some optimizations
This commit is contained in:
parent
4c143f4a33
commit
1c5b906b5b
1
TODO
1
TODO
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@ -48,6 +48,7 @@ clean sprites cache periodically
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handle corrupt errors in dat/spr
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throw exceptions when fail to read a file
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fix C++ exceptions messages inside onExtendedOpcode
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rework outfit masks drawing
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* framework
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rework Settings/g_configs
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@ -167,7 +167,6 @@ void Application::run()
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if(!m_initialized)
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return;
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//ticks_t lastPollTicks = g_clock.updateTicks();
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m_stopping = false;
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m_running = true;
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@ -176,10 +175,10 @@ void Application::run()
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g_lua.callGlobalField("g_app", "onRun");
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while(!m_stopping) {
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// only update the current time once per frame to gain performance
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g_clock.updateTicks();
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// first clock update
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g_clock.update();
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while(!m_stopping) {
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// poll all events before rendering
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poll();
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@ -215,20 +214,16 @@ void Application::run()
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m_foreground->copyFromScreen(viewportRect);
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}
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//glClearColor(0,0,0,0);
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//glClear(GL_COLOR_BUFFER_BIT);
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// draw background (animated stuff)
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m_backgroundFrameCounter.processNextFrame();
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g_ui.render(false);
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// transform projection matrix to render upside down
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Matrix3 projectionMatrix = g_painter->getProjectionMatrix();
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projectionMatrix(2,2) *= -1.0f;
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projectionMatrix(3,2) *= -1.0f;
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// draw the foreground (steady stuff)
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g_painter->saveAndResetState();
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g_painter->setProjectionMatrix(projectionMatrix);
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g_painter->setColor(Color::white);
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g_painter->drawTexturedRect(viewportRect, m_foreground, viewportRect);
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g_painter->restoreSavedState();
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g_graphics.endRender();
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@ -236,6 +231,9 @@ void Application::run()
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g_window.swapBuffers();
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}
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// only update the current time once per frame to gain performance
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g_clock.update();
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m_backgroundFrameCounter.update();
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m_foregroundFrameCounter.update();
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@ -246,7 +244,8 @@ void Application::run()
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} else {
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// sleeps until next poll to avoid massive cpu usage
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g_clock.sleep(POLL_CYCLE_DELAY+1);
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stdext::millisleep(POLL_CYCLE_DELAY+1);
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g_clock.update();
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}
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}
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@ -288,6 +287,7 @@ void Application::resize(const Size& size)
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m_onInputEvent = false;
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m_foreground = TexturePtr(new Texture(size.width(), size.height()));
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m_foreground->setUpsideDown(true);
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m_mustRepaint = true;
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}
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@ -21,6 +21,7 @@
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*/
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#include "adaptativeframecounter.h"
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#include "clock.h"
