add pref ConstantUpdateDeltaSeconds

This commit is contained in:
Chris Danford
2004-07-28 16:04:19 +00:00
parent 5c14019f77
commit 9da7a69cb1
3 changed files with 10 additions and 0 deletions
+3
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@@ -42,6 +42,7 @@ void PrefsManager::Init()
m_iRefreshRate = REFRESH_DEFAULT; m_iRefreshRate = REFRESH_DEFAULT;
m_bOnlyDedicatedMenuButtons = false; m_bOnlyDedicatedMenuButtons = false;
m_bCelShadeModels = false; // Work-In-Progress.. disable by default. m_bCelShadeModels = false; // Work-In-Progress.. disable by default.
m_fConstantUpdateDeltaSeconds = 0;
#ifdef DEBUG #ifdef DEBUG
m_bShowStats = true; m_bShowStats = true;
#else #else
@@ -330,6 +331,7 @@ void PrefsManager::ReadPrefsFromFile( CString sIni )
ini.GetValue( "Options", "ScreenHeight", m_fScreenHeight ); ini.GetValue( "Options", "ScreenHeight", m_fScreenHeight );
#endif #endif
ini.GetValue( "Options", "CelShadeModels", m_bCelShadeModels ); ini.GetValue( "Options", "CelShadeModels", m_bCelShadeModels );
ini.GetValue( "Options", "ConstantUpdateDeltaSeconds", m_fConstantUpdateDeltaSeconds );
ini.GetValue( "Options", "DisplayWidth", m_iDisplayWidth ); ini.GetValue( "Options", "DisplayWidth", m_iDisplayWidth );
ini.GetValue( "Options", "DisplayHeight", m_iDisplayHeight ); ini.GetValue( "Options", "DisplayHeight", m_iDisplayHeight );
ini.GetValue( "Options", "DisplayColorDepth", m_iDisplayColorDepth ); ini.GetValue( "Options", "DisplayColorDepth", m_iDisplayColorDepth );
@@ -563,6 +565,7 @@ void PrefsManager::SaveGlobalPrefsToDisk() const
ini.SetValue( "Options", "Windowed", m_bWindowed ); ini.SetValue( "Options", "Windowed", m_bWindowed );
ini.SetValue( "Options", "CelShadeModels", m_bCelShadeModels ); ini.SetValue( "Options", "CelShadeModels", m_bCelShadeModels );
ini.SetValue( "Options", "ConstantUpdateDeltaSeconds", m_fConstantUpdateDeltaSeconds );
ini.SetValue( "Options", "DisplayWidth", m_iDisplayWidth ); ini.SetValue( "Options", "DisplayWidth", m_iDisplayWidth );
ini.SetValue( "Options", "DisplayHeight", m_iDisplayHeight ); ini.SetValue( "Options", "DisplayHeight", m_iDisplayHeight );
ini.SetValue( "Options", "DisplayColorDepth", m_iDisplayColorDepth ); ini.SetValue( "Options", "DisplayColorDepth", m_iDisplayColorDepth );
+4
View File
@@ -202,6 +202,10 @@ public:
int m_iMaxHighScoresPerListForPlayer; int m_iMaxHighScoresPerListForPlayer;
bool m_bCelShadeModels; bool m_bCelShadeModels;
/* experimental: force a specific update rate. This prevents big
* animation jumps on frame skips. */
float m_fConstantUpdateDeltaSeconds; // 0 to disable
// Number of seconds it takes for a button on the controller to release // Number of seconds it takes for a button on the controller to release
// after pressed. // after pressed.
float m_fPadStickSeconds; float m_fPadStickSeconds;
+3
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@@ -1497,6 +1497,9 @@ static void GameLoop()
*/ */
float fDeltaTime = timer.GetDeltaTime(); float fDeltaTime = timer.GetDeltaTime();
if( PREFSMAN->m_fConstantUpdateDeltaSeconds > 0 )
fDeltaTime = PREFSMAN->m_fConstantUpdateDeltaSeconds;
CheckSkips( fDeltaTime ); CheckSkips( fDeltaTime );
if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) ) { if( INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_TAB) ) ) {