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()master
parent
92981b2fee
commit
1c21e391ed
57
src/game.cpp
57
src/game.cpp
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@ -1212,6 +1212,7 @@ struct GameRunData {
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bool ldown_for_dig;
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bool left_punch;
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bool update_wielded_item_trigger;
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bool reset_jump_timer;
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float nodig_delay_timer;
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float dig_time;
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float dig_time_complete;
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@ -1332,6 +1333,7 @@ protected:
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void processKeyboardInput(VolatileRunFlags *flags,
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float *statustext_time,
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float *jump_timer,
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bool *reset_jump_timer,
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u32 *profiler_current_page,
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u32 profiler_max_page);
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void processItemSelection(u16 *new_playeritem);
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@ -1568,9 +1570,7 @@ void Game::run()
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flags.show_chat = true;
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flags.show_hud = true;
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/* FIXME: This should be updated every iteration, or not stored locally
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now that key settings can be changed in-game */
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flags.show_debug = g_settings->getBool("show_debug");
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flags.invert_mouse = g_settings->getBool("invert_mouse");
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/* Clear the profiler */
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@ -1585,6 +1585,8 @@ void Game::run()
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&runData.fog_range,
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client));
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std::vector<aabb3f> highlight_boxes;
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while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
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/* Must be called immediately after a device->run() call because it
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@ -1602,8 +1604,6 @@ void Game::run()
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processQueues();
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std::vector<aabb3f> highlight_boxes;
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infotext = L"";
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hud->resizeHotbar();
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addProfilerGraphs(stats, draw_times, dtime);
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@ -2307,6 +2307,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
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flags,
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&interact_args->statustext_time,
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&interact_args->jump_timer,
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&interact_args->reset_jump_timer,
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&interact_args->profiler_current_page,
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interact_args->profiler_max_page);
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@ -2317,6 +2318,7 @@ void Game::processUserInput(VolatileRunFlags *flags,
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void Game::processKeyboardInput(VolatileRunFlags *flags,
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float *statustext_time,
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float *jump_timer,
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bool *reset_jump_timer,
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u32 *profiler_current_page,
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u32 profiler_max_page)
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{
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@ -2339,6 +2341,7 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
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toggleFreeMove(statustext_time);
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} else if (input->wasKeyDown(getKeySetting("keymap_jump"))) {
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toggleFreeMoveAlt(statustext_time, jump_timer);
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*reset_jump_timer = true;
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} else if (input->wasKeyDown(getKeySetting("keymap_fastmove"))) {
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toggleFast(statustext_time);
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} else if (input->wasKeyDown(getKeySetting("keymap_noclip"))) {
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@ -2390,6 +2393,11 @@ void Game::processKeyboardInput(VolatileRunFlags *flags,
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<< std::endl;
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debug_stacks_print();
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}
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if (!input->isKeyDown(getKeySetting("keymap_jump")) && *reset_jump_timer) {
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*reset_jump_timer = false;
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*jump_timer = 0.0;
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}
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}
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@ -2485,10 +2493,8 @@ void Game::toggleFreeMove(float *statustext_time)
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void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
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{
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if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f) {
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if (g_settings->getBool("doubletap_jump") && *jump_timer < 0.2f)
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toggleFreeMove(statustext_time);
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*jump_timer = 0;
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}
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}
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@ -3759,6 +3765,7 @@ void Game::updateGui(float *statustext_time, const RunStats& stats,
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drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
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u16 fps = 1.0 / stats.dtime_jitter.avg;
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//s32 fps = driver->getFPS();
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std::ostringstream os(std::ios_base::binary);
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os << std::fixed
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@ -3871,18 +3878,16 @@ inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
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****************************************************************************/
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/* On some computers framerate doesn't seem to be automatically limited
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*
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* *Must* be called after device->run() so that device->getTimer()->getTime();
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* is correct
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*/
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inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
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{
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// not using getRealTime is necessary for wine
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device->getTimer()->tick(); // Maker sure device time is up-to-date
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u32 time = device->getTimer()->getTime();
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u32 last_time = fps_timings->last_time;
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if (time > last_time) // Make sure time hasn't overflowed
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if (time > last_time) // Make sure time hasn't overflowed
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fps_timings->busy_time = time - last_time;
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else
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fps_timings->busy_time = 0;
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@ -3894,37 +3899,25 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
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if (fps_timings->busy_time < frametime_min) {
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fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
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device->sleep(fps_timings->sleep_time);
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time += fps_timings->sleep_time;
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} else {
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fps_timings->sleep_time = 0;
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}
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if (time > last_time) // Checking for overflow
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*dtime = (time - last_time) / 1000.0;
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else
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*dtime = 0.03; // Choose 30fps as fallback in overflow case
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fps_timings->last_time = time;
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#if 0
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/* This is the old method for calculating new_time and dtime, and seems
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* like overkill considering timings are messed up by expected variation
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* in execution speed in other places anyway. (This has nothing to do with
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* WINE... the new method above calculates dtime based on sleep_time)
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/* Get the new value of the device timer. Note that device->sleep() may
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* not sleep for the entire requested time as sleep may be interrupted and
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* therefore it is arguably more accurate to get the new time from the
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* device rather than calculating it by adding sleep_time to time.
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*/
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// Necessary for device->getTimer()->getTime()
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device->run();
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device->getTimer()->tick(); // Update device timer
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time = device->getTimer()->getTime();
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if (time > last_time) // Make sure last_time hasn't overflowed
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if (time > last_time) // Make sure last_time hasn't overflowed
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*dtime = (time - last_time) / 1000.0;
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else
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*dtime = 0.033;
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*dtime = 0;
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params->last_time = time;
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#endif
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fps_timings->last_time = time;
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}
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