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AdaptativeFrameCounter::AdaptativeFrameCounter()
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{
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@ -35,8 +36,8 @@ AdaptativeFrameCounter::AdaptativeFrameCounter()
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m_maxFps = 0;
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m_sleepMicros = 0;
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m_mediumFrameDelay = 0;
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m_lastFpsUpdate = stdext::micros();
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m_lastPartialFpsUpdate = stdext::micros();
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m_lastFpsUpdate = g_clock.micros();
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m_lastPartialFpsUpdate = g_clock.micros();
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}
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bool AdaptativeFrameCounter::shouldProcessNextFrame()
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@ -44,7 +45,7 @@ bool AdaptativeFrameCounter::shouldProcessNextFrame()
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if(m_maxFps == 0)
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return true;
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ticks_t now = stdext::micros();
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ticks_t now = g_clock.micros();
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if(now - m_lastFrame < m_bestFrameDelay)
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return false;
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return true;
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@ -52,7 +53,7 @@ bool AdaptativeFrameCounter::shouldProcessNextFrame()
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void AdaptativeFrameCounter::processNextFrame()
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{
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ticks_t now = stdext::micros();
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ticks_t now = g_clock.micros();
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m_frames++;
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m_partialFrames++;
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m_frameDelaySum += now - m_lastFrame;
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@ -61,7 +62,7 @@ void AdaptativeFrameCounter::processNextFrame()
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void AdaptativeFrameCounter::update()
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{
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ticks_t now = stdext::micros();
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ticks_t now = g_clock.micros();
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ticks_t delta = now - m_lastPartialFpsUpdate;
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if(delta > 41000 && m_partialFrames > 0) {
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m_partialFps = m_partialFrames / (delta / 1000000.0f);
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@ -101,7 +102,7 @@ int AdaptativeFrameCounter::getMaximumSleepMicros()
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{
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if(m_maxFps == 0)
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return 0;
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return m_lastFrame + m_bestFrameDelay - stdext::micros();
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return m_lastFrame + m_bestFrameDelay - g_clock.micros();
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}
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float AdaptativeFrameCounter::getFrameDelayHit()
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@ -22,30 +22,18 @@
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#include "clock.h"
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// for usleep
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#include <unistd.h>
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Clock g_clock;
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Clock::Clock()
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{
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m_startupTime = std::chrono::high_resolution_clock::now();
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m_currentTicks = 0;
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}
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ticks_t Clock::updateTicks()
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{
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m_currentTicks = asyncTicks();
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m_currentTime = m_currentTicks/1000.0f;
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return m_currentTicks;
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m_currentMicros = 0;
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m_currentMillis = 0;
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m_currentSeconds = 0;
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}
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ticks_t Clock::asyncTicks()
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void Clock::update()
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{
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auto timeNow = std::chrono::high_resolution_clock::now();
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return std::chrono::duration_cast<std::chrono::milliseconds>(timeNow - m_startupTime).count();
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}
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void Clock::sleep(int ms)
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{
