Example #1
0
int sdl_window_info::window_init()
{
	worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param));
	int result;

	ASSERT_MAIN_THREAD();

	// set the initial maximized state
	// FIXME: Does not belong here
	sdl_options &options = downcast<sdl_options &>(m_machine.options());
	m_startmaximized = options.maximize();

	// add us to the list
	*last_window_ptr = this;
	last_window_ptr = &this->m_next;

	set_renderer(draw.create(this));

	// create an event that we can use to skip blitting
	m_rendered_event = osd_event_alloc(FALSE, TRUE);

	// load the layout
	m_target = m_machine.render().target_alloc();

	// set the specific view
	set_starting_view(m_index, options.view(), options.view(m_index));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(m_title, "%s: %s [%s]", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name);
	else
		sprintf(m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name, m_index);

	wp->set_window(this);

	// FIXME: pass error back in a different way
	if (multithreading_enabled)
	{
		osd_work_item *wi;

		wi = osd_work_item_queue(work_queue, &sdl_window_info::complete_create_wt, (void *) wp, 0);
		sdlwindow_sync();
		result = *((int *) (osd_work_item_result)(wi));
		osd_work_item_release(wi);
	}
	else
		result = *((int *) sdl_window_info::complete_create_wt((void *) wp, 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	destroy();
	return 1;
}
Example #2
0
int sdl_window_info::window_init()
{
	int result;

	ASSERT_MAIN_THREAD();

	// set the initial maximized state
	// FIXME: Does not belong here
	sdl_options &options = downcast<sdl_options &>(m_machine.options());
	m_startmaximized = options.maximize();

	// add us to the list
	sdl_window_list.push_back(std::static_pointer_cast<sdl_window_info>(shared_from_this()));

	set_renderer(osd_renderer::make_for_type(video_config.mode, static_cast<osd_window*>(this)->shared_from_this()));

	// load the layout
	m_target = m_machine.render().target_alloc();

	// set the specific view
	set_starting_view(m_index, options.view(), options.view(m_index));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(m_title, "%s: %s [%s]", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name);
	else
		sprintf(m_title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), m_machine.system().description, m_machine.system().name, m_index);

	auto wp = std::make_unique<worker_param>(std::static_pointer_cast<sdl_window_info>(shared_from_this()));

	result = *((int *) sdl_window_info::complete_create_wt(wp.release(), 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	destroy();
	return 1;
}
Example #3
0
File: window.c Project: clobber/UME
int sdlwindow_video_window_create(running_machine &machine, int index, sdl_monitor_info *monitor, const sdl_window_config *config)
{
	sdl_window_info *window;
	worker_param *wp = (worker_param *) osd_malloc(sizeof(worker_param));
	int result;

	ASSERT_MAIN_THREAD();

	clear_worker_param(wp);

	// allocate a new window object
	window = global_alloc_clear(sdl_window_info);
	window->maxwidth = config->width;
	window->maxheight = config->height;
	window->depth = config->depth;
	window->refresh = config->refresh;
	window->monitor = monitor;
	window->m_machine = &machine;
	window->index = index;

	//FIXME: these should be per_window in config-> or even better a bit set
	window->fullscreen = !video_config.windowed;
	window->prescale = video_config.prescale;

	// set the initial maximized state
	// FIXME: Does not belong here
	sdl_options &options = downcast<sdl_options &>(machine.options());
	window->startmaximized = options.maximize();

	if (!window->fullscreen)
	{
		window->windowed_width = config->width;
		window->windowed_height = config->height;
	}
	window->totalColors = config->totalColors;

	// add us to the list
	*last_window_ptr = window;
	last_window_ptr = &window->next;

	draw.attach(&draw, window);

	// create an event that we can use to skip blitting
	window->rendered_event = osd_event_alloc(FALSE, TRUE);

	// load the layout
	window->target = machine.render().target_alloc();

	// set the specific view
	set_starting_view(machine, index, window, options.view(), options.view(index));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(window->title, "%s: %s [%s]", emulator_info::get_appname(), machine.system().description, machine.system().name);
	else
		sprintf(window->title, "%s: %s [%s] - Screen %d", emulator_info::get_appname(), machine.system().description, machine.system().name, index);

	wp->window = window;

	if (multithreading_enabled)
	{
		osd_work_item *wi;

		wi = osd_work_item_queue(work_queue, &complete_create_wt, (void *) wp, 0);
		sdlwindow_sync();
		result = *((int *) (osd_work_item_result)(wi));
		osd_work_item_release(wi);
	}
	else
		result = *((int *) complete_create_wt((void *) wp, 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	sdlwindow_video_window_destroy(machine, window);
	return 1;
}
Example #4
0
int winwindow_video_window_create(int index, win_monitor_info *monitor, const win_window_config *config)
{
	win_window_info *window, *win;
	char option[20];

	assert(GetCurrentThreadId() == main_threadid);

