コード例 #1
0
ファイル: window.c プロジェクト: i-willh/imame4all
int sdlwindow_init(running_machine *machine)
{
	// determine if we are using multithreading or not
	multithreading_enabled = options_get_bool(mame_options(), SDLOPTION_MULTITHREADING);

	// get the main thread ID before anything else
	main_threadid = SDL_ThreadID();

	// ensure we get called on the way out
	add_exit_callback(machine, sdlwindow_exit);

	// if multithreading, create a thread to run the windows
	if (multithreading_enabled)
	{
		// create a thread to run the windows from
#ifndef SDLMAME_OS2
		work_queue = osd_work_queue_alloc(WORK_QUEUE_FLAG_IO);
#else
		work_queue = osd_work_queue_alloc(WORK_QUEUE_FLAG_IO);
#endif
		if (work_queue == NULL)
			return 1;
		osd_work_item_queue(work_queue, &sdlwindow_thread_id, NULL, WORK_ITEM_FLAG_AUTO_RELEASE);
	}
	else
	{
		// otherwise, treat the window thread as the main thread
		//window_threadid = main_threadid;
		sdlwindow_thread_id(NULL, 0);
	}

	// initialize the drawers
#if USE_OPENGL
	if (video_config.mode == VIDEO_MODE_OPENGL)
	{
		if (drawogl_init(&draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
#if	SDL_VERSION_ATLEAST(1,3,0)
	if (video_config.mode == VIDEO_MODE_SDL13)
	{
		if (draw13_init(&draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
	if (video_config.mode == VIDEO_MODE_SOFT)
	{
		if (drawsdl_init(&draw))
			return 1;
	}

	// set up the window list
	last_window_ptr = &sdl_window_list;
	return 0;
}
コード例 #2
0
ファイル: window.c プロジェクト: clobber/UME
int sdlwindow_init(running_machine &machine)
{
	mame_printf_verbose("Enter sdlwindow_init\n");
	// determine if we are using multithreading or not
	multithreading_enabled = downcast<sdl_options &>(machine.options()).multithreading();

	// get the main thread ID before anything else
	main_threadid = SDL_ThreadID();

	// ensure we get called on the way out
	machine.add_notifier(MACHINE_NOTIFY_EXIT, machine_notify_delegate(FUNC(sdlwindow_exit), &machine));

	// if multithreading, create a thread to run the windows
	if (multithreading_enabled)
	{
		// create a thread to run the windows from
		work_queue = osd_work_queue_alloc(WORK_QUEUE_FLAG_IO);
		if (work_queue == NULL)
			return 1;
		osd_work_item_queue(work_queue, &sdlwindow_thread_id, NULL, WORK_ITEM_FLAG_AUTO_RELEASE);
	}
	else
	{
		// otherwise, treat the window thread as the main thread
		//window_threadid = main_threadid;
		sdlwindow_thread_id(NULL, 0);
	}

	// initialize the drawers
#if USE_OPENGL
	if (video_config.mode == VIDEO_MODE_OPENGL)
	{
		if (drawogl_init(machine, &draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
#if SDLMAME_SDL2
	if (video_config.mode == VIDEO_MODE_SDL13)
	{
		if (draw13_init(machine, &draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
	if (video_config.mode == VIDEO_MODE_SOFT)
	{
		if (drawsdl_init(&draw))
			return 1;
	}

	// set up the window list
	last_window_ptr = &sdl_window_list;
	mame_printf_verbose("Leave sdlwindow_init\n");
	return 0;
}
コード例 #3
0
ファイル: window.c プロジェクト: i-willh/imame4all
void sdlwindow_toggle_draw(running_machine *machine, sdl_window_info *window)
{
#if USE_OPENGL
	//FIXME: Not yet working in 1.3
#if (!SDL_VERSION_ATLEAST(1,3,0))
	worker_param wp;

	// If we are not fullscreen (windowed) remember our windowed size
	if (!window->fullscreen)
	{
		window->windowed_width = window->width;
		window->windowed_height = window->height;
	}

	clear_worker_param(&wp);

	wp.window = window;
	wp.machine = machine;
	execute_async_wait(&sdlwindow_video_window_destroy_wt, &wp);

	window->scale_mode = VIDEO_SCALE_MODE_NONE;

	if (video_config.mode == VIDEO_MODE_OPENGL)
	{
		video_config.mode = VIDEO_MODE_SOFT;
		drawsdl_init(&draw);
		ui_popup_time(1, "Using software rendering");
	}
	else
	{
		video_config.mode = VIDEO_MODE_OPENGL;
		drawogl_init(&draw);
		ui_popup_time(1, "Using OpenGL rendering");
	}

	execute_async_wait(&complete_create_wt, &wp);
#endif
#endif
}
コード例 #4
0
ファイル: window.cpp プロジェクト: gregdickhudl/mame
bool sdl_osd_interface::window_init()
{
	osd_printf_verbose("Enter sdlwindow_init\n");
	// determine if we are using multithreading or not
	multithreading_enabled = options().multithreading();

