Overhaul the game's "rendering pipeline", simplifying it a fair bit

- Also significantly improves performance
This commit is contained in:
2014-04-15 01:26:40 -04:00
parent 3274864f12
commit 14a089aaee
12 changed files with 64 additions and 174 deletions

View File

@@ -161,7 +161,7 @@ int main(void)
init_menubar(); // Do this first of all because otherwise a default File and Window menu will be seen
Initialize();
init_fileio();
init_graph_tool(redraw_screen);
init_graph_tool();
Set_Window_Drag_Bdry();
@@ -184,7 +184,7 @@ int main(void)
//PSD[SDF_GAME_SPEED] = 1;
//init_anim(0);
fancy_startup_delay();
flushingInput = true;
init_spell_menus();
@@ -456,27 +456,7 @@ bool handle_dialog_event()
void Handle_Update()
{
if(overall_mode == MODE_STARTUP) {
/*if (first_startup_update == true)
first_startup_update = false;
else*/ draw_startup(0);
/* if (first_sound_played == false) {
play_sound(22);
first_sound_played = true;
} */
}
else {
if (first_update == true) {
first_update = false;
if (overall_mode == MODE_OUTDOORS)
redraw_screen();
if ((overall_mode > MODE_OUTDOORS) & (overall_mode < MODE_COMBAT))
redraw_screen();
// 1st update never combat
}
else //refresh_screen(0);
redraw_screen();
}
redraw_screen(REFRESH_NONE);
if(map_visible) draw_map(false);
else mini_map.setVisible(false);