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authordec05eba <dec05eba@protonmail.com>2018-05-03 20:06:20 +0200
committerdec05eba <dec05eba@protonmail.com>2018-05-03 20:06:24 +0200
commit0cf9f4bcd0697264f887fde7ce7117715e728b36 (patch)
tree38bda56e5cb59cca51cd6a8d1a6b1ee89d924761 /src/Gif.cpp
parentccb89261bd51e448124c462f289d43afcd9006de (diff)
Remove gif file data if gif fails to load
Diffstat (limited to 'src/Gif.cpp')
-rw-r--r--src/Gif.cpp8
1 files changed, 5 insertions, 3 deletions
diff --git a/src/Gif.cpp b/src/Gif.cpp
index 4d1295c..6b38f10 100644
--- a/src/Gif.cpp
+++ b/src/Gif.cpp
@@ -135,9 +135,11 @@ namespace dchat
void Gif::draw(sf::RenderTarget &target)
{
double timeElapsedMilli = (double)frameTimer.getElapsedTime().asMilliseconds();
- // If gif is not redrawn for a while, then we want to reset it; otherwise the decoding loop will take too long time.
- // This means that if gif is not visible for a while and then it becomes visible, the gif will reset instead of trying to process several seconds of frames
- if(timeElapsedMilli > 3000.0)
+ // If gif is not redrawn for a while, then we reset timer (gif is paused). This happens when gif is not visible and then appears visible
+ // (because it's visible in window). The reason this is done is to prevent too much time between rendering gif frames, as processing a gif
+ // requires to process all frames between two points in time, if elapsed frame time is too high, then we would require to process several
+ // frames of gif in one application render frame.
+ if(timeElapsedMilli > 1000.0)
timeElapsedMilli = 0.0;
double frameDeltaCs = timeElapsedMilli * 0.1; // Centisecond
frameTimer.restart();