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Codechange: [OSX] Add support for (un)locking the video buffer.
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@ -51,13 +51,17 @@ public:
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void GameLoop();
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virtual void AllocateBackingStore() = 0;
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virtual void AllocateBackingStore(bool force = false) = 0;
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protected:
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Rect dirty_rect; ///< Region of the screen that needs redrawing.
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bool buffer_locked; ///< Video buffer was locked by the main thread.
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Dimension GetScreenSize() const override;
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float GetDPIScale() override;
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void InputLoop() override;
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bool LockVideoBuffer() override;
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void UnlockVideoBuffer() override;
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void GameSizeChanged();
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@ -69,6 +73,11 @@ protected:
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virtual NSView* AllocateDrawView() = 0;
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/** Get a pointer to the video buffer. */
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virtual void *GetVideoPointer() = 0;
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/** Hand video buffer back to the drawing backend. */
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virtual void ReleaseVideoPointer() {}
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private:
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bool PollEvent();
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@ -101,13 +110,15 @@ public:
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/** Return driver name */
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const char *GetName() const override { return "cocoa"; }
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void AllocateBackingStore() override;
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void AllocateBackingStore(bool force = false) override;
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protected:
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void Paint() override;
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void CheckPaletteAnim() override;
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NSView* AllocateDrawView() override;
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void *GetVideoPointer() override { return this->buffer_depth == 8 ? this->pixel_buffer : this->window_buffer; }
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};
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class FVideoDriver_CocoaQuartz : public DriverFactoryBase {
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@ -85,6 +85,7 @@ static const Dimension _default_resolutions[] = {
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VideoDriver_Cocoa::VideoDriver_Cocoa()
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{
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this->setup = false;
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this->buffer_locked = false;
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this->window = nil;
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this->cocoaview = nil;
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@ -238,6 +239,30 @@ float VideoDriver_Cocoa::GetDPIScale()
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return this->cocoaview != nil ? [ this->cocoaview getContentsScale ] : 1.0f;
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}
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/** Lock video buffer for drawing if it isn't already mapped. */
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bool VideoDriver_Cocoa::LockVideoBuffer()
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{
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if (this->buffer_locked) return false;
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this->buffer_locked = true;
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_screen.dst_ptr = this->GetVideoPointer();
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assert(_screen.dst_ptr != nullptr);
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return true;
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}
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/** Unlock video buffer. */
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void VideoDriver_Cocoa::UnlockVideoBuffer()
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{
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if (_screen.dst_ptr != nullptr) {
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/* Hand video buffer back to the drawing backend. */
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this->ReleaseVideoPointer();
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_screen.dst_ptr = nullptr;
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}
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this->buffer_locked = false;
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}
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/**
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* Are we in fullscreen mode?
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* @return whether fullscreen mode is currently used
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@ -366,8 +391,6 @@ bool VideoDriver_Cocoa::MakeWindow(int width, int height)
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this->setup = false;
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this->AllocateBackingStore();
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return true;
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}
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@ -535,6 +558,8 @@ const char *VideoDriver_CocoaQuartz::Start(const StringList ¶m)
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return "Could not create window";
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}
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this->AllocateBackingStore(true);
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if (fullscreen) this->ToggleFullscreen(fullscreen);
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this->GameSizeChanged();
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@ -560,7 +585,7 @@ NSView *VideoDriver_CocoaQuartz::AllocateDrawView()
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}
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/** Resize the window. */
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void VideoDriver_CocoaQuartz::AllocateBackingStore()
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void VideoDriver_CocoaQuartz::AllocateBackingStore(bool force)
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{
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if (this->window == nil || this->cocoaview == nil || this->setup) return;
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@ -608,7 +633,7 @@ void VideoDriver_CocoaQuartz::AllocateBackingStore()
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_screen.width = this->window_width;
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_screen.height = this->window_height;
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_screen.pitch = this->buffer_depth == 8 ? this->window_width : this->window_pitch;
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_screen.dst_ptr = this->buffer_depth == 8 ? this->pixel_buffer : this->window_buffer;
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_screen.dst_ptr = this->GetVideoPointer();
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/* Redraw screen */
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this->MakeDirty(0, 0, _screen.width, _screen.height);
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