Move all fixed-timestep render updates to new file RenderFixed.cpp

As part of fixing #464, I'll need to move these pieces of code around
easily. In #220 I just kind of shoved them awkwardly in whatever
fixed function would be last called in the gamestate loop, which I
shouldn't have done as I've now had to make formal fixed-render
functions anyway. Because these fixed functions need to be called
directly before a render function, and I'm fixing the order to put
render functions in their proper place, so I need to be able to move
these around easily, and making them function calls instead of inlined
makes them easier to manipulate.
This commit is contained in:
Misa
2020-11-07 15:47:49 -08:00
committed by Ethan Lee
parent 634a41d80d
commit d910c5118d
11 changed files with 308 additions and 253 deletions

View File

@@ -16,6 +16,7 @@
#include "Network.h"
#include "preloader.h"
#include "Render.h"
#include "RenderFixed.h"
#include "Screen.h"
#include "Script.h"
#include "SoundSystem.h"
@@ -526,7 +527,7 @@ void inline fixedloop()
switch(game.gamestate)
{
case PRELOADER:
preloaderlogic();
preloaderrenderfixed();
break;
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
case EDITORMODE:
@@ -534,6 +535,8 @@ void inline fixedloop()
editorinput();
////Logic
editorlogic();
editorrenderfixed();
break;
#endif
case TITLEMODE:
@@ -541,6 +544,8 @@ void inline fixedloop()
titleinput();
////Logic
titlelogic();
titlerenderfixed();
break;
case GAMEMODE:
// WARNING: If updating this code, don't forget to update Map.cpp mapclass::twoframedelayfix()
@@ -564,12 +569,14 @@ void inline fixedloop()
gameinput();
gamelogic();
gamerenderfixed();
break;
case MAPMODE:
mapinput();
maplogic();
maprenderfixed();
break;
case TELEPORTERMODE:
if(game.useteleporter)
@@ -585,12 +592,15 @@ void inline fixedloop()
gameinput();
}
maplogic();
maprenderfixed();
break;
case GAMECOMPLETE:
//Input
gamecompleteinput();
//Logic
gamecompletelogic();
gamecompleterenderfixed();
break;
case GAMECOMPLETE2:
//Input