Separated EndSequence logic from GameSession. This will allow for nice hierarchy...
[supertux.git] / src / mainloop.cpp
index 9f8be24..d0b6236 100644 (file)
@@ -68,10 +68,7 @@ MainLoop::push_screen(Screen* screen, ScreenFade* screen_fade)
 {
   this->next_screen.reset(screen);
   this->screen_fade.reset(screen_fade);
-  if(nextpop)
-    nextpush = false;
-  else
-    nextpush = true;
+  nextpush = !nextpop;
   nextpop = false;
   speed = 1.0;
 }
@@ -114,8 +111,8 @@ MainLoop::draw_fps(DrawingContext& context, float fps_fps)
   char str[60];
   snprintf(str, sizeof(str), "%3.1f", fps_fps);
   const char* fpstext = "FPS";
-  context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_FOREGROUND1);
-  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_FOREGROUND1);
+  context.draw_text(white_text, fpstext, Vector(SCREEN_WIDTH - white_text->get_text_width(fpstext) - gold_text->get_text_width(" 99999") - BORDER_X, BORDER_Y + 20), LEFT_ALLIGN, LAYER_HUD);
+  context.draw_text(gold_text, str, Vector(SCREEN_WIDTH - BORDER_X, BORDER_Y + 20), RIGHT_ALLIGN, LAYER_HUD);
 }
 
 void
@@ -132,7 +129,7 @@ MainLoop::run()
 
   running = true;
   while(running) {
-    while( (next_screen.get() != NULL || nextpop == true) &&
+    while( (next_screen.get() != NULL || nextpop) &&
             (screen_fade.get() == NULL || screen_fade->done())) {
       if(current_screen.get() != NULL) {
         current_screen->leave();
@@ -167,7 +164,7 @@ MainLoop::run()
     float elapsed_time = 1.0 / LOGICAL_FPS;
     ticks = SDL_GetTicks();
     if(ticks > fps_nextframe_ticks) {
-      if(skipdraw == true) {
+      if(skipdraw) {
         // already skipped last frame? we have to slow down the game then...
         skipdraw = false;
         fps_nextframe_ticks -= (Uint32) (1000.0 / LOGICAL_FPS);