static void DrawSurfaceToScreenThread(void *) { /* First tell the main thread we're started */ _draw_mutex->BeginCritical(); _draw_mutex->SendSignal(); /* Now wait for the first thing to draw! */ _draw_mutex->WaitForSignal(); while (_draw_continue) { CheckPaletteAnim(); /* Then just draw and wait till we stop */ DrawSurfaceToScreen(); _draw_mutex->WaitForSignal(); } _draw_mutex->EndCritical(); _draw_thread->Exit(); }
void VideoDriver_SDL::MainLoop() { uint32 cur_ticks = SDL_CALL SDL_GetTicks(); uint32 last_cur_ticks = cur_ticks; uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; uint32 mod; int numkeys; Uint8 *keys; CheckPaletteAnim(); if (_draw_threaded) { /* Initialise the mutex first, because that's the thing we *need* * directly in the newly created thread. */ _draw_mutex = ThreadMutex::New(); if (_draw_mutex == NULL) { _draw_threaded = false; } else { _draw_mutex->BeginCritical(); _draw_continue = true; _draw_threaded = ThreadObject::New(&DrawSurfaceToScreenThread, NULL, &_draw_thread); /* Free the mutex if we won't be able to use it. */ if (!_draw_threaded) { _draw_mutex->EndCritical(); delete _draw_mutex; _draw_mutex = NULL; } else { /* Wait till the draw mutex has started itself. */ _draw_mutex->WaitForSignal(); } } } DEBUG(driver, 1, "SDL: using %sthreads", _draw_threaded ? "" : "no "); for (;;) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness while (PollEvent() == -1) {} if (_exit_game) break; mod = SDL_CALL SDL_GetModState(); #if SDL_VERSION_ATLEAST(1, 3, 0) keys = SDL_CALL SDL_GetKeyboardState(&numkeys); #else keys = SDL_CALL SDL_GetKeyState(&numkeys); #endif #if defined(_DEBUG) if (_shift_pressed) #else /* Speedup when pressing tab, except when using ALT+TAB * to switch to another application */ #if SDL_VERSION_ATLEAST(1, 3, 0) if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0) #else if (keys[SDLK_TAB] && (mod & KMOD_ALT) == 0) #endif /* SDL_VERSION_ATLEAST(1, 3, 0) */ #endif /* defined(_DEBUG) */ { if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2; } else if (_fast_forward & 2) { _fast_forward = 0; } cur_ticks = SDL_CALL SDL_GetTicks(); if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) { _realtime_tick += cur_ticks - last_cur_ticks; last_cur_ticks = cur_ticks; next_tick = cur_ticks + MILLISECONDS_PER_TICK; bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = !!(mod & KMOD_CTRL); _shift_pressed = !!(mod & KMOD_SHIFT); /* determine which directional keys are down */ _dirkeys = #if SDL_VERSION_ATLEAST(1, 3, 0) (keys[SDL_SCANCODE_LEFT] ? 1 : 0) | (keys[SDL_SCANCODE_UP] ? 2 : 0) | (keys[SDL_SCANCODE_RIGHT] ? 4 : 0) | (keys[SDL_SCANCODE_DOWN] ? 8 : 0); #else (keys[SDLK_LEFT] ? 1 : 0) | (keys[SDLK_UP] ? 2 : 0) | (keys[SDLK_RIGHT] ? 4 : 0) | (keys[SDLK_DOWN] ? 8 : 0); #endif if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); /* The gameloop is the part that can run asynchronously. The rest * except sleeping can't. */ if (_draw_mutex != NULL) _draw_mutex->EndCritical(); GameLoop(); if (_draw_mutex != NULL) _draw_mutex->BeginCritical(); UpdateWindows(); _local_palette = _cur_palette; } else { /* Release the thread while sleeping */ if (_draw_mutex != NULL) _draw_mutex->EndCritical(); CSleep(1); if (_draw_mutex != NULL) _draw_mutex->BeginCritical(); NetworkDrawChatMessage(); DrawMouseCursor(); } /* End of the critical part. */ if (_draw_mutex != NULL && !HasModalProgress()) { _draw_mutex->SendSignal(); } else { /* Oh, we didn't have threads, then just draw unthreaded */ CheckPaletteAnim(); DrawSurfaceToScreen(); } } if (_draw_mutex != NULL) { _draw_continue = false; /* Sending signal if there is no thread blocked * is very valid and results in noop */ _draw_mutex->SendSignal(); _draw_mutex->EndCritical(); _draw_thread->Join(); delete _draw_mutex; delete _draw_thread; _draw_mutex = NULL; _draw_thread = NULL; } }
void VideoDriver_Allegro::MainLoop() { uint32 cur_ticks = GetTime(); uint32 last_cur_ticks = cur_ticks; uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK; CheckPaletteAnim(); for (;;) { uint32 prev_cur_ticks = cur_ticks; // to check for wrapping InteractiveRandom(); // randomness PollEvent(); if (_exit_game) return; #if defined(_DEBUG) if (_shift_pressed) #else /* Speedup when pressing tab, except when using ALT+TAB * to switch to another application */ if (key[KEY_TAB] && (key_shifts & KB_ALT_FLAG) == 0) #endif { if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2; } else if (_fast_forward & 2) { _fast_forward = 0; } cur_ticks = GetTime(); if (cur_ticks >= next_tick || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) { _realtime_tick += cur_ticks - last_cur_ticks; last_cur_ticks = cur_ticks; next_tick = cur_ticks + MILLISECONDS_PER_TICK; bool old_ctrl_pressed = _ctrl_pressed; _ctrl_pressed = !!(key_shifts & KB_CTRL_FLAG); _shift_pressed = !!(key_shifts & KB_SHIFT_FLAG); /* determine which directional keys are down */ _dirkeys = (key[KEY_LEFT] ? 1 : 0) | (key[KEY_UP] ? 2 : 0) | (key[KEY_RIGHT] ? 4 : 0) | (key[KEY_DOWN] ? 8 : 0); if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged(); GameLoop(); UpdateWindows(); CheckPaletteAnim(); DrawSurfaceToScreen(); } else { CSleep(1); NetworkDrawChatMessage(); DrawMouseCursor(); DrawSurfaceToScreen(); } } }