X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FGameDraw.cpp;h=1275a45a6f2c843e4461804c6c323ff2ae2c93c3;hb=9a5f2758e538d9216d255b4797f042a1b6874272;hp=b321e7ec0c450e392c24bdd6510bd914eb697348;hpb=c26c5303fbc3fcc607681b848bc4fd0641320691;p=lugaru.git diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index b321e7e..1275a45 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -1,3 +1,24 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games + +This file is part of Lugaru. + +Lugaru is free software; you can redistribute it and/or +modify it under the terms of the GNU General Public License +as published by the Free Software Foundation; either version 2 +of the License, or (at your option) any later version. + +This program is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. + +See the GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + #include "Game.h" using namespace std; @@ -189,7 +210,7 @@ long long Game::MD5_string (char *string){ //return 1111111111111111; } -int Game::DrawGLScene(GLvoid) +int Game::DrawGLScene(void) { static float texcoordwidth,texcoordheight; static float texviewwidth, texviewheight; @@ -1071,10 +1092,10 @@ int Game::DrawGLScene(GLvoid) if(dialogueboxsound[whichdialogue][indialogue]==-2)whichsoundplay=firestartsound; if(dialogueboxsound[whichdialogue][indialogue]==-3)whichsoundplay=consolesuccesssound; if(dialogueboxsound[whichdialogue][indialogue]==-4)whichsoundplay=consolefailsound; - PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, TRUE); + PlaySoundEx( whichsoundplay, samp[whichsoundplay], NULL, true); FSOUND_3D_SetAttributes(channels[whichsoundplay], gLoc, vel); FSOUND_SetVolume(channels[whichsoundplay], 256); - FSOUND_SetPaused(channels[whichsoundplay], FALSE); + FSOUND_SetPaused(channels[whichsoundplay], false); } } } @@ -1939,7 +1960,7 @@ int Game::DrawGLScene(GLvoid) if(drawmode!=normalmode){ glEnable(GL_TEXTURE_2D); - //glFinish(); + glFinish(); if(!drawtoggle||drawmode!=realmotionblurmode||(drawtoggle==2||change==1)){ if(screentexture){ @@ -2218,6 +2239,10 @@ int Game::DrawGLScene(GLvoid) } if(mainmenu){ +#if USE_SDL + // !!! FIXME: hack: clamp framerate in menu so text input works correctly on fast systems. + SDL_Delay(15); +#endif glDrawBuffer(GL_BACK); glReadBuffer(GL_BACK); glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); @@ -3940,8 +3965,14 @@ int Game::DrawGLScene(GLvoid) //glFlush(); if(drawmode!=motionblurmode||mainmenu){ + #if !USE_SDL + // this prevents menus from rendering if you hit ESC during + // motion blur sequences...maybe SDL is buffering differently? if(drawmode!=motionblurmode) swap_gl_buffers(); + #else + swap_gl_buffers(); + #endif } //myassert(glGetError() == GL_NO_ERROR);