@@ -1051,6 +1051,19 @@ void OpenGLBackend::DrawMouseCursor()
void OpenGLBackend::PopulateCursorCache()
{
if (this->clear_cursor_cache) {
/* We have a pending cursor cache clear to do first. */
this->clear_cursor_cache = false;
this->last_sprite_pal = (PaletteID)-1;
Sprite *sp;
while ((sp = this->cursor_cache.Pop()) != nullptr) {
OpenGLSprite *sprite = (OpenGLSprite *)sp->data;
sprite->~OpenGLSprite();
free(sp);
}
for (uint i = 0; i < _cursor.sprite_count; ++i) {
SpriteID sprite = _cursor.sprite_seq[i].sprite;
@@ -1070,14 +1083,11 @@ void OpenGLBackend::PopulateCursorCache(
*/
void OpenGLBackend::ClearCursorCache()
/* If the game loop is threaded, this function might be called
* from the game thread. As we can call OpenGL functions only
* on the main thread, just set a flag that is handled the next
* time we prepare the cursor cache for drawing. */
this->clear_cursor_cache = true;
/**
@@ -63,6 +63,7 @@ private:
LRUCache<SpriteID, Sprite> cursor_cache; ///< Cache of encoded cursor sprites.
PaletteID last_sprite_pal = (PaletteID)-1; ///< Last uploaded remap palette.
bool clear_cursor_cache = false; ///< A clear of the cursor cache is pending.
OpenGLBackend();
~OpenGLBackend();
Status change: