Change: Animate text effects by real time instead of game ticks.

This commit is contained in:
Peter Nelson
2018-05-11 17:52:06 +01:00
committed by PeterN
parent ead9c9eab5
commit 59fe4f28c8
4 changed files with 12 additions and 6 deletions

View File

@@ -16,6 +16,7 @@
#include "core/smallvec_type.hpp"
#include "viewport_func.h"
#include "settings_type.h"
#include "window_func.h"
#include "safeguards.h"
@@ -82,20 +83,25 @@ void RemoveTextEffect(TextEffectID te_id)
_text_effects[te_id].Reset();
}
void MoveAllTextEffects()
void MoveAllTextEffects(uint delta_ms)
{
static uint texteffecttimer = 0;
uint count = CountIntervalElapsed(texteffecttimer, delta_ms, MILLISECONDS_PER_TICK);
if (count == 0) return;
const TextEffect *end = _text_effects.End();
for (TextEffect *te = _text_effects.Begin(); te != end; te++) {
if (te->string_id == INVALID_STRING_ID) continue;
if (te->mode != TE_RISING) continue;
if (te->duration-- == 0) {
if (te->duration < count) {
te->Reset();
continue;
}
te->MarkDirty(ZOOM_LVL_OUT_8X);
te->top -= ZOOM_LVL_BASE;
te->duration -= count;
te->top -= count * ZOOM_LVL_BASE;
te->MarkDirty(ZOOM_LVL_OUT_8X);
}
}