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authorAki <please@ignore.pl>2022-04-04 22:28:16 +0200
committerAki <please@ignore.pl>2022-04-04 22:28:16 +0200
commit1bc6242caac5261dfd74be55027aa033f7a297a4 (patch)
treea4439aa20f59eb12fe8fdfd093014bd019892934 /StarsEx/Starshatter.cpp
parent4cc312f90d27ea7abb010bd317188d9d08a9fd3e (diff)
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Streamlined game loops
Diffstat (limited to 'StarsEx/Starshatter.cpp')
-rw-r--r--StarsEx/Starshatter.cpp37
1 files changed, 0 insertions, 37 deletions
diff --git a/StarsEx/Starshatter.cpp b/StarsEx/Starshatter.cpp
index 415a04b..cc36461 100644
--- a/StarsEx/Starshatter.cpp
+++ b/StarsEx/Starshatter.cpp
@@ -789,43 +789,6 @@ Starshatter::KeyDown(int action) const
// +--------------------------------------------------------------------+
-bool
-Starshatter::GameLoop()
-{
- cam_dir = CameraDirector::GetInstance();
-
- if (active && paused) {
- // Route Events to EventTargets
- EventDispatch* ed = EventDispatch::GetInstance();
- if (ed)
- ed->Dispatch();
-
- UpdateWorld();
- GameState();
- UpdateScreen();
-
- /***
- static DWORD vmf_time = 0;
-
- if (real_time() - vmf_time > 5000) {
- vmf_time = real_time();
- DWORD vmf = video->VidMemFree() / (1024 * 1024);
- ::Print("\n###### %02d:%02d - Video Memory Free: %d MB\n\n",
- vmf_time / 60000,
- vmf_time / 1000,
- vmf);
- }
- ***/
- }
-
- Game::GameLoop();
- return false; // must return false to keep processing
- // true tells the outer loop to sleep until a
- // windows event is available
-}
-
-// +--------------------------------------------------------------------+
-
void
Starshatter::UpdateWorld()
{