示例#1
0
文件: window.c 项目: j4y4r/j4ymame
void sdlwindow_video_window_update_hi(running_machine &machine, sdl_window_info *window)
{

	ASSERT_MAIN_THREAD();

	// adjust the cursor state
	sdlwindow_update_cursor_state(machine, window);
}
示例#2
0
文件: window.c 项目: clobber/UME
void sdlwindow_video_window_update(running_machine &machine, sdl_window_info *window)
{

	osd_ticks_t     event_wait_ticks;
	ASSERT_MAIN_THREAD();

	// adjust the cursor state
	sdlwindow_update_cursor_state(machine, window);

	// if we're visible and running and not in the middle of a resize, draw
	if (window->target != NULL)
	{
		int tempwidth, tempheight;

		// see if the games video mode has changed
		window->target->compute_minimum_size(tempwidth, tempheight);
		if (tempwidth != window->minwidth || tempheight != window->minheight)
		{
			window->minwidth = tempwidth;
			window->minheight = tempheight;
			if (!window->fullscreen)
			{
				sdlwindow_blit_surface_size(window, window->width, window->height);
				sdlwindow_resize(window, window->blitwidth, window->blitheight);
			}
			else if (video_config.switchres)
			{
				pick_best_mode(window, &tempwidth, &tempheight);
				sdlwindow_resize(window, tempwidth, tempheight);
			}
		}

		if (video_config.waitvsync && video_config.syncrefresh)
			event_wait_ticks = osd_ticks_per_second(); // block at most a second
		else
			event_wait_ticks = 0;

		if (osd_event_wait(window->rendered_event, event_wait_ticks))
		{
			worker_param wp;
			render_primitive_list *primlist;

			clear_worker_param(&wp);

			// ensure the target bounds are up-to-date, and then get the primitives
			primlist = &window->get_primitives(window);

			// and redraw now

			wp.list = primlist;
			wp.window = window;
			wp.m_machine = &machine;

			execute_async(&draw_video_contents_wt, &wp);
		}
	}
}
示例#3
0
void sdlwindow_video_window_update(running_machine *machine, sdl_window_info *window)
{

	ASSERT_MAIN_THREAD();

	// adjust the cursor state
	sdlwindow_update_cursor_state(machine, window);

	// if we're visible and running and not in the middle of a resize, draw
	if (window->target != NULL)
	{
		int tempwidth, tempheight;

		// see if the games video mode has changed
		render_target_get_minimum_size(window->target, &tempwidth, &tempheight);
		if (tempwidth != window->minwidth || tempheight != window->minheight)
		{
			window->minwidth = tempwidth;
			window->minheight = tempheight;
			if (!window->fullscreen)
			{
				sdlwindow_blit_surface_size(window, window->width, window->height);
				sdlwindow_resize(window, window->blitwidth, window->blitheight);
			}
			else if (video_config.switchres)
			{
				pick_best_mode(window, &tempwidth, &tempheight);
				sdlwindow_resize(window, tempwidth, tempheight);
			}
		}

		// only render if we have been signalled
		if (osd_event_wait(window->rendered_event, 0))
		{
			worker_param wp;
			const render_primitive_list *primlist;

			clear_worker_param(&wp);

			// ensure the target bounds are up-to-date, and then get the primitives
			primlist = window->get_primitives(window);

			// and redraw now

			wp.list = primlist;
			wp.window = window;
			wp.machine = machine;

			execute_async(&draw_video_contents_wt, &wp);
		}
	}
}