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usleep(ms * 1000);
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m_currentMicros = stdext::micros();
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m_currentMillis = m_currentMicros / 1000;
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m_currentSeconds = m_currentMicros / 1000000.0f;
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}
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@ -30,23 +30,16 @@ class Clock
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public:
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Clock();
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ticks_t updateTicks();
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void sleep(int ms);
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void update();
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ticks_t asyncTicks();
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ticks_t ticks() { return m_currentTicks; }
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ticks_t ticksElapsed(ticks_t prevTicks) { return m_currentTicks - prevTicks; }
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ticks_t ticksFor(int delay) { return m_currentTicks + delay; }
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float asyncTime() { return asyncTicks()/1000.0f; }
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float time() { return m_currentTime; }
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float timeElapsed(float prevTime) { return m_currentTime - prevTime; }
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float timeFor(float delay) { return m_currentTime + delay; }
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ticks_t micros() { return m_currentMicros; }
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ticks_t millis() { return m_currentMillis; }
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float seconds() { return m_currentSeconds; }
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private:
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ticks_t m_currentTicks;
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float m_currentTime;
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std::chrono::system_clock::time_point m_startupTime;
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ticks_t m_currentMicros;
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ticks_t m_currentMillis;
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float m_currentSeconds;
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};
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extern Clock g_clock;
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@ -53,11 +53,11 @@ class ScheduledEvent : public Event
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{
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public:
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ScheduledEvent(const std::function<void()>& callback, int delay) : Event(callback) {
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m_ticks = g_clock.ticksFor(delay);
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m_ticks = g_clock.millis() + delay;
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}
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int ticks() const { return m_ticks; }
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int reamaningTicks() const { return m_ticks - g_clock.ticks(); }
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int reamaningTicks() const { return m_ticks - g_clock.millis(); }
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private:
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ticks_t m_ticks;
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@ -26,11 +26,11 @@
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void Timer::restart()
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{
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m_startTicks = g_clock.ticks();
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m_startTicks = g_clock.millis();
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m_stopped = false;
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}
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ticks_t Timer::ticksElapsed()
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{
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return g_clock.ticks() - m_startTicks;
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return g_clock.millis() - m_startTicks;
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}
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@ -65,6 +65,7 @@ void FrameBuffer::resize(const Size& size)
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m_texture = TexturePtr(new Texture(size.width(), size.height(), 4));
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m_texture->setSmooth(true);
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m_texture->setUpsideDown(true);
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if(m_fbo) {
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internalBind();
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@ -97,8 +98,8 @@ void FrameBuffer::bind()
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internalBind();
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Matrix3 projectionMatrix = { 2.0f/m_texture->getWidth(), 0.0f, 0.0f,
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0.0f, 2.0f/m_texture->getHeight(), 0.0f,
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-1.0f, -1.0f, 1.0f };
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0.0f, -2.0f/m_texture->getHeight(), 0.0f,
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-1.0f, 1.0f, 1.0f };
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g_painter->saveAndResetState();
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g_painter->setProjectionMatrix(projectionMatrix);
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@ -79,6 +79,13 @@ void Graphics::init()
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// blending is always enabled
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glEnable(GL_BLEND);
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// face culling may improve performance
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/*
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glCullFace(GL_BACK);
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glFrontFace(GL_CW);
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glEnable(GL_CULL_FACE);
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*/
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// determine max texture size
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static GLint maxTextureSize = -1;
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if(maxTextureSize == -1)
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@ -45,7 +45,7 @@ public:
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struct PainterState {
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Matrix3 projectionMatrix;
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Matrix2 textureMatrix;
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Matrix3 textureMatrix;
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Color color;
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float opacity;
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Painter::CompositionMode compositionMode;
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@ -75,7 +75,7 @@ public:
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virtual void drawBoundingRect(const Rect& dest, int innerLineWidth = 1) = 0;
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virtual void setProjectionMatrix(const Matrix3& projectionMatrix) { m_projectionMatrix = projectionMatrix; }
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virtual void setTextureMatrix(const Matrix2& textureMatrix) { m_textureMatrix = textureMatrix; }
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virtual void setTextureMatrix(const Matrix3& textureMatrix) { m_textureMatrix = textureMatrix; }
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virtual void setColor(const Color& color) { m_color = color; }
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virtual void setOpacity(float opacity) { m_opacity = opacity; }
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virtual void setCompositionMode(CompositionMode compositionMode);
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@ -87,7 +87,7 @@ public:
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void setTexture(const TexturePtr& texture) { setTexture(texture.get()); }
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Matrix3 getProjectionMatrix() { return m_projectionMatrix; }
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Matrix2 getTextureMatrix() { return m_textureMatrix; }
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Matrix3 getTextureMatrix() { return m_textureMatrix; }
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Color getColor() { return m_color; }
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float getOpacity() { return m_opacity; }
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CompositionMode getCompositionMode() { return m_compositionMode; }
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@ -109,7 +109,7 @@ protected:
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CoordsBuffer m_coordsBuffer;
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Matrix3 m_projectionMatrix;
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Matrix2 m_textureMatrix;
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Matrix3 m_textureMatrix;
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Color m_color;
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float m_opacity;
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CompositionMode m_compositionMode;
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@ -195,7 +195,7 @@ void PainterOGL1::setProjectionMatrix(const Matrix3& projectionMatrix)
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updateGlProjectionMatrix();
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}
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void PainterOGL1::setTextureMatrix(const Matrix2& textureMatrix)
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void PainterOGL1::setTextureMatrix(const Matrix3& textureMatrix)
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{
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// avoid re-updating texture matrix
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if(m_textureMatrix == textureMatrix)
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@ -246,10 +246,10 @@ void PainterOGL1::updateGlProjectionMatrix()
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void PainterOGL1::updateGlTextureMatrix()
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{
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float glTextureMatrix[] = {
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m_textureMatrix(1,1), m_textureMatrix(1,2), 0.0f, 0.0f,
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m_textureMatrix(2,1), m_textureMatrix(2,2), 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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m_textureMatrix(1,1), m_textureMatrix(1,2), 0.0f, 0.0f,
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m_textureMatrix(2,1), m_textureMatrix(2,2), 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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m_textureMatrix(3,1), m_textureMatrix(3,2), 0.0f, m_textureMatrix(3,3),
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};
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setMatrixMode(MatrixTexture);
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@ -57,7 +57,7 @@ public:
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void setMatrixMode(MatrixMode matrixMode);
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void setProjectionMatrix(const Matrix3& projectionMatrix);
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void setTextureMatrix(const Matrix2& textureMatrix);
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void setTextureMatrix(const Matrix3& textureMatrix);
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void setColor(const Color& color);
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void setOpacity(float opacity);
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@ -28,13 +28,13 @@ static const std::string glslMainVertexShader = "\n\
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static const std::string glslMainWithTexCoordsVertexShader = "\n\
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attribute highp vec2 a_texCoord;\n\
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uniform highp mat2 textureMatrix;\n\
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uniform highp mat3 textureMatrix;\n\
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varying highp vec2 texCoord;\n\
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highp vec4 calculatePosition();\n\
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void main()\n\
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{\n\
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gl_Position = calculatePosition();\n\
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texCoord = textureMatrix * a_texCoord;\n\
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texCoord = textureMatrix * vec3(a_texCoord,1);\n\
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}\n";
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static std::string glslPositionOnlyVertexShader = "\n\
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@ -28,7 +28,7 @@
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PainterShaderProgram::PainterShaderProgram()
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{
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m_startTime = g_clock.time();
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m_startTime = g_clock.seconds();
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m_opacity = 1;
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m_color = Color::white;
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m_time = 0;
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bool PainterShaderProgram::link()
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{
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m_startTime = g_clock.time();
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m_startTime = g_clock.seconds();
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bindAttributeLocation(VERTEX_ATTR, "a_vertex");
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bindAttributeLocation(TEXCOORD_ATTR, "a_texCoord");
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if(ShaderProgram::link()) {
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m_projectionMatrix = projectionMatrix;
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}
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void PainterShaderProgram::setTextureMatrix(const Matrix2& textureMatrix)
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void PainterShaderProgram::setTextureMatrix(const Matrix3& textureMatrix)
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{
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if(textureMatrix == m_textureMatrix)
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return;
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@ -104,7 +104,7 @@ void PainterShaderProgram::setOpacity(float opacity)
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void PainterShaderProgram::updateTime()
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{
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float time = g_clock.timeElapsed(m_startTime);
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float time = g_clock.seconds() - m_startTime;
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if(m_time == time)
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return;
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@ -52,7 +52,7 @@ public:
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bool link();
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void setProjectionMatrix(const Matrix3& projectionMatrix);
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void setTextureMatrix(const Matrix2& textureMatrix);
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void setTextureMatrix(const Matrix3& textureMatrix);
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void setColor(const Color& color);
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void setOpacity(float opacity);
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void updateTime();
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@ -63,7 +63,7 @@ private:
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Color m_color;
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float m_opacity;
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Matrix3 m_projectionMatrix;
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Matrix2 m_textureMatrix;
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Matrix3 m_textureMatrix;
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float m_time;
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};
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@ -27,7 +27,7 @@
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ParticleSystem::ParticleSystem()
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{
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m_finished = false;
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m_lastUpdateTime = g_clock.time();
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m_lastUpdateTime = g_clock.seconds();
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}
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bool ParticleSystem::load(const OTMLNodePtr& node)
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@ -79,10 +79,10 @@ void ParticleSystem::update()
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}
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// check time
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float elapsedTime = g_clock.timeElapsed(m_lastUpdateTime);
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float elapsedTime = g_clock.seconds() - m_lastUpdateTime;
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if(elapsedTime < delay)
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return;
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m_lastUpdateTime = g_clock.time() - std::fmod(elapsedTime, delay);
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m_lastUpdateTime = g_clock.seconds() - std::fmod(elapsedTime, delay);
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for(int i = 0; i < elapsedTime / delay; ++i) {
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@ -53,7 +53,6 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
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m_size.resize(width, height);
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// convert texture pixel data to power of two size, only required for OpenGL 1.5 or older
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Size glSize;
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std::vector<uint8> tmp;
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if(!g_graphics.canUseNonPowerOfTwoTextures()) {
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int glWidth = 1;
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@ -64,7 +63,7 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
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while(glHeight < height)
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glHeight = glHeight << 1;
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if(m_size != glSize && pixels) {
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if(m_size != m_glSize && pixels) {
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tmp.resize(glHeight*glWidth*channels, 0);
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for(int y=0; y<height; ++y)
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for(int x=0; x<width; ++x)
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@ -73,15 +72,14 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
|
|||
pixels = &tmp[0];
|
||||
}
|
||||
|
||||
glSize.resize(glWidth, glHeight);
|
||||
m_glSize.resize(glWidth, glHeight);
|
||||
} else
|
||||
glSize = m_size;
|
||||
m_glSize = m_size;
|
||||
|
||||
m_transformMatrix = { 1.0f/glSize.width(), 0.0f,
|
||||
0.0f, 1.0f/glSize.height() };
|
||||
setupTranformMatrix();
|
||||
|
||||
// checks texture max size
|
||||
if(std::max(glSize.width(), glSize.height()) > g_graphics.getMaxTextureSize()) {
|
||||
if(std::max(m_glSize.width(), m_glSize.height()) > g_graphics.getMaxTextureSize()) {
|
||||
g_logger.error(stdext::format("loading texture with size %dx%d failed, "
|
||||
"the maximum size allowed by the graphics card is %dx%d,"
|
||||
"to prevent crashes the texture will be displayed as a blank texture",
|
||||
|
@ -115,7 +113,7 @@ uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int
|
|||
}
|
||||
|
||||
// load pixels into gl memory
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glSize.width(), glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_glSize.width(), m_glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
GLint texParam = GL_REPEAT;
|
||||
if(g_graphics.canUseClampToEdge())
|
||||
|
@ -182,6 +180,14 @@ void Texture::setSmooth(bool smooth)
|
|||
setupFilters();
|
||||
}
|
||||
|
||||
void Texture::setUpsideDown(bool upsideDown)
|
||||
{
|
||||
if(m_upsideDown == upsideDown)
|
||||
return;
|
||||
m_upsideDown = upsideDown;
|
||||
setupTranformMatrix();
|
||||
}
|
||||
|
||||
void Texture::generateSoftwareMipmaps(std::vector<uint8> inPixels)
|
||||
{
|
||||
bind();
|
||||
|
@ -261,3 +267,16 @@ void Texture::setupFilters()
|
|||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
|
||||
}
|
||||
|
||||
void Texture::setupTranformMatrix()
|
||||
{
|
||||
if(m_upsideDown) {
|
||||
m_transformMatrix = { 1.0f/m_glSize.width(), 0.0f, 0.0f,
|
||||
0.0f, -1.0f/m_glSize.height(), 0.0f,
|
||||
0.0f, 1.0f, 1.0f };
|
||||
} else {
|
||||
m_transformMatrix = { 1.0f/m_glSize.width(), 0.0f, 0.0f,
|
||||
0.0f, 1.0f/m_glSize.height(), 0.0f,
|
||||
0.0f, 0.0f, 1.0f };
|
||||
}
|
||||
}
|
||||
|
|
|
@ -46,26 +46,30 @@ public:
|
|||
|
||||
/// Activate texture anti-aliasing giving a better look when they are resized
|
||||
void setSmooth(bool smooth);
|
||||
void setUpsideDown(bool upsideDown);
|
||||
|
||||
GLuint getId() { return m_textureId; }
|
||||
|
||||
int getWidth() { return m_size.width(); }
|
||||
int getHeight() { return m_size.height(); }
|
||||
const Size& getSize() { return m_size; }
|
||||
const Matrix2& getTransformMatrix() { return m_transformMatrix; }
|
||||
