Codechange: [SDL2] Name paint function Paint(), like other drivers do

This reduces confusion when reading different drivers.
This commit is contained in:
Patric Stout 2021-02-11 09:51:07 +01:00 committed by Patric Stout
parent 569ce6c7b4
commit 2bbef6b5cf

View File

@ -133,7 +133,7 @@ void VideoDriver_SDL::CheckPaletteAnim()
this->MakeDirty(0, 0, _screen.width, _screen.height);
}
static void DrawSurfaceToScreen()
static void Paint()
{
PerformanceMeasurer framerate(PFE_VIDEO);
@ -179,7 +179,7 @@ static void DrawSurfaceToScreen()
_num_dirty_rects = 0;
}
static void DrawSurfaceToScreenThread()
static void PaintThread()
{
/* First tell the main thread we're started */
std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
@ -190,7 +190,7 @@ static void DrawSurfaceToScreenThread()
while (_draw_continue) {
/* Then just draw and wait till we stop */
DrawSurfaceToScreen();
Paint();
_draw_signal->wait(lock);
}
}
@ -834,7 +834,7 @@ void VideoDriver_SDL::LoopOnce()
_draw_signal->notify_one();
} else {
/* Oh, we didn't have threads, then just draw unthreaded */
DrawSurfaceToScreen();
Paint();
}
}
@ -857,7 +857,7 @@ void VideoDriver_SDL::MainLoop()
_draw_signal = new std::condition_variable_any();
_draw_continue = true;
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &DrawSurfaceToScreenThread);
_draw_threaded = StartNewThread(&draw_thread, "ottd:draw-sdl", &PaintThread);
/* Free the mutex if we won't be able to use it. */
if (!_draw_threaded) {