	// get the main thread ID before anything else
	main_threadid = SDL_ThreadID();

	// if multithreading, create a thread to run the windows
	if (multithreading_enabled)
	{
		// create a thread to run the windows from
		work_queue = osd_work_queue_alloc(WORK_QUEUE_FLAG_IO);
		if (work_queue == NULL)
			return false;
		osd_work_item_queue(work_queue, &sdlwindow_thread_id, NULL, WORK_ITEM_FLAG_AUTO_RELEASE);
		sdlwindow_sync();
	}
	else
	{
		// otherwise, treat the window thread as the main thread
		//window_threadid = main_threadid;
		sdlwindow_thread_id(NULL, 0);
	}

	// initialize the drawers
#if USE_OPENGL
	if (video_config.mode == VIDEO_MODE_OPENGL)
	{
		if (drawogl_init(machine(), &draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
#if SDLMAME_SDL2
	if (video_config.mode == VIDEO_MODE_SDL2ACCEL)
	{
		if (drawsdl2_init(machine(), &draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
#ifdef USE_BGFX
	if (video_config.mode == VIDEO_MODE_BGFX)
	{
		if (drawbgfx_init(machine(), &draw))
			video_config.mode = VIDEO_MODE_SOFT;
	}
#endif
	if (video_config.mode == VIDEO_MODE_SOFT)
	{
		if (drawsdl_init(&draw))
			return false;
	}

#if SDLMAME_SDL2
	/* We may want to set a number of the hints SDL2 provides.
	 * The code below will document which hints were set.
	 */
	const char * hints[] = { SDL_HINT_FRAMEBUFFER_ACCELERATION,
			SDL_HINT_RENDER_DRIVER, SDL_HINT_RENDER_OPENGL_SHADERS,
			SDL_HINT_RENDER_SCALE_QUALITY,
			SDL_HINT_RENDER_VSYNC,
			SDL_HINT_VIDEO_X11_XVIDMODE, SDL_HINT_VIDEO_X11_XINERAMA,
			SDL_HINT_VIDEO_X11_XRANDR, SDL_HINT_GRAB_KEYBOARD,
			SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, SDL_HINT_IDLE_TIMER_DISABLED,
			SDL_HINT_ORIENTATIONS,
			SDL_HINT_XINPUT_ENABLED, SDL_HINT_GAMECONTROLLERCONFIG,
			SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, SDL_HINT_ALLOW_TOPMOST,
			SDL_HINT_TIMER_RESOLUTION,
#if SDL_VERSION_ATLEAST(2, 0, 2)
			SDL_HINT_RENDER_DIRECT3D_THREADSAFE, SDL_HINT_VIDEO_ALLOW_SCREENSAVER,
			SDL_HINT_ACCELEROMETER_AS_JOYSTICK, SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK,
			SDL_HINT_VIDEO_WIN_D3DCOMPILER, SDL_HINT_VIDEO_WINDOW_SHARE_PIXEL_FORMAT,
			SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES, SDL_HINT_MOUSE_RELATIVE_MODE_WARP,
#endif
#if SDL_VERSION_ATLEAST(2, 0, 3)
			SDL_HINT_RENDER_DIRECT3D11_DEBUG, SDL_HINT_VIDEO_HIGHDPI_DISABLED,
			SDL_HINT_WINRT_PRIVACY_POLICY_URL, SDL_HINT_WINRT_PRIVACY_POLICY_LABEL,
			SDL_HINT_WINRT_HANDLE_BACK_BUTTON,
#endif
			NULL
	};

	osd_printf_verbose("\nHints:\n");
	for (int i = 0; hints[i] != NULL; i++)
		osd_printf_verbose("\t%-40s %s\n", hints[i], SDL_GetHint(hints[i]));
#endif

	// set up the window list
	last_window_ptr = &sdl_window_list;
	osd_printf_verbose("Leave sdlwindow_init\n");
	return true;
}