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Feature #1095 ยป 0079-Redraw-full-screen-for-animations.patch

Marko Lindqvist, 11/09/2024 09:49 PM

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client/client_main.c
time_until_next_call = MIN(time_until_next_call, blink_time);
}
if (gui_properties.animations) {
advance_global_anim_state();
time_until_next_call = MIN(time_until_next_call, 0.1);
}
if (get_num_units_in_focus() > 0) {
double blink_time = blink_active_unit();
client/tilespec.c
****************************************************************************/
void toggle_focus_unit_state(struct tileset *t)
{
global_anim_time++;
if (t->sprites.unit.select != nullptr) {
anim_advance_time(t->sprites.unit.select);
} else {
......
}
}
/************************************************************************//**
Advance animations.
****************************************************************************/
void advance_global_anim_state(void)
{
global_anim_time++;
dirty_all();
update_map_canvas(0, 0, mapview.store_width, mapview.store_height);
}
/************************************************************************//**
Find unit that we can display from given tile.
****************************************************************************/
client/tilespec.h
struct sprite *load_popup_sprite(const char *tag);
void unload_popup_sprite(const char *tag);
void advance_global_anim_state(void);
#ifdef __cplusplus
}
#endif /* __cplusplus */
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