Beispiel #1
0
int osd_update(mame_time emutime)
{
	win_window_info *window;

	// if we're throttling, paused, or if the UI is up, synchronize
	if (effective_throttle())
		update_throttle(emutime);

	// update the FPS computations
	update_fps(emutime);

	// update all the windows, but only if we're not skipping this frame
	if (!skiptable[effective_frameskip()][frameskip_counter])
	{
		profiler_mark(PROFILER_BLIT);
		for (window = win_window_list; window != NULL; window = window->next)
			winwindow_video_window_update(window);
		profiler_mark(PROFILER_END);
	}

	// if we're throttling and autoframeskip is on, adjust
	if (effective_throttle() && effective_autoframeskip() && frameskip_counter == 0)
		update_autoframeskip();

	// poll the joystick values here
	winwindow_process_events(TRUE);
	wininput_poll();
	check_osd_inputs();

	// increment the frameskip counter
	frameskip_counter = (frameskip_counter + 1) % FRAMESKIP_LEVELS;

	// return whether or not to skip the next frame
	return skiptable[effective_frameskip()][frameskip_counter];
}
Beispiel #2
0
void windows_osd_interface::update(bool skip_redraw)
{
	// ping the watchdog on each update
	winmain_watchdog_ping();

	// if we're not skipping this redraw, update all windows
	if (!skip_redraw)
		for (win_window_info *window = win_window_list; window != NULL; window = window->next)
			winwindow_video_window_update(window);

	// poll the joystick values here
	winwindow_process_events(machine(), TRUE, FALSE);
	wininput_poll(machine());
	check_osd_inputs(machine());
}
Beispiel #3
0
void windows_osd_interface::update(bool skip_redraw)
{
	// ping the watchdog on each update
	winmain_watchdog_ping();

	// if we're not skipping this redraw, update all windows
	if (!skip_redraw)
		for (win_window_info *window = win_window_list; window != NULL; window = window->next)
			winwindow_video_window_update(window);

	// poll the joystick values here
	winwindow_process_events(machine(), TRUE, FALSE);
	wininput_poll(machine());
	check_osd_inputs(machine());
	// if we're running, disable some parts of the debugger
	if ((machine().debug_flags & DEBUG_FLAG_OSD_ENABLED) != 0)
		debugger_update();
}