Remove FRAMETIME return value from all FX (#5314)
* remove "return FRAMETIME" from all FX, fix timing for some FX - all FX now render every frame, no more "speed up" during transitions * fix missing return by adding FS_FALLBACK_STATIC macro * add FX_FALLBACK_STATIC also to user_fx * remove obsolete seg.next_time
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@@ -79,9 +79,8 @@ void ParticleSystem2D::update(void) {
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}
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// update function for fire animation
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void ParticleSystem2D::updateFire(const uint8_t intensity,const bool renderonly) {
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if (!renderonly)
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fireParticleupdate();
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void ParticleSystem2D::updateFire(const uint8_t intensity) {
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fireParticleupdate();
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fireIntesity = intensity > 0 ? intensity : 1; // minimum of 1, zero checking is used in render function
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render();
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}
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@@ -1096,7 +1095,11 @@ bool allocateParticleSystemMemory2D(uint32_t numparticles, uint32_t numsources,
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// initialize Particle System, allocate additional bytes if needed (pointer to those bytes can be read from particle system class: PSdataEnd)
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bool initParticleSystem2D(ParticleSystem2D *&PartSys, uint32_t requestedsources, uint32_t additionalbytes, bool advanced, bool sizecontrol) {
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PSPRINT("PS 2D init ");
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if (!strip.isMatrix) return false; // only for 2D
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if (!strip.isMatrix) {
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errorFlag = ERR_NOT_IMPL; // TODO: need a better error code if more codes are added
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SEGMENT.deallocateData(); // deallocate any data to make sure data is null (there is no valid PS in data and data can only be checked for null)
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return false; // only for 2D
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}
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uint32_t cols = SEGMENT.virtualWidth();
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uint32_t rows = SEGMENT.virtualHeight();
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uint32_t pixels = cols * rows;
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@@ -1844,7 +1847,11 @@ bool allocateParticleSystemMemory1D(const uint32_t numparticles, const uint32_t
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// initialize Particle System, allocate additional bytes if needed (pointer to those bytes can be read from particle system class: PSdataEnd)
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// note: percentofparticles is in uint8_t, for example 191 means 75%, (deafaults to 255 or 100% meaning one particle per pixel), can be more than 100% (but not recommended, can cause out of memory)
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bool initParticleSystem1D(ParticleSystem1D *&PartSys, const uint32_t requestedsources, const uint8_t fractionofparticles, const uint32_t additionalbytes, const bool advanced) {
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if (SEGLEN == 1) return false; // single pixel not supported
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if (SEGLEN == 1) {
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errorFlag = ERR_NOT_IMPL; // TODO: need a better error code if more codes are added
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SEGMENT.deallocateData(); // deallocate any data to make sure data is null (there is no valid PS in data and data can only be checked for null)
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return false; // single pixel not supported
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}
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uint32_t numparticles = calculateNumberOfParticles1D(fractionofparticles, advanced);
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uint32_t numsources = calculateNumberOfSources1D(requestedsources);
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bool allocsuccess = false;
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