Remove frameTime, fix pause mode timer

This commit is contained in:
Sergeanur 2021-05-29 16:50:20 +03:00
parent b90784da90
commit 2592da2273
4 changed files with 39 additions and 57 deletions

View File

@ -950,12 +950,7 @@ CMenuManager::DisplayHelperText()
m_nHelperTextAlpha -= 2;
}
#else
static float fadeAlpha = 0.0f; // To keep it precisely
if (m_nHelperTextAlpha >= 255 && fadeAlpha < 250) fadeAlpha = m_nHelperTextAlpha;
// -2 per every 33 ms (1000.f/30.f - original frame limiter fps)
fadeAlpha -= (frameTime / 33.0f) * 2.0f;
m_nHelperTextAlpha = fadeAlpha;
m_nHelperTextAlpha -= 2 * CTimer::GetLogicalFramesPassed();
#endif
if (m_nHelperTextAlpha < 1)
ResetHelperText();
@ -2686,11 +2681,7 @@ CMenuManager::DrawFrontEndNormal()
static float fadeAlpha = 0.0f;
if (m_nMenuFadeAlpha < 255) {
if (m_nMenuFadeAlpha == 0 && fadeAlpha > 1.0f) fadeAlpha = 0.0f;
// +20 per every 33 ms (1000.f/30.f - original frame limiter fps)
fadeAlpha += (frameTime) * 20.f / 33.f;
m_nMenuFadeAlpha = fadeAlpha;
m_nMenuFadeAlpha += 20 * CTimer::GetLogicalFramesPassed();
} else {
// TODO: what is this? waiting mouse?
if(field_518 == 4){
@ -2950,12 +2941,7 @@ CMenuManager::DrawFrontEndNormal()
// Famous transparent menu bug
#ifdef FIX_BUGS
static float fadeAlpha = 0.0f;
if (m_nMenuFadeAlpha == 0 && fadeAlpha > 1.0f) fadeAlpha = 0.0f;
// +20 per every 33 ms (1000.f/30.f - original frame limiter fps)
fadeAlpha += (frameTime) * 20.f / 33.f;
m_nMenuFadeAlpha = fadeAlpha;
m_nMenuFadeAlpha += 20 * CTimer::GetLogicalFramesPassed();
#else
static uint32 LastFade = 0;

