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@@ -225,11 +225,6 @@ bool VideoDriver_Win32Base::MakeWindow(b
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return true;
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}
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/* static */ void VideoDriver_Win32Base::PaintThreadThunk(VideoDriver_Win32Base *drv)
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{
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drv->PaintThread();
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}
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/** Forward key presses to the window system. */
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static LRESULT HandleCharMsg(uint keycode, WChar charcode)
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{
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@@ -868,70 +863,12 @@ bool VideoDriver_Win32Base::PollEvent()
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void VideoDriver_Win32Base::MainLoop()
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{
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std::thread draw_thread;
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if (this->draw_threaded) {
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/* Initialise the mutex first, because that's the thing we *need*
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* directly in the newly created thread. */
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try {
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this->draw_signal = new std::condition_variable_any();
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this->draw_mutex = new std::recursive_mutex();
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} catch (...) {
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this->draw_threaded = false;
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}
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if (this->draw_threaded) {
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this->draw_lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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this->draw_continue = true;
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this->draw_threaded = StartNewThread(&draw_thread, "ottd:draw-win32", &VideoDriver_Win32Base::PaintThreadThunk, this);
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/* Free the mutex if we won't be able to use it. */
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if (!this->draw_threaded) {
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this->draw_lock.unlock();
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this->draw_lock.release();
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delete this->draw_mutex;
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delete this->draw_signal;
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this->draw_mutex = nullptr;
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this->draw_signal = nullptr;
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} else {
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DEBUG(driver, 1, "Threaded drawing enabled");
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/* Wait till the draw thread has started itself. */
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this->draw_signal->wait(*this->draw_mutex);
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}
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}
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}
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for (;;) {
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if (_exit_game) break;
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/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
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GdiFlush();
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if (this->Tick()) {
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if (this->draw_mutex != nullptr && !HasModalProgress()) {
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this->draw_signal->notify_one();
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} else {
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this->Paint();
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}
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}
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this->Tick();
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this->SleepTillNextTick();
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}
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if (this->draw_threaded) {
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this->draw_continue = false;
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/* Sending signal if there is no thread blocked
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* is very valid and results in noop */
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this->draw_signal->notify_all();
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if (this->draw_lock.owns_lock()) this->draw_lock.unlock();
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this->draw_lock.release();
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draw_thread.join();
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delete this->draw_mutex;
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delete this->draw_signal;
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this->draw_mutex = nullptr;
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}
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}
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void VideoDriver_Win32Base::ClientSizeChanged(int w, int h, bool force)
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@@ -951,9 +888,6 @@ void VideoDriver_Win32Base::ClientSizeCh
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bool VideoDriver_Win32Base::ChangeResolution(int w, int h)
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{
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std::unique_lock<std::recursive_mutex> lock;
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if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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if (_window_maximize) ShowWindow(this->main_wnd, SW_SHOWNORMAL);
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this->width = this->width_org = w;
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@@ -964,30 +898,14 @@ bool VideoDriver_Win32Base::ChangeResolu
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bool VideoDriver_Win32Base::ToggleFullscreen(bool full_screen)
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{
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std::unique_lock<std::recursive_mutex> lock;
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if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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bool res = this->MakeWindow(full_screen);
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InvalidateWindowClassesData(WC_GAME_OPTIONS, 3);
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return res;
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}
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void VideoDriver_Win32Base::AcquireBlitterLock()
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{
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if (this->draw_mutex != nullptr) this->draw_mutex->lock();
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}
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void VideoDriver_Win32Base::ReleaseBlitterLock()
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{
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if (this->draw_mutex != nullptr) this->draw_mutex->unlock();
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}
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void VideoDriver_Win32Base::EditBoxLostFocus()
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{
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std::unique_lock<std::recursive_mutex> lock;
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if (this->draw_mutex != nullptr) lock = std::unique_lock<std::recursive_mutex>(*this->draw_mutex);
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CancelIMEComposition(this->main_wnd);
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SetCompositionPos(this->main_wnd);
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SetCandidatePos(this->main_wnd);
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@@ -1043,8 +961,6 @@ bool VideoDriver_Win32Base::LockVideoBuf
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if (this->buffer_locked) return false;
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this->buffer_locked = true;
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if (this->draw_threaded) this->draw_lock.lock();
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_screen.dst_ptr = this->GetVideoPointer();
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assert(_screen.dst_ptr != nullptr);
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@@ -1060,7 +976,6 @@ void VideoDriver_Win32Base::UnlockVideoB
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_screen.dst_ptr = nullptr;
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}
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if (this->draw_threaded) this->draw_lock.unlock();
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this->buffer_locked = false;
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}
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@@ -1079,8 +994,6 @@ const char *VideoDriver_Win32GDI::Start(
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MarkWholeScreenDirty();
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this->draw_threaded = !GetDriverParam(param, "no_threads") && !GetDriverParam(param, "no_thread") && std::thread::hardware_concurrency() > 1;
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return nullptr;
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}
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@@ -1230,26 +1143,6 @@ void VideoDriver_Win32GDI::Paint()
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this->dirty_rect = {};
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}
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void VideoDriver_Win32GDI::PaintThread()
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{
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/* First tell the main thread we're started */
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std::unique_lock<std::recursive_mutex> lock(*this->draw_mutex);
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this->draw_signal->notify_one();
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/* Now wait for the first thing to draw! */
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this->draw_signal->wait(*this->draw_mutex);
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while (this->draw_continue) {
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this->Paint();
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/* Flush GDI buffer to ensure drawing here doesn't conflict with any GDI usage in the main WndProc. */
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GdiFlush();
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this->draw_signal->wait(*this->draw_mutex);
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}
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}
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#ifdef _DEBUG
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/* Keep this function here..
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* It allows you to redraw the screen from within the MSVC debugger */
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@@ -1395,7 +1288,6 @@ const char *VideoDriver_Win32OpenGL::Sta
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this->ClientSizeChanged(this->width, this->height, true);
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this->draw_threaded = false;
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MarkWholeScreenDirty();
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return nullptr;
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