use relative timing instead of constant values.

svn-id: r15684
This commit is contained in:
Robert Göffringmann 2004-10-25 00:27:53 +00:00
parent 6fd31192e1
commit 376f51ba79
3 changed files with 31 additions and 26 deletions

View File

@ -623,6 +623,7 @@ Intro::Intro(Disk *disk, Screen *screen, MusicBase *music, Sound *sound, Text *t
_saveBuf = (uint8*)malloc(10000);
_bgBuf = NULL;
_quitProg = false;
_relDelay = 0;
}
Intro::~Intro(void) {
@ -681,9 +682,12 @@ bool Intro::nextPart(uint16 *&data) {
return true;
case FADEUP:
_skyScreen->paletteFadeUp(*data++);
_relDelay += 32 * 20; // hack: the screen uses a seperate delay function for the
// blocking fadeups. So add 32*20 msecs to out delay counter.
return true;
case FADEDOWN:
_skyScreen->fnFadeDown(0);
_relDelay += 32 * 20; // hack: see above.
return true;
case DELAY:
if (!escDelay(*data++))
@ -794,11 +798,7 @@ bool Intro::floppyScrollFlirt(void) {
}
_system->copyRectToScreen(scrollPos, GAME_SCREEN_WIDTH, 0, 0, GAME_SCREEN_WIDTH, GAME_SCREEN_HEIGHT);
_system->updateScreen();
#ifndef _WIN32_WCE
if (!escDelay(40))
#else
if (!escDelay(15))
#endif
if (!escDelay(60))
doContinue = false;
}
memcpy(_skyScreen->giveCurrent(), scrollPos, FRAME_SIZE);
@ -890,11 +890,13 @@ void Intro::restoreScreen(void) {
bool Intro::escDelay(uint32 msecs) {
OSystem::Event event;
if (_relDelay == 0) // first call, init with system time
_relDelay = (int32)_system->getMillis();
_relDelay += msecs; // now wait until _system->getMillis() >= _relDelay
int32 nDelay = 0;
do {
#ifdef _WIN32_WCE
uint32 startTimeLoop = _system->getMillis();
uint32 delta;
#endif
while (_system->pollEvent(event)) {
if (event.event_code == OSystem::EVENT_KEYDOWN) {
if (event.kbd.keycode == 27)
@ -904,22 +906,13 @@ bool Intro::escDelay(uint32 msecs) {
return false;
}
}
#ifdef _WIN32_WCE
uint8 nDelay = (msecs > 15) ? (15) : ((uint8)msecs);
#else
uint8 nDelay = (msecs > 50) ? (50) : ((uint8)msecs);
#endif
nDelay = _relDelay - _system->getMillis();
if (nDelay < 0)
nDelay = 0;
else if (nDelay > 15)
nDelay = 15;
_system->delayMillis(nDelay);
#ifdef _WIN32_WCE
delta = _system->getMillis() - startTimeLoop;
if (delta > msecs)
break;
else
msecs -= delta;
#else
msecs -= nDelay;
#endif
} while (msecs > 0);
} while (nDelay == 15);
return true;
}

View File

@ -58,6 +58,8 @@ private:
uint32 _bgSize;
PlayingSoundHandle _voice, _bgSfx;
int32 _relDelay;
bool escDelay(uint32 msecs);
bool nextPart(uint16 *&data);
bool floppyScrollFlirt(void);

View File

@ -245,11 +245,16 @@ void Screen::fnFadeDown(uint32 scroll) {
// will be scrolled into the visible screen by fnFadeUp
// fnFadeUp also frees the _scrollScreen
} else {
uint32 delayTime = _system->getMillis();
for (uint8 cnt = 0; cnt < 32; cnt++) {
delayTime += 20;
palette_fadedown_helper((uint32 *)_palette, GAME_COLOURS);
_system->setPalette(_palette, 0, GAME_COLOURS);
_system->updateScreen();
_system->delayMillis(20);
int32 waitTime = (int32)delayTime - _system->getMillis();
if (waitTime < 0)
waitTime = 0;
_system->delayMillis((uint)waitTime);
}
}
}
@ -289,7 +294,9 @@ void Screen::paletteFadeUp(uint8 *pal) {
convertPalette(pal, tmpPal);
uint32 delayTime = _system->getMillis();
for (uint8 cnt = 1; cnt <= 32; cnt++) {
delayTime += 20;
for (uint8 colCnt = 0; colCnt < GAME_COLOURS; colCnt++) {
_palette[(colCnt << 2) | 0] = (tmpPal[(colCnt << 2) | 0] * cnt) >> 5;
_palette[(colCnt << 2) | 1] = (tmpPal[(colCnt << 2) | 1] * cnt) >> 5;
@ -297,7 +304,10 @@ void Screen::paletteFadeUp(uint8 *pal) {
}
_system->setPalette(_palette, 0, GAME_COLOURS);
_system->updateScreen();
_system->delayMillis(20);
int32 waitTime = (int32)delayTime - _system->getMillis();
if (waitTime < 0)
waitTime = 0;
_system->delayMillis((uint)waitTime);
}
}