diff --git a/src/guiengine/screen.cpp b/src/guiengine/screen.cpp index 41c1c33a5..8ce4599c8 100644 --- a/src/guiengine/screen.cpp +++ b/src/guiengine/screen.cpp @@ -54,7 +54,6 @@ Screen::Screen(const char* file, bool pause_race) m_magic_number = 0xCAFEC001; m_filename = file; - m_throttle_FPS = true; m_render_3d = false; m_loaded = false; m_pause_race = pause_race; diff --git a/src/guiengine/screen.hpp b/src/guiengine/screen.hpp index 1e79d4232..5926eeda4 100644 --- a/src/guiengine/screen.hpp +++ b/src/guiengine/screen.hpp @@ -99,8 +99,6 @@ protected: /** True if this screen is resizable */ bool m_resizable; - - bool m_throttle_FPS; private: /** True if the race (if it is running) should be paused when this * screen is shown. The RaceResultGUI uses this to leave the race @@ -165,8 +163,6 @@ protected: /** \return whether this screen is currently loaded */ bool isLoaded() const { return m_loaded; } - bool throttleFPS() const { return m_throttle_FPS; } - void addWidgets(); void calculateLayout(); @@ -350,7 +346,6 @@ protected: CutsceneScreen(const char* name) : Screen(name, false) { setNeeds3D(true); - m_throttle_FPS = false; } virtual void onCutsceneEnd() = 0; diff --git a/src/main_loop.cpp b/src/main_loop.cpp index b20435ec1..cd16bad07 100644 --- a/src/main_loop.cpp +++ b/src/main_loop.cpp @@ -296,10 +296,8 @@ float MainLoop::getLimitedDt() #else const int max_fps = (irr_driver->isRecording() && UserConfigParams::m_limit_game_fps ) - ? UserConfigParams::m_record_fps - : ( StateManager::get()->throttleFPS() - ? 60 - : UserConfigParams::m_max_fps ); + ? UserConfigParams::m_record_fps + : UserConfigParams::m_max_fps; #endif const int current_fps = (int)(1000.0f / dt); if (!m_throttle_fps || current_fps <= max_fps || diff --git a/src/states_screens/credits.cpp b/src/states_screens/credits.cpp index fbb6d4067..555f8dc6e 100644 --- a/src/states_screens/credits.cpp +++ b/src/states_screens/credits.cpp @@ -119,8 +119,6 @@ void CreditsScreen::loadedFromFile() { reset(); - m_throttle_FPS = false; - std::string creditsfile = file_manager->getAsset("CREDITS"); std::ifstream file( diff --git a/src/states_screens/state_manager.cpp b/src/states_screens/state_manager.cpp index 7016f027f..1c6b9f8cc 100644 --- a/src/states_screens/state_manager.cpp +++ b/src/states_screens/state_manager.cpp @@ -153,23 +153,6 @@ void StateManager::resetActivePlayers() // ---------------------------------------------------------------------------- -#if 0 -#pragma mark - -#pragma mark misc stuff -#endif - -bool StateManager::throttleFPS() -{ -#ifndef SERVER_ONLY - return m_game_mode != GUIEngine::GAME && GUIEngine::getCurrentScreen() && - GUIEngine::getCurrentScreen()->throttleFPS(); -#else - return true; -#endif -} // throttleFPS - -// ---------------------------------------------------------------------------- - void StateManager::escapePressed() { // in input sensing mode diff --git a/src/states_screens/state_manager.hpp b/src/states_screens/state_manager.hpp index b99915999..4bfb74134 100644 --- a/src/states_screens/state_manager.hpp +++ b/src/states_screens/state_manager.hpp @@ -188,13 +188,6 @@ public: unsigned int activePlayerCount(); void resetActivePlayers(); - /** \return whether to reduce FPS at the moment - * \note this can be useful to avoid being too CPU/GPU intensive in - * parts of the game that don't require high framerates, like - * menus - */ - bool throttleFPS(); - /** \brief implementing callback from base class AbstractStateManager */ void escapePressed();