	// allocate a new window object
	window = malloc_or_die(sizeof(*window));
	memset(window, 0, sizeof(*window));
	window->maxwidth = config->width;
	window->maxheight = config->height;
	window->refresh = config->refresh;
	window->monitor = monitor;
	window->fullscreen = !video_config.windowed;

	// see if we are safe for fullscreen
	window->fullscreen_safe = TRUE;
	for (win = win_window_list; win != NULL; win = win->next)
		if (win->monitor == monitor)
			window->fullscreen_safe = FALSE;

	// add us to the list
	*last_window_ptr = window;
	last_window_ptr = &window->next;

	// create a lock that we can use to skip blitting
	window->render_lock = osd_lock_alloc();

	// load the layout
	window->target = render_target_alloc(NULL, 0);
	if (window->target == NULL)
		goto error;
	render_target_set_orientation(window->target, video_orientation);
	render_target_set_layer_config(window->target, video_config.layerconfig);

	// set the specific view
	sprintf(option, "view%d", index);
	set_starting_view(index, window, options_get_string(option));

	// remember the current values in case they change
	window->targetview = render_target_get_view(window->target);
	window->targetorient = render_target_get_orientation(window->target);
	window->targetlayerconfig = render_target_get_layer_config(window->target);

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(window->title, APPNAME ": %s [%s]", Machine->gamedrv->description, Machine->gamedrv->name);
	else
		sprintf(window->title, APPNAME ": %s [%s] - Screen %d", Machine->gamedrv->description, Machine->gamedrv->name, index);

	// set the initial maximized state
	window->startmaximized = options_get_bool("maximize");

	// finish the window creation on the window thread
	if (multithreading_enabled)
	{
		// wait until the window thread is ready to respond to events
		WaitForSingleObject(window_thread_ready_event, INFINITE);

		PostThreadMessage(window_threadid, WM_USER_FINISH_CREATE_WINDOW, 0, (LPARAM)window);
		while (window->init_state == 0)
			Sleep(1);
	}
	else
		window->init_state = complete_create(window) ? -1 : 1;

	// handle error conditions
	if (window->init_state == -1)
		goto error;
	return 0;

error:
	winwindow_video_window_destroy(window);
	return 1;
}
Example #5
0
int sdlwindow_video_window_create(running_machine *machine, int index, sdl_monitor_info *monitor, const sdl_window_config *config)
{
	sdl_window_info *window;
	worker_param *wp = malloc(sizeof(worker_param));
	char option[20];
	int result;

	ASSERT_MAIN_THREAD();

	clear_worker_param(wp);

	// allocate a new window object
	window = alloc_or_die(sdl_window_info);
	memset(window, 0, sizeof(*window));
	window->maxwidth = config->width;
	window->maxheight = config->height;
	window->depth = config->depth;
	window->refresh = config->refresh;
	window->monitor = monitor;
	window->machine = machine;
	window->index = index;
	
	//FIXME: these should be per_window in config-> or even better a bit set
	window->fullscreen = !video_config.windowed;
	window->prescale = video_config.prescale;
	window->prescale_effect = video_config.prescale_effect;
	window->scale_mode = video_config.scale_mode;

	// set the initial maximized state
	// FIXME: Does not belong here
	window->startmaximized = options_get_bool(mame_options(), SDLOPTION_MAXIMIZE);

	if (!window->fullscreen)
	{
		window->windowed_width = config->width;
		window->windowed_height = config->height;
	}
  	window->totalColors = config->totalColors;

	// add us to the list
	*last_window_ptr = window;
	last_window_ptr = &window->next;

	draw.attach(&draw, window);
	
	// create an event that we can use to skip blitting
	window->rendered_event = osd_event_alloc(FALSE, TRUE);

	// load the layout
	window->target = render_target_alloc(machine, NULL, FALSE);
	if (window->target == NULL)
		goto error;

	// set the specific view				    
	sprintf(option, SDLOPTION_VIEW("%d"), index);
	set_starting_view(machine, index, window, options_get_string(mame_options(), option));

	// make the window title
	if (video_config.numscreens == 1)
		sprintf(window->title, APPNAME ": %s [%s]", machine->gamedrv->description, machine->gamedrv->name);
	else
		sprintf(window->title, APPNAME ": %s [%s] - Screen %d", machine->gamedrv->description, machine->gamedrv->name, index);

	wp->window = window;

	if (multithreading_enabled)
	{
		osd_work_item *wi;		
		
		wi = osd_work_item_queue(work_queue, &complete_create_wt, (void *) wp, 0);
		sdlwindow_sync();
		result = *((int *) (osd_work_item_result)(wi));
		osd_work_item_release(wi);
	} 
	else
		result = *((int *) complete_create_wt((void *) wp, 0));

	// handle error conditions
	if (result == 1)
		goto error;

	return 0;

error:
	sdlwindow_video_window_destroy(machine, window);
	return 1;
}