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Merge branch 'framerate-pref' into rewrite/master
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commit
89f4703977
4 changed files with 69 additions and 8 deletions
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@ -67,14 +67,9 @@ class Main extends Sprite
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function init(?event:Event):Void
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{
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#if web
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untyped js.Syntax.code("
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window.requestAnimationFrame = function(callback, element) {
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var currTime = new Date().getTime();
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var timeToCall = 0;
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var id = window.setTimeout(function() { callback(currTime + timeToCall); },
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timeToCall);
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return id;
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}");
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// set this variable (which is a function) from the lime version at lime/_internal/backend/html5/HTML5Application.hx
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// The framerate cap will more thoroughly initialize via Preferences in InitState.hx
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funkin.Preferences.lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
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#end
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if (hasEventListener(Event.ADDED_TO_STAGE))
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@ -128,6 +128,48 @@ class Preferences
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return value;
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}
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public static var unlockedFramerate(get, set):Bool;
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static function get_unlockedFramerate():Bool
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{
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return Save?.instance?.options?.unlockedFramerate;
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}
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static function set_unlockedFramerate(value:Bool):Bool
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{
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if (value != Save.instance.options.unlockedFramerate)
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{
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#if web
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toggleFramerateCap(value);
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#end
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}
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var save:Save = Save.instance;
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save.options.unlockedFramerate = value;
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save.flush();
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return value;
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}
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#if web
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// We create a haxe version of this just for readability.
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// We use these to override `window.requestAnimationFrame` in Javascript to uncap the framerate / "animation" request rate
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// Javascript is crazy since u can just do stuff like that lol
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public static function unlockedFramerateFunction(callback, element)
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{
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var currTime = Date.now().getTime();
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var timeToCall = 0;
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var id = js.Browser.window.setTimeout(function() {
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callback(currTime + timeToCall);
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}, timeToCall);
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return id;
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}
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// Lime already implements their own little framerate cap, so we can just use that
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// This also gets set in the init function in Main.hx, since we need to definitely override it
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public static var lockedFramerateFunction = untyped js.Syntax.code("window.requestAnimationFrame");
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#end
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/**
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* Loads the user's preferences from the save data and apply them.
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*/
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@ -137,6 +179,17 @@ class Preferences
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FlxG.autoPause = Preferences.autoPause;
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// Apply the debugDisplay setting (enables the FPS and RAM display).
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toggleDebugDisplay(Preferences.debugDisplay);
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#if web
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toggleFramerateCap(Preferences.unlockedFramerate);
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#end
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}
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static function toggleFramerateCap(unlocked:Bool):Void
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{
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#if web
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var framerateFunction = unlocked ? unlockedFramerateFunction : lockedFramerateFunction;
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untyped js.Syntax.code("window.requestAnimationFrame = framerateFunction;");
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#end
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}
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static function toggleDebugDisplay(show:Bool):Void
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@ -97,6 +97,7 @@ class Save
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autoPause: true,
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inputOffset: 0,
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audioVisualOffset: 0,
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unlockedFramerate: false,
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controls:
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{
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@ -1180,6 +1181,12 @@ typedef SaveDataOptions =
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*/
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var audioVisualOffset:Int;
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/**
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* If we want the framerate to be unlocked on HTML5.
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* @default `false
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*/
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var unlockedFramerate:Bool;
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var controls:
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{
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var p1:
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@ -72,6 +72,12 @@ class PreferencesMenu extends Page
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createPrefItemCheckbox('Auto Pause', 'Automatically pause the game when it loses focus', function(value:Bool):Void {
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Preferences.autoPause = value;
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}, Preferences.autoPause);
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#if web
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createPrefItemCheckbox('Unlocked Framerate', 'Enable to unlock the framerate', function(value:Bool):Void {
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Preferences.unlockedFramerate = value;
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}, Preferences.unlockedFramerate);
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#end
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}
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override function update(elapsed:Float):Void
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