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

@@ -10,7 +10,7 @@ int pre_darkcol=0, pre_lightcol=0, pre_curcol=0, pre_coltimer=0, pre_offset=0;
int pre_frontrectx=30, pre_frontrecty=20, pre_frontrectw=260, pre_frontrecth=200;
int pre_temprectx=0, pre_temprecty=0, pre_temprectw=320, pre_temprecth=240;
void preloaderlogic()
void preloaderrenderfixed()
{
if (pre_transition < 30) pre_transition--;
if(pre_transition>=30){
@@ -27,6 +27,10 @@ void preloaderlogic()
pre_coltimer = 8;
}
}
if (pre_transition <= -10) {
game.gamestate = TITLEMODE;
}
}
void preloaderrender()
@@ -88,7 +92,7 @@ void preloaderrender()
pre_transition = 29;
}
}else if (pre_transition <= -10) {
game.gamestate=TITLEMODE;
//Switch to TITLEMODE (handled by preloaderrenderfixed)
}else if (pre_transition < 5) {
FillRect(graphics.backBuffer, 0, 0, 320,240, graphics.getBGR(0,0,0));
}else if (pre_transition < 20) {