View File

@ -37,10 +37,6 @@ RsTimerType suspendPcTimer;
uint32 suspendDepth;
#ifdef FIX_BUGS
double frameTime;
#endif
void CTimer::Initialise(void)
{
debug("Initialising CTimer...\n");
@ -90,6 +86,12 @@ void CTimer::Shutdown(void)
void CTimer::Update(void)
{
#ifdef FIX_BUGS
static double frameTimeLogical = 0.0;
static double frameTimeFraction = 0.0;
static double frameTimeFractionScaled = 0.0;
#endif
m_snPreviousTimeInMilliseconds = m_snTimeInMilliseconds;
#ifdef _WIN32
@ -101,31 +103,30 @@ void CTimer::Update(void)
int32 updInCycles = (pc.LowPart - _oldPerfCounter.LowPart); // & 0x7FFFFFFF; pointless
_oldPerfCounter = pc;
// bugfix from VC
#ifdef FIX_BUGS
float updInCyclesScaled = GetIsPaused() ? updInCycles : updInCycles * ms_fTimeScale;
#else
float updInCyclesScaled = updInCycles * ms_fTimeScale;
// We need that real frame time to fix transparent menu bug.
#ifndef FIX_BUGS
double
#endif
frameTime = updInCyclesScaled / (double)_nCyclesPerMS;
double frameTime = updInCyclesScaled / (double)_nCyclesPerMS;
#ifdef FIX_BUGS
// count frames as if we're running at 30 fps
m_LogicalFramesPassed = 0;
static double frameTimeLogical = 0.0;
frameTimeLogical += ((double)updInCycles / (double)_nCyclesPerMS);
while (frameTimeLogical >= 1000.0 / 30.0) {
frameTimeLogical -= 1000.0 / 30.0;
m_LogicalFramesPassed++;
}
m_LogicalFrameCounter += m_LogicalFramesPassed;
#endif
#ifdef FIX_BUGS
static double frameTimeDouble = 0.0;
frameTimeDouble += frameTime;
frameTimeFraction += (double)updInCycles / (double)_nCyclesPerMS;
frameTimeFractionScaled += frameTime;
m_snTimeInMillisecondsPauseMode += uint32(frameTimeDouble);
m_snTimeInMillisecondsPauseMode += uint32(frameTimeFraction);
#else
m_snTimeInMillisecondsPauseMode = m_snTimeInMillisecondsPauseMode + frameTime;
#endif
@ -135,8 +136,8 @@ void CTimer::Update(void)
else
{
#ifdef FIX_BUGS
m_snTimeInMilliseconds += uint32(frameTimeDouble);
m_snTimeInMillisecondsNonClipped += uint32(frameTimeDouble);
m_snTimeInMilliseconds += uint32(frameTimeFractionScaled);
m_snTimeInMillisecondsNonClipped += uint32(frameTimeFractionScaled);
#else
m_snTimeInMilliseconds = m_snTimeInMilliseconds + frameTime;
m_snTimeInMillisecondsNonClipped = m_snTimeInMillisecondsNonClipped + frameTime;
@ -144,7 +145,8 @@ void CTimer::Update(void)
ms_fTimeStep = frameTime / 1000.0f * 50.0f;
}
#ifdef FIX_BUGS
frameTimeDouble -= uint32(frameTimeDouble);
frameTimeFraction -= uint32(frameTimeFraction);
frameTimeFractionScaled -= uint32(frameTimeFractionScaled);
#endif
}
else
@ -154,30 +156,24 @@ void CTimer::Update(void)
RsTimerType updInMs = timer - oldPcTimer;
// We need that real frame time to fix transparent menu bug.
#ifndef FIX_BUGS
double
#endif
frameTime = (double)updInMs * ms_fTimeScale;
double frameTime = (double)updInMs * ms_fTimeScale;
oldPcTimer = timer;
#ifdef FIX_BUGS
// count frames as if we're running at 30 fps
m_LogicalFramesPassed = 0;
static double frameTimeLogical = 0.0;
frameTimeLogical += (double)updInMs;
while(frameTimeLogical >= 1000.0 / 30.0) {
frameTimeLogical -= 1000.0 / 30.0;
m_LogicalFramesPassed++;
}
m_LogicalFrameCounter += m_LogicalFramesPassed;
#endif
oldPcTimer = timer;
#ifdef FIX_BUGS
static double frameTimeDouble = 0.0;
frameTimeDouble += frameTime;
frameTimeFraction += (double)updInMs;
frameTimeFractionScaled += frameTime;
m_snTimeInMillisecondsPauseMode += uint32(frameTimeDouble);
m_snTimeInMillisecondsPauseMode += uint32(frameTimeFraction);
#else
m_snTimeInMillisecondsPauseMode = m_snTimeInMillisecondsPauseMode + frameTime;
#endif
@ -187,8 +183,8 @@ void CTimer::Update(void)
else
{
#ifdef FIX_BUGS
m_snTimeInMilliseconds += uint32(frameTimeDouble);
m_snTimeInMillisecondsNonClipped += uint32(frameTimeDouble);
m_snTimeInMilliseconds += uint32(frameTimeFractionScaled);
m_snTimeInMillisecondsNonClipped += uint32(frameTimeFractionScaled);
#else
m_snTimeInMilliseconds = m_snTimeInMilliseconds + frameTime;
m_snTimeInMillisecondsNonClipped = m_snTimeInMillisecondsNonClipped + frameTime;
@ -196,7 +192,8 @@ void CTimer::Update(void)
ms_fTimeStep = frameTime / 1000.0f * 50.0f;
}
#ifdef FIX_BUGS
frameTimeDouble -= uint32(frameTimeDouble);
frameTimeFraction -= uint32(frameTimeFraction);
frameTimeFractionScaled -= uint32(frameTimeFractionScaled);
#endif
}

View File

@ -69,7 +69,3 @@ public:
static uint32 GetLogicalFramesPassed(void) { return m_LogicalFramesPassed; }
#endif
};
#ifdef FIX_BUGS
extern double frameTime;
#endif

View File

@ -1177,7 +1177,10 @@ DisplayGameDebugText()
FrameSamples++;
#ifdef FIX_BUGS
FramesPerSecondCounter += frameTime / 1000.f; // convert to seconds
// this is inaccurate with over 1000 fps
static uint32 PreviousTimeInMillisecondsPauseMode = 0;
FramesPerSecondCounter += (CTimer::GetTimeInMillisecondsPauseMode() - PreviousTimeInMillisecondsPauseMode) / 1000.0f; // convert to seconds
PreviousTimeInMillisecondsPauseMode = CTimer::GetTimeInMillisecondsPauseMode();
FramesPerSecond = FrameSamples / FramesPerSecondCounter;
#else
FramesPerSecondCounter += 1000.0f / CTimer::GetTimeStepNonClippedInMilliseconds();