示例#1
0
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();
}
示例#2
0
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;
	}
}
示例#3
0
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();
		}
	}
}