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https://github.com/OpenTTD/OpenTTD.git
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(svn r23482) -Change: [Win32] Move re-painting the window and doing palette animation into a separate thread.
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@ -19,6 +19,8 @@
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#include "../core/math_func.hpp"
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#include "../core/random_func.hpp"
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#include "../texteff.hpp"
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#include "../thread/thread.h"
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#include "../progress.h"
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#include "win32_v.h"
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#include <windows.h>
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@ -27,6 +29,7 @@ static struct {
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HBITMAP dib_sect;
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void *buffer_bits;
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HPALETTE gdi_palette;
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RECT update_rect;
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int width;
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int height;
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int width_org;
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@ -45,17 +48,25 @@ static Dimension _bck_resolution;
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uint _codepage;
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#endif
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/** Whether the drawing is/may be done in a separate thread. */
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static bool _draw_threaded;
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/** Thread used to 'draw' to the screen, i.e. push data to the screen. */
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static ThreadObject *_draw_thread = NULL;
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/** Mutex to keep the access to the shared memory controlled. */
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static ThreadMutex *_draw_mutex = NULL;
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/** Should we keep continue drawing? */
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static volatile bool _draw_continue;
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/** Local copy of the palette for use in the drawing thread. */
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static Palette _local_palette;
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static void MakePalette()
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{
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LOGPALETTE *pal;
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uint i;
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pal = (LOGPALETTE*)alloca(sizeof(LOGPALETTE) + (256 - 1) * sizeof(PALETTEENTRY));
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LOGPALETTE *pal = (LOGPALETTE*)alloca(sizeof(LOGPALETTE) + (256 - 1) * sizeof(PALETTEENTRY));
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pal->palVersion = 0x300;
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pal->palNumEntries = 256;
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for (i = 0; i != 256; i++) {
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for (uint i = 0; i != 256; i++) {
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pal->palPalEntry[i].peRed = _cur_palette.palette[i].r;
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pal->palPalEntry[i].peGreen = _cur_palette.palette[i].g;
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pal->palPalEntry[i].peBlue = _cur_palette.palette[i].b;
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@ -64,6 +75,10 @@ static void MakePalette()
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}
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_wnd.gdi_palette = CreatePalette(pal);
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if (_wnd.gdi_palette == NULL) usererror("CreatePalette failed!\n");
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_cur_palette.first_dirty = 0;
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_cur_palette.count_dirty = 256;
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_local_palette = _cur_palette;
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}
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static void UpdatePalette(HDC dc, uint start, uint count)
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@ -72,9 +87,9 @@ static void UpdatePalette(HDC dc, uint start, uint count)
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uint i;
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for (i = 0; i != count; i++) {
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rgb[i].rgbRed = _cur_palette.palette[start + i].r;
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rgb[i].rgbGreen = _cur_palette.palette[start + i].g;
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rgb[i].rgbBlue = _cur_palette.palette[start + i].b;
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rgb[i].rgbRed = _local_palette.palette[start + i].r;
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rgb[i].rgbGreen = _local_palette.palette[start + i].g;
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rgb[i].rgbBlue = _local_palette.palette[start + i].b;
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rgb[i].rgbReserved = 0;
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}
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@ -164,6 +179,7 @@ static void ClientSizeChanged(int w, int h)
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/* mark all palette colors dirty */
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_cur_palette.first_dirty = 0;
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_cur_palette.count_dirty = 256;
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_local_palette = _cur_palette;
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BlitterFactoryBase::GetCurrentBlitter()->PostResize();
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@ -328,56 +344,113 @@ bool VideoDriver_Win32::MakeWindow(bool full_screen)
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return true; // the request succedded
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}
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/** Do palette animation and blit to the window. */
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static void PaintWindow(HDC dc)
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{
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HDC dc2 = CreateCompatibleDC(dc);
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HBITMAP old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
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HPALETTE old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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switch (blitter->UsePaletteAnimation()) {
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case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
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UpdatePalette(dc2, _local_palette.first_dirty, _local_palette.count_dirty);
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_local_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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default:
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NOT_REACHED();
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}
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_cur_palette.count_dirty = 0;
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}
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BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
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SelectPalette(dc, old_palette, TRUE);
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SelectObject(dc2, old_bmp);
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DeleteDC(dc2);
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}
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static void PaintWindowThread(void *)
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{
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/* First tell the main thread we're started */
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_draw_mutex->BeginCritical();
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_draw_mutex->SendSignal();
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/* Now wait for the first thing to draw! */
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_draw_mutex->WaitForSignal();
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while (_draw_continue) {
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/* Convert update region from logical to device coordinates. */
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POINT pt = {0, 0};
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ClientToScreen(_wnd.main_wnd, &pt);
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OffsetRect(&_wnd.update_rect, pt.x, pt.y);
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/* Create a device context that is clipped to the region we need to draw.
