updated every iteration, or not stored locally
now that key settings can be changed in-game */
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");
/* Clear the profiler */
@ -1585,6 +1585,8 @@ void Game::run()
&runData.fog_range,
client));
std::vector<aabb3f> highlight_boxes;
while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
/* Must be called immediately after a device->run() call because it
@ -1602,8 +1604,6 @@ void Game::run()
processQueues();
std::vector<aabb3f> highlight_boxes;
infotext = L"";
hud->resizeHotbar();
addProfilerGraphs(stats, draw_times, dtime);
@ -2307,6 +2307,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
flags,
&interact_args->statustext_time,
&interact_args->jump_timer,
&interact_args->reset_jump_timer,
&interact_args->profiler_current_page,
interact_args->profiler_max_page);
@ -2317,6 +2318,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
void Game::processKeyboardInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page)
{
@ -2339,6 +2341,7 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
toggleFreeMove(statustext_time);
} else if (input->wasKeyDown(getKeySetting("keymap_jump"))) {
toggleFreeMoveAlt(statustext_time, jump_timer);
*reset_jump_timer = true;
} else if (input->wasKeyDown(getKeySetting("keymap_fastmove"))) {
toggleFast(statustext_time);
} else if (input->wasKeyDown(getKeySetting("keymap_noclip"))) {
@ -2390,6 +2393,11 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
<< std::endl;
debug_stacks_print();
}
if (!input->isKeyDown(getKeySetting("keymap_jump")) && *reset_jump_timer) {
*reset_jump_timer = false;
*jump_timer = 0.0;
}
}
@ -2485,10 +2493,8 @@ void Game::toggleFreeMove(float *statustext_time)
void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
{
if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f) {
if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f)
toggleFreeMove(statustext_time);
*jump_timer = 0;
}
}
@ -3759,6 +3765,7 @@ void Game::updateGui(float *statustext_time, const RunStats& stats,
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
u16 fps = 1.0 / stats.dtime_jitter.avg;
//s32 fps = driver->getFPS();
std::ostringstream os(std::ios_base::binary);
os << std::fixed
@ -3871,18 +3878,16 @@ inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
****************************************************************************/
/* On some computers framerate doesn't seem to be automatically limited
*
* *Must* be called after device->run() so that device->getTimer()->getTime();
* is correct
*/
inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
{
// not using getRealTime is necessary for wine
device->getTimer()->tick(); // Maker sure device time is up-to-date
u32 time = device->getTimer()->getTime();
u32 last_time = fps_timings->last_time;
if (time > last_time) // Make sure time hasn't overflowed
if (time > last_time) // Make sure time hasn't overflowed
fps_timings->busy_time = time - last_time;
else
fps_timings->busy_time = 0;
@ -3894,37 +3899,25 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
if (fps_timings->busy_time < frametime_min) {
fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
device->sleep(fps_timings->sleep_time);
time += fps_timings->sleep_time;
} else {
fps_timings->sleep_time = 0;
}
if (time > last_time) // Checking for overflow
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0.03; // Choose 30fps as fallback in overflow case
fps_timings->last_time = time;
#if 0
/* This is the old method for calculating new_time and dtime, and seems
* like overkill considering timings are messed up by expected variation
* in execution speed in other places anyway. (This has nothing to do with
* WINE... the new method above calculates dtime based on sleep_time)
/* Get the new value of the device timer. Note that device->sleep() may
* not sleep for the entire requested time as sleep may be interrupted and
* therefore it is arguably more accurate to get the new time from the
* device rather than calculating it by adding sleep_time to time.
*/
// Necessary for device->getTimer()->getTime()
device->run();
device->getTimer()->tick(); // Update device timer
time = device->getTimer()->getTime();
if (time > last_time) // Make sure last_time hasn't overflowed
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0.033;
*dtime = 0;
params->last_time = time;
#endif
fps_timings->last_time = time;
}