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Fix: Data races on cursor state in OpenGL backends
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parent
fbd0a2e65a
commit
39b7ef31f8
@ -134,7 +134,7 @@ static bool _allowSoftware;
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CGLSetCurrentContext(ctx);
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OpenGLBackend::Get()->Paint();
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if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
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OpenGLBackend::Get()->DrawMouseCursor();
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[ super drawInCGLContext:ctx pixelFormat:pf forLayerTime:t displayTime:ts ];
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}
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@ -1053,18 +1053,20 @@ void OpenGLBackend::Paint()
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*/
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void OpenGLBackend::DrawMouseCursor()
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{
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if (!this->cursor_in_window) return;
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/* Draw cursor on screen */
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_cur_dpi = &_screen;
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for (uint i = 0; i < _cursor.sprite_count; ++i) {
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SpriteID sprite = _cursor.sprite_seq[i].sprite;
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for (uint i = 0; i < this->cursor_sprite_count; ++i) {
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SpriteID sprite = this->cursor_sprite_seq[i].sprite;
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/* Sprites are cached by PopulateCursorCache(). */
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if (this->cursor_cache.Contains(sprite)) {
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Sprite *spr = this->cursor_cache.Get(sprite);
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this->RenderOglSprite((OpenGLSprite *)spr->data, _cursor.sprite_seq[i].pal,
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_cursor.pos.x + _cursor.sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
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_cursor.pos.y + _cursor.sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
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this->RenderOglSprite((OpenGLSprite *)spr->data, this->cursor_sprite_seq[i].pal,
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this->cursor_pos.x + this->cursor_sprite_pos[i].x + UnScaleByZoom(spr->x_offs, ZOOM_LVL_GUI),
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this->cursor_pos.y + this->cursor_sprite_pos[i].y + UnScaleByZoom(spr->y_offs, ZOOM_LVL_GUI),
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ZOOM_LVL_GUI);
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}
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}
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@ -1072,6 +1074,9 @@ void OpenGLBackend::DrawMouseCursor()
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void OpenGLBackend::PopulateCursorCache()
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{
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static_assert(lengthof(_cursor.sprite_seq) == lengthof(this->cursor_sprite_seq));
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static_assert(lengthof(_cursor.sprite_pos) == lengthof(this->cursor_sprite_pos));
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if (this->clear_cursor_cache) {
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/* We have a pending cursor cache clear to do first. */
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this->clear_cursor_cache = false;
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@ -1085,7 +1090,13 @@ void OpenGLBackend::PopulateCursorCache()
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}
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}
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this->cursor_pos = _cursor.pos;
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this->cursor_sprite_count = _cursor.sprite_count;
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this->cursor_in_window = _cursor.in_window;
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for (uint i = 0; i < _cursor.sprite_count; ++i) {
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this->cursor_sprite_seq[i] = _cursor.sprite_seq[i];
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this->cursor_sprite_pos[i] = _cursor.sprite_pos[i];
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SpriteID sprite = _cursor.sprite_seq[i].sprite;
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if (!this->cursor_cache.Contains(sprite)) {
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@ -65,6 +65,12 @@ private:
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PaletteID last_sprite_pal = (PaletteID)-1; ///< Last uploaded remap palette.
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bool clear_cursor_cache = false; ///< A clear of the cursor cache is pending.
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Point cursor_pos; ///< Cursor position
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bool cursor_in_window; ///< Cursor inside this window
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PalSpriteID cursor_sprite_seq[16]; ///< Current image of cursor
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Point cursor_sprite_pos[16]; ///< Relative position of individual cursor sprites
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uint cursor_sprite_count; ///< Number of cursor sprites to draw
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OpenGLBackend();
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~OpenGLBackend();
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@ -174,7 +174,7 @@ void VideoDriver_SDL_OpenGL::Paint()
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}
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OpenGLBackend::Get()->Paint();
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if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
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OpenGLBackend::Get()->DrawMouseCursor();
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SDL_GL_SwapWindow(this->sdl_window);
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}
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@ -1454,7 +1454,7 @@ void VideoDriver_Win32OpenGL::Paint()
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}
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OpenGLBackend::Get()->Paint();
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if (_cursor.in_window) OpenGLBackend::Get()->DrawMouseCursor();
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OpenGLBackend::Get()->DrawMouseCursor();
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SwapBuffers(this->dc);
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}
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