Loading Screen: removed animation timing
Decided it's better to just tie this to the draw rate. There were problems with the timing on the accelerated_rendering branch, so I had disabled it there, but I think it's better without the timing so I'll just leave this.
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2 changed files with 0 additions and 19 deletions
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@ -34,7 +34,6 @@
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#include <chrono>
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#include <cstdlib>
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#include <limits>
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static lg::log_domain log_loadscreen("loadscreen");
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#define ERR_LS LOG_STREAM(err, log_loadscreen)
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@ -76,7 +75,6 @@ loading_screen* loading_screen::current_load = nullptr;
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loading_screen::loading_screen(std::function<void()> f)
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: animation_counter_(0)
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, next_animation_time_(std::numeric_limits<uint32_t>::max())
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, load_func_(f)
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, worker_result_()
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, cursor_setter_()
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@ -133,8 +131,6 @@ void loading_screen::pre_show(window& window)
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// Add a draw callback to handle the animation, et al.
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window.connect_signal<event::DRAW>(
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std::bind(&loading_screen::draw_callback, this), event::dispatcher::front_child);
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set_next_animation_time();
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}
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void loading_screen::post_show(window& /*window*/)
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@ -175,16 +171,10 @@ void loading_screen::draw_callback()
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progress_stage_label_->set_label(iter->second);
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}
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//if(SDL_GetTicks() < next_animation_time_) {
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// return;
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//}
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++animation_counter_;
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if(animation_counter_ % 2 == 0) {
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animation_label_->set_label(animation_stages_[(animation_counter_ / 2) % animation_stages_.size()]);
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}
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//set_next_animation_time();
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}
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loading_screen::~loading_screen()
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@ -230,10 +220,5 @@ bool loading_screen::loading_complete() const
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return worker_result_.wait_for(0ms) == std::future_status::ready;
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}
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void loading_screen::set_next_animation_time()
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{
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next_animation_time_ = SDL_GetTicks() + 100;
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}
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} // namespace dialogs
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} // namespace gui2
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@ -99,11 +99,7 @@ private:
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/** Callback to handle drawing the progress animation. */
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void draw_callback();
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void set_next_animation_time();
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int animation_counter_;
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uint32_t next_animation_time_;
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std::function<void()> load_func_;
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std::future<void> worker_result_;
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std::unique_ptr<cursor::setter> cursor_setter_;
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