Files @ r25011:61d28a13bb41
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Location: cpp/openttd-patchpack/source/src/video/dedicated_v.h

Patric Stout
Remove: [Video] no longer draw in a thread

Drawing in a thread is a bit odd, and often leads to surprising
issues. For example, OpenGL would only allow it if you move the
full context to the thread. Which is not always easily done on
all OSes.
In general, the advise is to handle system events and drawing
from the main thread, and do everything else in other threads.
So, let's be more like other games.

Additionally, putting the drawing routine in a thread was only
done for a few targets.

Upcoming commit will move the GameLoop in a thread, which will
work for all targets.
/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/** @file dedicated_v.h Base for the dedicated video driver. */

#ifndef VIDEO_DEDICATED_H
#define VIDEO_DEDICATED_H

#include "video_driver.hpp"

/** The dedicated server video driver. */
class VideoDriver_Dedicated : public VideoDriver {
public:
	const char *Start(const StringList &param) override;

	void Stop() override;

	void MakeDirty(int left, int top, int width, int height) override;

	void MainLoop() override;

	bool ChangeResolution(int w, int h) override;

	bool ToggleFullscreen(bool fullscreen) override;
	const char *GetName() const override { return "dedicated"; }
	bool HasGUI() const override { return false; }
};

/** Factory for the dedicated server video driver. */
class FVideoDriver_Dedicated : public DriverFactoryBase {
public:
#ifdef DEDICATED
	/* Automatically select this dedicated driver when making a dedicated
	 * server build. */
	static const int PRIORITY = 10;
#else
	static const int PRIORITY = 0;
#endif
	FVideoDriver_Dedicated() : DriverFactoryBase(Driver::DT_VIDEO, PRIORITY, "dedicated", "Dedicated Video Driver") {}
	Driver *CreateInstance() const override { return new VideoDriver_Dedicated(); }
};

#endif /* VIDEO_DEDICATED_H */