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Don't use fps_max_unfocused for the pause menu
Nowadays, we have things like buttons that change appearance on hover, or scoll bars in the pause menu. These do not work fine with low fps.
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a57677120a
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4 changed files with 7 additions and 7 deletions
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@ -968,7 +968,7 @@ void Game::run()
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// Calculate dtime =
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// m_rendering_engine->run() from this iteration
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// + Sleep time until the wanted FPS are reached
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draw_times.limit(device, &dtime, g_menumgr.pausesGame());
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draw_times.limit(device, &dtime);
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framemarker.start();
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@ -2504,7 +2504,7 @@ inline void Game::step(f32 dtime)
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ZoneScoped;
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if (server) {
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float fps_max = (!device->isWindowFocused() || g_menumgr.pausesGame()) ?
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float fps_max = !device->isWindowFocused() ?
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g_settings->getFloat("fps_max_unfocused") :
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g_settings->getFloat("fps_max");
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fps_max = std::max(fps_max, 1.0f);
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@ -34,9 +34,9 @@ void FpsControl::reset()
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last_time = porting::getTimeUs();
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}
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void FpsControl::limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused)
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void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
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{
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const float fps_limit = (device->isWindowFocused() && !assume_paused)
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const float fps_limit = device->isWindowFocused()
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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused");
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const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
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@ -45,7 +45,7 @@ struct FpsControl {
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void reset();
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void limit(IrrlichtDevice *device, f32 *dtime, bool assume_paused = false);
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void limit(IrrlichtDevice *device, f32 *dtime);
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u32 getBusyMs() const { return busy_time / 1000; }
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