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Commit 4ca994a0 authored by James R.'s avatar James R.
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Merge branch 'gif-dynamic-delay-v2' into 'next'

Give the GIF recorder some memory so frame delays are a little more accurate

See merge request !1198
parents 998a10e8 00f38d41
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1 merge request!1198Give the GIF recorder some memory so frame delays are a little more accurate
......@@ -47,7 +47,8 @@ static RGBA_t *gif_framepalette = NULL;
static FILE *gif_out = NULL;
static INT32 gif_frames = 0;
static UINT32 gif_prevframems = 0;
static UINT32 gif_prevframeus = 0; // "us" is microseconds
static UINT32 gif_delayus = 0;
static UINT8 gif_writeover = 0;
......@@ -594,16 +595,20 @@ static void GIF_framewrite(void)
// screen regions are handled in GIF_lzw
{
UINT16 delay;
UINT16 delay = 0;
INT32 startline;
if (gif_dynamicdelay) {
// golden's attempt at creating a "dynamic delay"
float delayf = ceil(100.0f/NEWTICRATE);
UINT16 mingifdelay = 10; // minimum gif delay in milliseconds (keep at 10 because gifs can't get more precise).
gif_delayus += (I_GetTimeMicros() - gif_prevframeus); // increase delay by how much time was spent between last measurement
delay = (UINT16)((I_GetTimeMicros() - gif_prevframems)/10/1000);
if (delay < (int)(delayf))
delay = (int)(delayf);
if (gif_delayus/1000 >= mingifdelay) // delay is big enough to be able to effect gif frame delay?
{
int frames = (gif_delayus/1000) / mingifdelay; // get amount of frames to delay.
delay = frames; // set the delay to delay that amount of frames.
gif_delayus -= frames*(mingifdelay*1000); // remove frames by the amount of milliseconds they take. don't reset to 0, the microseconds help consistency.
}
}
else
{
......@@ -690,7 +695,7 @@ static void GIF_framewrite(void)
}
fwrite(gifframe_data, 1, (p - gifframe_data), gif_out);
++gif_frames;
gif_prevframems = I_GetTimeMicros();
gif_prevframeus = I_GetTimeMicros();
}
......@@ -718,7 +723,8 @@ INT32 GIF_open(const char *filename)
GIF_headwrite();
gif_frames = 0;
gif_prevframems = I_GetTimeMicros();
gif_prevframeus = I_GetTimeMicros();
gif_delayus = 0;
return 1;
}
......
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