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; }
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; }