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https://github.com/JGRennison/OpenTTD-patches.git
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4610aa7ae3
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.
55 lines
1.7 KiB
C++
55 lines
1.7 KiB
C++
/*
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* This file is part of OpenTTD.
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* 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.
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* 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.
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* 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/>.
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*/
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/** @file sdl_v.h Base of the SDL video driver. */
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#ifndef VIDEO_SDL_H
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#define VIDEO_SDL_H
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#include "video_driver.hpp"
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/** The SDL video driver. */
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class VideoDriver_SDL : public VideoDriver {
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public:
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const char *Start(const StringList ¶m) override;
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void Stop() override;
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void MakeDirty(int left, int top, int width, int height) override;
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void MainLoop() override;
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bool ChangeResolution(int w, int h) override;
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bool ToggleFullscreen(bool fullscreen) override;
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bool AfterBlitterChange() override;
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bool ClaimMousePointer() override;
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const char *GetName() const override { return "sdl"; }
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protected:
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void InputLoop() override;
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void Paint() override;
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void CheckPaletteAnim() override;
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bool PollEvent() override;
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private:
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bool CreateMainSurface(uint w, uint h);
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void SetupKeyboard();
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};
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/** Factory for the SDL video driver. */
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class FVideoDriver_SDL : public DriverFactoryBase {
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public:
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FVideoDriver_SDL() : DriverFactoryBase(Driver::DT_VIDEO, 5, "sdl", "SDL Video Driver") {}
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Driver *CreateInstance() const override { return new VideoDriver_SDL(); }
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};
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#endif /* VIDEO_SDL_H */
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