const Matrix3& getTransformMatrix() { return m_transformMatrix; }
|
||||
|
||||
bool isEmpty() { return m_textureId == 0; }
|
||||
bool hasMipmaps() { return m_hasMipmaps; }
|
||||
|
||||
protected:
|
||||
void setupFilters();
|
||||
void setupTranformMatrix();
|
||||
GLuint internalLoadGLTexture(uchar* pixels, int channels, int w, int h);
|
||||
|
||||
GLuint m_textureId;
|
||||
Size m_size;
|
||||
Matrix2 m_transformMatrix;
|
||||
Size m_glSize;
|
||||
Matrix3 m_transformMatrix;
|
||||
Boolean<false> m_hasMipmaps;
|
||||
Boolean<false> m_smooth;
|
||||
Boolean<false> m_upsideDown;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -74,8 +74,8 @@ void PlatformWindow::processKeyDown(Fw::Key keyCode)
|
|||
|
||||
m_inputEvent.reset(Fw::KeyPressInputEvent);
|
||||
m_inputEvent.keyCode = keyCode;
|
||||
m_lastKeysPress[keyCode] = g_clock.ticks();
|
||||
m_firstKeysPress[keyCode] = g_clock.ticks();
|
||||
m_lastKeysPress[keyCode] = g_clock.millis();
|
||||
m_firstKeysPress[keyCode] = g_clock.millis();
|
||||
m_onInputEvent(m_inputEvent);
|
||||
}
|
||||
}
|
||||
|
@ -141,14 +141,14 @@ void PlatformWindow::fireKeysPress()
|
|||
|
||||
ticks_t lastPressTicks = m_lastKeysPress[keyCode];
|
||||
ticks_t firstKeyPress = m_firstKeysPress[keyCode];
|
||||
if(g_clock.ticksElapsed(lastPressTicks) >= KEY_PRESS_REPEAT_INTERVAL) {
|
||||
if(g_clock.millis() - lastPressTicks >= KEY_PRESS_REPEAT_INTERVAL) {
|
||||
if(m_onInputEvent) {
|
||||
m_inputEvent.reset(Fw::KeyPressInputEvent);
|
||||
m_inputEvent.keyCode = keyCode;
|
||||
m_inputEvent.autoRepeatTicks = g_clock.ticksElapsed(firstKeyPress);
|
||||
m_inputEvent.autoRepeatTicks = g_clock.millis() - firstKeyPress;
|
||||
m_onInputEvent(m_inputEvent);
|
||||
}
|
||||
m_lastKeysPress[keyCode] = g_clock.ticks();
|
||||
m_lastKeysPress[keyCode] = g_clock.millis();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -77,7 +77,7 @@ void SoundManager::terminate()
|
|||
void SoundManager::poll()
|
||||
{
|
||||
static ticks_t lastUpdate = 0;
|
||||
ticks_t now = g_clock.ticks();
|
||||
ticks_t now = g_clock.millis();
|
||||
|
||||
if(now - lastUpdate < POLL_DELAY)
|
||||
return;
|
||||
|
|
|
@ -114,7 +114,7 @@ void SoundSource::setVelocity(const Point& velocity)
|
|||
|
||||
void SoundSource::setFading(FadeState state, float fadeTime)
|
||||
{
|
||||
float now = g_clock.time();
|
||||
float now = g_clock.seconds();
|
||||
if(m_fadeState != NoFading) {
|
||||
float elapsed = now - m_fadeStartTime;
|
||||
float add;
|
||||
|
@ -132,7 +132,7 @@ void SoundSource::setFading(FadeState state, float fadeTime)
|
|||
|
||||
void SoundSource::update()
|
||||
{
|
||||
float now = g_clock.time();
|
||||
float now = g_clock.seconds();
|
||||
if(m_fadeState == FadingOn) {
|
||||
float elapsed = now - m_fadeStartTime;
|
||||
if(elapsed >= m_fadeTime) {
|
||||
|
|
|
@ -64,7 +64,8 @@ void UITextEdit::drawSelf(bool foregroundPane)
|
|||
assert(m_cursorPos <= textLength);
|
||||
// draw every 333ms
|
||||
const int delay = 333;
|
||||
if(g_clock.ticksElapsed(m_cursorTicks) <= delay) {
|
||||
int elapsed = g_clock.millis() - m_cursorTicks;
|
||||
if(elapsed <= delay) {
|
||||
Rect cursorRect;
|
||||
// when cursor is at 0 or is the first visible element
|
||||
if(m_cursorPos == 0 || m_cursorPos == m_startRenderPos)
|
||||
|
@ -72,8 +73,8 @@ void UITextEdit::drawSelf(bool foregroundPane)
|
|||
else
|
||||
cursorRect = Rect(m_glyphsCoords[m_cursorPos-1].right(), m_glyphsCoords[m_cursorPos-1].top(), 1, m_font->getGlyphHeight());
|
||||
g_painter->drawFilledRect(cursorRect);
|
||||
} else if(g_clock.ticksElapsed(m_cursorTicks) >= 2*delay) {
|
||||
m_cursorTicks = g_clock.ticks();
|
||||
} else if(elapsed >= 2*delay) {
|
||||
m_cursorTicks = g_clock.millis();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -512,5 +513,5 @@ bool UITextEdit::onMousePress(const Point& mousePos, Fw::MouseButton button)
|
|||
|
||||
void UITextEdit::blinkCursor()
|
||||
{
|
||||
m_cursorTicks = g_clock.ticks();
|
||||
m_cursorTicks = g_clock.millis();
|
||||
}
|
||||
|
|
|
@ -105,7 +105,7 @@ void Creature::internalDrawOutfit(const Point& dest, float scaleFactor, bool ani
|
|||
|
||||
if(isAnimateAlways() && animateIdle) {
|
||||
int ticksPerFrame = 1000 / getAnimationPhases();
|
||||
animationPhase = (g_clock.ticks() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame;
|
||||
animationPhase = (g_clock.millis() % (ticksPerFrame * getAnimationPhases())) / ticksPerFrame;
|
||||
}
|
||||
|
||||
// xPattern => creature direction
|
||||
|
@ -182,7 +182,7 @@ void Creature::internalDrawOutfit(const Point& dest, float scaleFactor, bool ani
|
|||
|
||||
if(animationPhases > 1) {
|
||||
if(animateIdle)
|
||||
animationPhase = (g_clock.ticks() % (animateTicks * animationPhases)) / animateTicks;
|
||||
animationPhase = (g_clock.millis() % (animateTicks * animationPhases)) / animateTicks;
|
||||
else
|
||||
animationPhase = animationPhases-1;
|
||||
}
|
||||
|
|
|
@ -61,7 +61,7 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate)
|
|||
int animationPhase = 0;
|
||||
if(getAnimationPhases() > 1) {
|
||||
if(animate)
|
||||
animationPhase = (g_clock.ticks() % (Otc::ITEM_TICKS_PER_FRAME * getAnimationPhases())) / Otc::ITEM_TICKS_PER_FRAME;
|
||||
animationPhase = (g_clock.millis() % (Otc::ITEM_TICKS_PER_FRAME * getAnimationPhases())) / Otc::ITEM_TICKS_PER_FRAME;
|
||||
else
|
||||
animationPhase = getAnimationPhases()-1;
|
||||
}
|
||||
|
@ -184,7 +184,7 @@ void Item::draw(const Point& dest, float scaleFactor, bool animate)
|
|||
m_type->draw(dest, scaleFactor, 0, xPattern, yPattern, zPattern, animationPhase);
|
||||
|
||||
// release draw shader
|
||||
g_painter->resetShaderProgram();
|
||||
//g_painter->resetShaderProgram();
|
||||
}
|
||||
|
||||
void Item::setId(uint32 id)
|
||||
|
|
Loading…
Reference in New Issue