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Render FPS count using ingame font

pull/389/head
Anders Jenbo 7 years ago
parent
commit
5b95289440
  1. 15
      Source/scrollrt.cpp
  2. 2
      SourceS/miniwin/misc.h
  3. 2
      SourceS/miniwin/misc_macro.h
  4. 14
      SourceX/miniwin/misc_dx.cpp

15
Source/scrollrt.cpp

@ -951,7 +951,7 @@ static void DrawFPS()
char String[12];
HDC hdc;
if (frameflag && gbActive) {
if (frameflag && gbActive && pPanelText) {
frameend++;
tc = GetTickCount();
frames = tc - framestart;
@ -962,8 +962,8 @@ static void DrawFPS()
}
if (framerate > 99)
framerate = 99;
wsprintf(String, "%2d", framerate);
TextOut(hdc, 0, 400, String, strlen(String));
wsprintf(String, "%2d FPS", framerate);
PrintGameStr(8, 65, String, COL_RED);
}
}
#endif
@ -1029,10 +1029,6 @@ static void DrawMain(int dwHgt, BOOL draw_desc, BOOL draw_hp, BOOL draw_mana, BO
DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt);
}
}
#ifdef _DEBUG
DrawFPS();
#endif
}
void scrollrt_draw_game_screen(BOOL draw_cursor)
@ -1108,6 +1104,11 @@ void DrawAndBlit()
hgt = SCREEN_HEIGHT;
}
scrollrt_draw_cursor_item();
#ifdef _DEBUG
DrawFPS();
#endif
unlock_buf(0);
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);

2
SourceS/miniwin/misc.h

@ -212,8 +212,6 @@ DWORD WINAPI GetCurrentThreadId();
WINBOOL WINAPI SetThreadPriority(HANDLE hThread, int nPriority);
void WINAPI Sleep(DWORD dwMilliseconds);
WINBOOL WINAPI TextOutA(HDC hdc, int x, int y, LPCSTR lpString, int c);
int WINAPIV wsprintfA(LPSTR, LPCSTR, ...);
int WINAPIV wvsprintfA(LPSTR dest, LPCSTR format, va_list arglist);
int __cdecl _strcmpi(const char *_Str1, const char *_Str2);

2
SourceS/miniwin/misc_macro.h

@ -29,8 +29,6 @@
#define THREAD_PRIORITY_HIGHEST THREAD_BASE_PRIORITY_MAX
#define THREAD_PRIORITY_ABOVE_NORMAL (THREAD_PRIORITY_HIGHEST - 1)
#define TextOut TextOutA
#define NUMRESERVED 106
#define _snprintf snprintf

14
SourceX/miniwin/misc_dx.cpp

@ -27,18 +27,4 @@ WINBOOL SetCursorPos(int X, int Y)
return true;
}
WINBOOL TextOutA(HDC hdc, int x, int y, LPCSTR lpString, int c)
{
DUMMY_ONCE();
assert(window);
#ifdef USE_SDL1
SDL_WM_SetCaption(lpString, WINDOW_ICON_NAME);
#else
SDL_SetWindowTitle(window, lpString);
#endif
return true;
}
} // namespace dvl

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