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[2016-1-10. : 8:02 am] O)FaRTy1billion[MM] -- It may have to do with the constant creating & deleting of bitmaps and stuff ;o that can't be helping[2016-1-10. : 7:55 am] O)FaRTy1billion[MM] -- Also some drawing stuff may need to be optimized. If the window is small the color cycling runs as expected, but if I fullscreen it I notice some slowdown.[2016-1-10. : 7:53 am] O)FaRTy1billion[MM] -- Hmmm. I think that code needs to get put somewhere else, maybe in the PaintMap function. If I drag a unit around the color cycling stops updating.[2016-1-10. : 7:47 am] O)FaRTy1billion[MM] -- Is there a way to flag it for redraw instead of actively redrawing it?[2016-1-10. : 7:43 am] O)FaRTy1billion[MM] -- http://pastebin.com/FNDkcMvM Here are my changes so far .. I'll play with it later, but if you want to look at it.[2016-1-10. : 7:34 am] O)FaRTy1billion[MM] -- Cool, I got color cycling in CHKDraft working correctly. It would be better if I knew where to put the color cycling function, I just threw it in the middle of Run for now.[2016-1-10. : 7:30 am] O)FaRTy1billion[MM] -- ;o Badlands color cycling works, but for some reason ice doesn't?[2016-1-10. : 6:40 am] O)FaRTy1billion[MM] -- swap makes it very easy though, no tmp variables required![2016-1-10. : 6:39 am] O)FaRTy1billion[MM] -- I want to keep playing with it, but I have to take my friend home and then I have to go to sleep to work tomorrow ;o[2016-1-10. : 6:36 am] O)FaRTy1billion[MM] -- chkd.scData.tilesets.set[chkd.maps.curr->getTileset()].wpe.swap<u32>(0, 1); shouldn't this be making null tiles blink a color? ![]() [2016-1-10. : 6:24 am] jjf28 -- it's my buffer class; you edit with those funcs or wpe.getPtr(0) / wpe.size()[2016-1-10. : 6:21 am] O)FaRTy1billion[MM] -- Does each map have it's own instance of the wpe and stuff, or should I add some sort of reindexing table somewhere ;o[2016-1-10. : 6:19 am] jjf28 -- o it looks like I make frivolous calls to "RedrawWindow", those'll send WM_PAINT[2016-1-10. : 6:16 am] O)FaRTy1billion[MM] -- I put redrawmap = true right before the check for redrawmap == true, unless it's used somewhere else ![]() [2016-1-10. : 6:15 am] jjf28 -- prolly just need to put this->redrawmap = true where you commented out/removed calls to PaintMap[2016-1-10. : 6:14 am] O)FaRTy1billion[MM] -- Ah, it doesn't freeze it's just not re-updating the screen coordinates[2016-1-10. : 6:12 am] O)FaRTy1billion[MM] -- Oh, it said that is the next line it will go to when it returns from function, so something in or called from PaintMap[2016-1-10. : 6:11 am] jjf28 -- FaRTy1billionFaRTy1billion shouted: It went to while (::PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) well that's unhelpful ![]() [2016-1-10. : 6:10 am] O)FaRTy1billion[MM] -- It went to while (::PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))[2016-1-10. : 6:00 am] O)FaRTy1billion[MM] -- I did while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { ;o[2016-1-10. : 5:58 am] jjf28 -- this should prolly be the message loop http://puu.sh/mqbRL/bee62d52ad.png[2016-1-10. : 5:55 am] Jack -- I don't know how to order the words correctly because I never learned any korean grammar |