wesnoth/changelog_entries/ui-outro-text-fading.md
Iris Morelle f8c4bf2130 gui/outro: New clock-based timing logic for the text fading
This version uses SDL_GetTicks() as a monotonic source to avoid the
previous version's pitfalls, namely the fact that the game's framerate
may not necessarily be a constant, and in particular, the old code
assumed a completely different framerate than what we ended up with
after the texture-based rendering changes in 1.17.x, resulting in an
almost-unnoticeable text fade due to the update() function being
called WAY more often than before.

Note that the reliance on SDL_GetTicks() means the timings break
at some point after 49 days of game runtime, exactly once. This
should result in a visible "jitter" effect if the 32-bits ticks value
wraps around in the middle of a fade sequence, but other than that
it's not that big of a deal to warrant requiring SDL 2.0.18+ for the
64-bit version.

(cherry picked from commit db30ca53ae32eee37f805aa4aefb3e08de65de9c)
2024-03-05 10:56:50 +01:00

168 B

User interface

  • Fixed timing issue with the outro screen's text fading effect that made it so fast as to be unnoticeable on many hardware configurations.