{
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;
}
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
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();
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);