Example #1
0
void winwindow_video_window_update(win_window_info *window)
{
	int targetview, targetorient, targetlayerconfig;

	assert(GetCurrentThreadId() == main_threadid);

	mtlog_add("winwindow_video_window_update: begin");

	// see if the target has changed significantly in window mode
	targetview = render_target_get_view(window->target);
	targetorient = render_target_get_orientation(window->target);
	targetlayerconfig = render_target_get_layer_config(window->target);
	if (targetview != window->targetview || targetorient != window->targetorient || targetlayerconfig != window->targetlayerconfig)
	{
		window->targetview = targetview;
		window->targetorient = targetorient;
		window->targetlayerconfig = targetlayerconfig;

		// in window mode, reminimize/maximize
		if (!window->fullscreen)
		{
			if (window->isminimized)
				SendMessage(window->hwnd, WM_USER_SET_MINSIZE, 0, 0);
			if (window->ismaximized)
				SendMessage(window->hwnd, WM_USER_SET_MAXSIZE, 0, 0);
		}
	}

	// if we're visible and running and not in the middle of a resize, draw
	if (window->hwnd != NULL && window->target != NULL)
	{
		int got_lock = TRUE;

		mtlog_add("winwindow_video_window_update: try lock");

		// only block if we're throttled
		if (video_config.throttle || timeGetTime() - last_update_time > 250)
			osd_lock_acquire(window->render_lock);
		else
			got_lock = osd_lock_try(window->render_lock);

		// only render if we were able to get the lock
		if (got_lock)
		{
			const render_primitive_list *primlist;

			mtlog_add("winwindow_video_window_update: got lock");

			// don't hold the lock; we just used it to see if rendering was still happening
			osd_lock_release(window->render_lock);

			// ensure the target bounds are up-to-date, and then get the primitives
			primlist = (*draw.window_get_primitives)(window);

			// post a redraw request with the primitive list as a parameter
			last_update_time = timeGetTime();
			mtlog_add("winwindow_video_window_update: PostMessage start");
			if (multithreading_enabled)
				PostMessage(window->hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist);
			else
				SendMessage(window->hwnd, WM_USER_REDRAW, 0, (LPARAM)primlist);
			mtlog_add("winwindow_video_window_update: PostMessage end");
		}
	}

	mtlog_add("winwindow_video_window_update: end");
}
Example #2
0
void sdl_window_info::update()
{
	osd_ticks_t     event_wait_ticks;
	ASSERT_MAIN_THREAD();

	// adjust the cursor state
	//sdlwindow_update_cursor_state(machine, window);

	execute_async(&update_cursor_state_wt, worker_param(this));

	// if we're visible and running and not in the middle of a resize, draw
	if (m_target != NULL)
	{
		int tempwidth, tempheight;

		// see if the games video mode has changed
		m_target->compute_minimum_size(tempwidth, tempheight);
		if (video_config.switchres && m_fullscreen && machine().options().changeres() && machine().switchres.game.changeres)
		{
			switchres_resolution_change(this);
			return;
		}
		else if (osd_dim(tempwidth, tempheight) != m_minimum_dim)
		{
			m_minimum_dim = osd_dim(tempwidth, tempheight);

			if (!this->m_fullscreen)
			{
				//Don't resize window without user interaction;
				//window_resize(blitwidth, blitheight);
			}
			else if (video_config.switchres)
			{
				osd_dim tmp = this->pick_best_mode();
				resize(tmp.width(), tmp.height());
			}
		}

		int got_lock = false;
		got_lock = osd_lock_try(m_render_lock);

		// only render if we were able to get the lock
		if (got_lock)
		{
			// don't hold the lock; we just used it to see if rendering was still happening
			osd_lock_release(m_render_lock);

			// ensure the target bounds are up-to-date, and then get the primitives

			render_primitive_list &primlist = *m_renderer->get_primitives();

			// and redraw now
			osd_event_reset(m_rendered_event);
			execute_async(&draw_video_contents_wt, worker_param(this, primlist));

			if (video_config.waitvsync && machine().video().throttled())
			{
				event_wait_ticks = osd_ticks_per_second(); // block at most a second
				osd_event_wait(m_rendered_event, event_wait_ticks);
			}
		}
	}
}