removed target_fps option, moved it to debug (it makes no sense for games). Added a frame_delay option for games that don't want to use the CPU fully.
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b0f0ae0723
commit
920310e72a
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@ -101,6 +101,7 @@ static bool init_fullscreen=false;
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static bool init_use_custom_pos=false;
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static bool debug_collisions=false;
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static bool debug_navigation=false;
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static int frame_delay=0;
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static Vector2 init_custom_pos;
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static int video_driver_idx=-1;
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static int audio_driver_idx=-1;
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@ -488,7 +489,7 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
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if (I->next()) {
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OS::get_singleton()->set_frame_delay(I->next()->get().to_int());
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frame_delay=I->next()->get().to_int();
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N=I->next()->next();
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} else {
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goto error;
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@ -805,12 +806,19 @@ Error Main::setup(const char *execpath,int argc, char *argv[],bool p_second_phas
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OS::get_singleton()->set_screen_orientation(OS::SCREEN_LANDSCAPE);
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}
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OS::get_singleton()->set_iterations_per_second(GLOBAL_DEF("physics/fixed_fps",60));
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OS::get_singleton()->set_target_fps(GLOBAL_DEF("application/target_fps",0));
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OS::get_singleton()->set_target_fps(GLOBAL_DEF("debug/force_fps",0));
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if (!OS::get_singleton()->_verbose_stdout) //overrided
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OS::get_singleton()->_verbose_stdout=GLOBAL_DEF("debug/verbose_stdout",false);
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if (frame_delay==0) {
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frame_delay=GLOBAL_DEF("application/frame_delay_msec",0);
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}
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OS::get_singleton()->set_frame_delay(frame_delay);
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message_queue = memnew( MessageQueue );
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Globals::get_singleton()->register_global_defaults();
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