@@ -690,6 +690,7 @@ void VideoDriver_SDL::MainLoop()
if (!_draw_threaded) {
_draw_mutex->EndCritical();
delete _draw_mutex;
_draw_mutex = NULL;
} else {
/* Wait till the draw mutex has started itself. */
_draw_mutex->WaitForSignal();
@@ -757,26 +758,26 @@ void VideoDriver_SDL::MainLoop()
/* The gameloop is the part that can run asynchronously. The rest
* except sleeping can't. */
if (_draw_threaded) _draw_mutex->EndCritical();
if (_draw_mutex != NULL) _draw_mutex->EndCritical();
GameLoop();
if (_draw_threaded) _draw_mutex->BeginCritical();
if (_draw_mutex != NULL) _draw_mutex->BeginCritical();
UpdateWindows();
_local_palette = _cur_palette;
/* Release the thread while sleeping */
CSleep(1);
NetworkDrawChatMessage();
DrawMouseCursor();
}
/* End of the critical part. */
if (_draw_threaded && !HasModalProgress()) {
if (_draw_mutex != NULL && !HasModalProgress()) {
_draw_mutex->SendSignal();
/* Oh, we didn't have threads, then just draw unthreaded */
@@ -785,7 +786,7 @@ void VideoDriver_SDL::MainLoop()
if (_draw_threaded) {
if (_draw_mutex != NULL) {
_draw_continue = false;
/* Sending signal if there is no thread blocked
* is very valid and results in noop */
@@ -795,14 +796,17 @@ void VideoDriver_SDL::MainLoop()
delete _draw_thread;
_draw_thread = NULL;
bool VideoDriver_SDL::ChangeResolution(int w, int h)
{
bool ret = CreateMainSurface(w, h);
return ret;
Status change: