// With or without sound, run one frame. // If bDraw is true, it's the last frame before we are up to date, and so we should draw the screen static int RunFrame(int bDraw, int bPause) { static int bPrevPause = 0; static int bPrevDraw = 0; extern bool bDoPostInitialize; // Exit Jukebox properly if(bDoPostInitialize == true && bJukeboxInUse == true) { DrvExit(); bJukeboxDisplayed = false; bJukeboxInUse = false; bDoPostInitialize = false; POST_INITIALISE_MESSAGE; } if (bPrevDraw && !bPause) { VidPaint(0); // paint the screen (no need to validate) } if (!bDrvOkay) { return 1; } if (bPause && bJukeboxInUse == true) { GetInput(false); // Update burner inputs, but not game inputs if (bPause != bPrevPause) { VidPaint(2); // Redraw the screen (to ensure mode indicators are updated) } return 0; } if (!bPause && bJukeboxInUse == true) { //if (!bJukeboxDisplayed) JukeboxDialogCreate(); int TracklistDialog(); if (bJukeboxDisplayed == false) TracklistDialog(); nFramesEmulated++; nCurrentFrame++; BurnJukeboxFrame(); return 0; } if (bPause) { GetInput(false); // Update burner inputs, but not game inputs if (bPause != bPrevPause) { VidPaint(2); // Redraw the screen (to ensure mode indicators are updated) } } else { nFramesEmulated++; nCurrentFrame++; if (kNetGame) { GetInput(true); // Update inputs if (KailleraGetInput()) { // Synchronize input with Kaillera return 0; } } else { if (nReplayStatus == 2) { GetInput(false); // Update burner inputs, but not game inputs if (ReplayInput()) { // Read input from file bAltPause = 1; bRunPause = 1; MenuEnableItems(); InputSetCooperativeLevel(false, false); } } else { GetInput(true); // Update inputs } } if (nReplayStatus == 1) { RecordInput(); // Write input to file } if (bDraw) { nFramesRendered++; if (VidFrame()) { // Do one frame AudBlankSound(); } } else { // frame skipping pBurnDraw = NULL; // Make sure no image is drawn BurnDrvFrame(); } if (bShowFPS) { if (nDoFPS < nFramesRendered) { DisplayFPS(); nDoFPS = nFramesRendered + 30; } } } bPrevPause = bPause; bPrevDraw = bDraw; return 0; }
// With or without sound, run one frame. // If bDraw is true, it's the last frame before we are up to date, and so we should draw the screen static int RunFrame(int bDraw, int bPause) { static int bPrevPause = 0; static int bPrevDraw = 0; if (bPrevDraw && !bPause) { VidPaint(0); // paint the screen (no need to validate) } if (!bDrvOkay) { return 1; } if (bPause) { GetInput(false); // Update burner inputs, but not game inputs if (bPause != bPrevPause) { VidPaint(2); // Redraw the screen (to ensure mode indicators are updated) } } else { nFramesEmulated++; nCurrentFrame++; if (kNetGame) { GetInput(true); // Update inputs if (KailleraGetInput()) { // Synchronize input with Kaillera return 0; } } else { if (nReplayStatus == 2) { GetInput(false); // Update burner inputs, but not game inputs if (ReplayInput()) { // Read input from file bAltPause = 1; bRunPause = 1; MenuEnableItems(); InputSetCooperativeLevel(false, false); } } else { GetInput(true); // Update inputs } } if (nReplayStatus == 1) { RecordInput(); // Write input to file } if (bDraw) { nFramesRendered++; if (VidFrame()) { // Do one frame AudBlankSound(); } } else { // frame skipping pBurnDraw = NULL; // Make sure no image is drawn BurnDrvFrame(); } if (bShowFPS) { if (nDoFPS < nFramesRendered) { DisplayFPS(); nDoFPS = nFramesRendered + 30; } } } bPrevPause = bPause; bPrevDraw = bDraw; return 0; }