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Codechange: unroll the SDL2 main loop
This commit prepares for the next commit, as Emscripten needs to have a way to trigger a single iteration of the main loop. To keep the real changes more clear, this commit only unrolls the loop, and makes no changes to the logic itself.
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@ -664,19 +664,90 @@ void VideoDriver_SDL::Stop()
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}
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}
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void VideoDriver_SDL::MainLoop()
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void VideoDriver_SDL::LoopOnce()
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{
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uint32 cur_ticks = SDL_GetTicks();
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uint32 last_cur_ticks = cur_ticks;
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uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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uint32 mod;
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int numkeys;
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const Uint8 *keys;
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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while (PollEvent() == -1) {}
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if (_exit_game) return;
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mod = SDL_GetModState();
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keys = SDL_GetKeyboardState(&numkeys);
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#if defined(_DEBUG)
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if (_shift_pressed)
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application */
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if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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cur_ticks = SDL_GetTicks();
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if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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bool old_ctrl_pressed = _ctrl_pressed;
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_ctrl_pressed = !!(mod & KMOD_CTRL);
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_shift_pressed = !!(mod & KMOD_SHIFT);
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/* determine which directional keys are down */
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_dirkeys =
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(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
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(keys[SDL_SCANCODE_UP] ? 2 : 0) |
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(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
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(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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UpdateWindows();
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_local_palette = _cur_palette;
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} else {
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/* Release the thread while sleeping */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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CSleep(1);
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if (_draw_mutex != nullptr) draw_lock.lock();
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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/* End of the critical part. */
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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}
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}
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void VideoDriver_SDL::MainLoop()
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{
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cur_ticks = SDL_GetTicks();
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last_cur_ticks = cur_ticks;
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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CheckPaletteAnim();
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std::thread draw_thread;
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std::unique_lock<std::recursive_mutex> draw_lock;
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if (_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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@ -707,78 +778,16 @@ void VideoDriver_SDL::MainLoop()
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DEBUG(driver, 1, "SDL2: using %sthreads", _draw_threaded ? "" : "no ");
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for (;;) {
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uint32 prev_cur_ticks = cur_ticks; // to check for wrapping
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InteractiveRandom(); // randomness
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while (PollEvent() == -1) {}
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if (_exit_game) break;
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mod = SDL_GetModState();
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keys = SDL_GetKeyboardState(&numkeys);
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#if defined(_DEBUG)
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if (_shift_pressed)
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#else
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/* Speedup when pressing tab, except when using ALT+TAB
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* to switch to another application */
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if (keys[SDL_SCANCODE_TAB] && (mod & KMOD_ALT) == 0)
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#endif /* defined(_DEBUG) */
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{
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if (!_networking && _game_mode != GM_MENU) _fast_forward |= 2;
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} else if (_fast_forward & 2) {
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_fast_forward = 0;
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}
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cur_ticks = SDL_GetTicks();
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if (SDL_TICKS_PASSED(cur_ticks, next_tick) || (_fast_forward && !_pause_mode) || cur_ticks < prev_cur_ticks) {
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_realtime_tick += cur_ticks - last_cur_ticks;
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last_cur_ticks = cur_ticks;
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next_tick = cur_ticks + MILLISECONDS_PER_TICK;
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bool old_ctrl_pressed = _ctrl_pressed;
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_ctrl_pressed = !!(mod & KMOD_CTRL);
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_shift_pressed = !!(mod & KMOD_SHIFT);
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/* determine which directional keys are down */
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_dirkeys =
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(keys[SDL_SCANCODE_LEFT] ? 1 : 0) |
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(keys[SDL_SCANCODE_UP] ? 2 : 0) |
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(keys[SDL_SCANCODE_RIGHT] ? 4 : 0) |
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(keys[SDL_SCANCODE_DOWN] ? 8 : 0);
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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/* The gameloop is the part that can run asynchronously. The rest
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* except sleeping can't. */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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GameLoop();
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if (_draw_mutex != nullptr) draw_lock.lock();
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UpdateWindows();
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_local_palette = _cur_palette;
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} else {
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/* Release the thread while sleeping */
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if (_draw_mutex != nullptr) draw_lock.unlock();
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CSleep(1);
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if (_draw_mutex != nullptr) draw_lock.lock();
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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/* End of the critical part. */
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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/* Oh, we didn't have threads, then just draw unthreaded */
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CheckPaletteAnim();
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DrawSurfaceToScreen();
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}
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while (!_exit_game) {
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LoopOnce();
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}
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MainLoopCleanup();
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#endif
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}
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void VideoDriver_SDL::MainLoopCleanup()
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{
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if (_draw_mutex != nullptr) {
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_draw_continue = false;
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/* Sending signal if there is no thread blocked
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@ -42,12 +42,21 @@ public:
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const char *GetName() const override { return "sdl"; }
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private:
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int PollEvent();
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void LoopOnce();
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void MainLoopCleanup();
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bool CreateMainSurface(uint w, uint h, bool resize);
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/**
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* This is true to indicate that keyboard input is in text input mode, and SDL_TEXTINPUT events are enabled.
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*/
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bool edit_box_focused;
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uint32 cur_ticks;
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uint32 last_cur_ticks;
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uint32 next_tick;
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std::thread draw_thread;
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std::unique_lock<std::recursive_mutex> draw_lock;
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};
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/** Factory for the SDL video driver. */
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