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* GetDCEx 'consumes' the update region, so we may not destroy it ourself. */
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HRGN rgn = CreateRectRgnIndirect(&_wnd.update_rect);
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HDC dc = GetDCEx(_wnd.main_wnd, rgn, DCX_CLIPSIBLINGS | DCX_CLIPCHILDREN | DCX_INTERSECTRGN);
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PaintWindow(dc);
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/* Clear update rect. */
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SetRectEmpty(&_wnd.update_rect);
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ReleaseDC(_wnd.main_wnd, dc);
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/* Flush GDI buffer to ensure drawing here doesn't conflict with any GDI usage in the main WndProc. */
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GdiFlush();
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_draw_mutex->WaitForSignal();
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}
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_draw_mutex->EndCritical();
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_draw_thread->Exit();
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}
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static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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{
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static uint32 keycode = 0;
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static bool console = false;
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static bool in_sizemove = false;
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switch (msg) {
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case WM_CREATE:
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SetTimer(hwnd, TID_POLLMOUSE, MOUSE_POLL_DELAY, (TIMERPROC)TrackMouseTimerProc);
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break;
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case WM_PAINT: {
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PAINTSTRUCT ps;
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HDC dc, dc2;
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HBITMAP old_bmp;
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HPALETTE old_palette;
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case WM_ENTERSIZEMOVE:
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in_sizemove = true;
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break;
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BeginPaint(hwnd, &ps);
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dc = ps.hdc;
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dc2 = CreateCompatibleDC(dc);
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old_bmp = (HBITMAP)SelectObject(dc2, _wnd.dib_sect);
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old_palette = SelectPalette(dc, _wnd.gdi_palette, FALSE);
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case WM_EXITSIZEMOVE:
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in_sizemove = false;
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break;
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactoryBase::GetCurrentBlitter();
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case WM_PAINT:
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if (!in_sizemove && _draw_mutex != NULL && !HasModalProgress()) {
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/* Get the union of the old update rect and the new update rect. */
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RECT r;
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GetUpdateRect(hwnd, &r, FALSE);
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UnionRect(&_wnd.update_rect, &_wnd.update_rect, &r);
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switch (blitter->UsePaletteAnimation()) {
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case Blitter::PALETTE_ANIMATION_VIDEO_BACKEND:
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UpdatePalette(dc2, _cur_palette.first_dirty, _cur_palette.count_dirty);
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break;
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/* Mark the window as updated, otherwise Windows would send more WM_PAINT messages. */
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ValidateRect(hwnd, NULL);
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_draw_mutex->SendSignal();
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} else {
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PAINTSTRUCT ps;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette);
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break;
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case Blitter::PALETTE_ANIMATION_NONE:
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break;
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default:
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NOT_REACHED();
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}
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_cur_palette.count_dirty = 0;
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BeginPaint(hwnd, &ps);
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PaintWindow(ps.hdc);
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EndPaint(hwnd, &ps);
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}
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BitBlt(dc, 0, 0, _wnd.width, _wnd.height, dc2, 0, 0, SRCCOPY);
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SelectPalette(dc, old_palette, TRUE);
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SelectObject(dc2, old_bmp);
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DeleteDC(dc2);
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EndPaint(hwnd, &ps);
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return 0;
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}
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case WM_PALETTECHANGED:
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if ((HWND)wParam == hwnd) return 0;
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@ -679,7 +752,7 @@ static void RegisterWndClass()
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if (!registered) {
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HINSTANCE hinst = GetModuleHandle(NULL);
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WNDCLASS wnd = {
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0,
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CS_OWNDC,
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WndProcGdi,
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0,
