mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2026-01-29 09:28:15 +03:00
Remove SDL_GetTicks64() ifdefs
We can now use the function that doesn't wrap after ~49 days since SDL 2.0.18 released.
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@@ -355,10 +355,8 @@ void Screen::toggleLinearFilter(void)
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void Screen::toggleVSync(void)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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vsync = !vsync;
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SDL_RenderSetVSync(m_renderer, (int) vsync);
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#endif
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}
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/* FIXME: Launching in forced fullscreen then exiting and relaunching in normal
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@@ -3087,12 +3087,8 @@ void scriptclass::hardreset(void)
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{
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const bool version2_2 = GlitchrunnerMode_less_than_or_equal(Glitchrunner2_2);
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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/* The RNG is 32-bit. We don't _really_ need 64-bit... */
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xoshiro_seed((Uint32) SDL_GetTicks64());
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#else
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xoshiro_seed(SDL_GetTicks());
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#endif
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//Game:
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game.hascontrol = true;
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@@ -357,11 +357,7 @@ static void cleanup(void);
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static void emscriptenloop(void)
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{
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timePrev = time_;
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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time_ = SDL_GetTicks64();
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#else
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time_ = SDL_GetTicks();
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#endif
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deltaloop();
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}
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#endif
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@@ -674,32 +670,20 @@ int main(int argc, char *argv[])
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#else
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while (true)
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{
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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f_time = SDL_GetTicks64();
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#else
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f_time = SDL_GetTicks();
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#endif
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const Uint64 f_timetaken = f_time - f_timePrev;
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if (!game.over30mode && f_timetaken < 34)
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{
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const volatile Uint64 f_delay = 34 - f_timetaken;
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SDL_Delay((Uint32) f_delay);
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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f_time = SDL_GetTicks64();
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#else
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f_time = SDL_GetTicks();
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#endif
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}
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f_timePrev = f_time;
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timePrev = time_;
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#if SDL_VERSION_ATLEAST(2, 0, 17)
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time_ = SDL_GetTicks64();
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#else
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time_ = SDL_GetTicks();
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#endif
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deltaloop();
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}
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