return speed;
}
+bool
+MainLoop::has_no_pending_fadeout() const
+{
+ return screen_fade.get() == NULL || screen_fade->done();
+}
+
void
MainLoop::draw_fps(DrawingContext& context, float fps_fps)
{
MainLoop::handle_screen_switch()
{
while( (next_screen.get() != NULL || nextpop) &&
- (screen_fade.get() == NULL || screen_fade->done())) {
+ has_no_pending_fadeout()) {
if(current_screen.get() != NULL) {
current_screen->leave();
}