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0,
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@ -815,6 +888,8 @@ const char *VideoDriver_Win32::Start(const char * const *parm)
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MarkWholeScreenDirty();
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_draw_threaded = GetDriverParam(parm, "no_threads") == NULL && GetDriverParam(parm, "no_thread") == NULL && GetCPUCoreCount() > 1;
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return NULL;
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}
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@ -841,6 +916,7 @@ static void CheckPaletteAnim()
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{
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if (_cur_palette.count_dirty == 0) return;
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_local_palette = _cur_palette;
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InvalidateRect(_wnd.main_wnd, NULL, FALSE);
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}
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@ -851,6 +927,32 @@ void VideoDriver_Win32::MainLoop()
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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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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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_draw_mutex = ThreadMutex::New();
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if (_draw_mutex == NULL) {
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_draw_threaded = false;
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} else {
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_draw_mutex->BeginCritical();
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_draw_continue = true;
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_draw_threaded = ThreadObject::New(&PaintWindowThread, NULL, &_draw_thread);
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/* Free the mutex if we won't be able to use it. */
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if (!_draw_threaded) {
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_draw_mutex->EndCritical();
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delete _draw_mutex;
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_draw_mutex = NULL;
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} else {
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DEBUG(driver, 1, "Threaded drawing enabled");
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/* Wait till the draw mutex has started itself. */
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_draw_mutex->WaitForSignal();
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}
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}
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}
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_wnd.running = true;
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CheckPaletteAnim();
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@ -900,26 +1002,50 @@ void VideoDriver_Win32::MainLoop()
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if (old_ctrl_pressed != _ctrl_pressed) HandleCtrlChanged();
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#if !defined(WINCE)
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/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
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GdiFlush();
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#endif
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/* The game loop is the part that can run asynchronously.
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* The rest except sleeping can't. */
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if (_draw_threaded) _draw_mutex->EndCritical();
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GameLoop();
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if (_draw_threaded) _draw_mutex->BeginCritical();
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if (_force_full_redraw) MarkWholeScreenDirty();
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#if !defined(WINCE)
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GdiFlush();
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#endif
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_screen.dst_ptr = _wnd.buffer_bits;
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UpdateWindows();
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CheckPaletteAnim();
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} else {
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Sleep(1);
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#if !defined(WINCE)
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/* Flush GDI buffer to ensure we don't conflict with the drawing thread. */
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GdiFlush();
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#endif
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/* Release the thread while sleeping */
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if (_draw_threaded) _draw_mutex->EndCritical();
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Sleep(1);
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if (_draw_threaded) _draw_mutex->BeginCritical();
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_screen.dst_ptr = _wnd.buffer_bits;
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NetworkDrawChatMessage();
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DrawMouseCursor();
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}
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}
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if (_draw_threaded) {
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_draw_continue = false;
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/* Sending signal if there is no thread blocked
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* is very valid and results in noop */
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_draw_mutex->SendSignal();
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_draw_mutex->EndCritical();
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_draw_thread->Join();
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delete _draw_mutex;
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delete _draw_thread;
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}
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}
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bool VideoDriver_Win32::ChangeResolution(int w, int h)
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