mirror of https://github.com/OpenTTD/OpenTTD.git
Codechange: [Win32] Move GDI specific drawing code into the GDI video driver class.
This commit is contained in:
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59e0d9618b
commit
8b90d4abe0
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@ -182,23 +182,6 @@ static uint MapWindowsKey(uint sym)
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return key;
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}
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static bool AllocateDibSection(int w, int h, bool force = false);
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static void ClientSizeChanged(int w, int h)
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{
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/* allocate new dib section of the new size */
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if (AllocateDibSection(w, h)) {
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/* mark all palette colours 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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BlitterFactory::GetCurrentBlitter()->PostResize();
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GameSizeChanged();
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}
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}
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#ifdef _DEBUG
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/* Keep this function here..
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* It allows you to redraw the screen from within the MSVC debugger */
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@ -327,69 +310,6 @@ bool VideoDriver_Win32Base::MakeWindow(bool full_screen)
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return true; // the request succeeded
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}
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/** Do palette animation and blit to the window. */
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void VideoDriver_Win32Base::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (IsEmptyRect(_dirty_rect)) return;
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HDC dc = GetDC(_wnd.main_wnd);
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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 = BlitterFactory::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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ReleaseDC(_wnd.main_wnd, dc);
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_dirty_rect = {};
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}
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void VideoDriver_Win32Base::PaintThread()
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{
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/* First tell the main thread we're started */
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std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
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_draw_signal->notify_one();
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/* Now wait for the first thing to draw! */
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_draw_signal->wait(*_draw_mutex);
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while (_draw_continue) {
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this->Paint();
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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_signal->wait(*_draw_mutex);
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}
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}
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/* static */ void VideoDriver_Win32Base::PaintThreadThunk(VideoDriver_Win32Base *drv)
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{
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drv->PaintThread();
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@ -622,18 +542,9 @@ LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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if ((HWND)wParam == hwnd) return 0;
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FALLTHROUGH;
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case WM_QUERYNEWPALETTE: {
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HDC hDC = GetWindowDC(hwnd);
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HPALETTE hOldPalette = SelectPalette(hDC, _wnd.gdi_palette, FALSE);
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UINT nChanged = RealizePalette(hDC);
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SelectPalette(hDC, hOldPalette, TRUE);
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ReleaseDC(hwnd, hDC);
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if (nChanged != 0) {
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video_driver->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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case WM_QUERYNEWPALETTE:
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video_driver->PaletteChanged(hwnd);
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return 0;
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}
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case WM_CLOSE:
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HandleExitGameRequest();
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@ -839,7 +750,7 @@ LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
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* switched to fullscreen from a maximized state */
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_window_maximize = (wParam == SIZE_MAXIMIZED || (_window_maximize && _fullscreen));
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if (_window_maximize || _fullscreen) _bck_resolution = _cur_resolution;
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ClientSizeChanged(LOWORD(lParam), HIWORD(lParam));
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video_driver->ClientSizeChanged(LOWORD(lParam), HIWORD(lParam));
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}
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return 0;
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@ -978,43 +889,6 @@ static void RegisterWndClass()
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if (!RegisterClass(&wnd)) usererror("RegisterClass failed");
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}
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static bool AllocateDibSection(int w, int h, bool force)
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{
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BITMAPINFO *bi;
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HDC dc;
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uint bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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w = std::max(w, 64);
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h = std::max(h, 64);
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if (!force && w == _screen.width && h == _screen.height) return false;
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bi = (BITMAPINFO*)alloca(sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * 256);
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memset(bi, 0, sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * 256);
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bi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bi->bmiHeader.biWidth = _wnd.width = w;
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bi->bmiHeader.biHeight = -(_wnd.height = h);
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bi->bmiHeader.biPlanes = 1;
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bi->bmiHeader.biBitCount = bpp;
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bi->bmiHeader.biCompression = BI_RGB;
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if (_wnd.dib_sect) DeleteObject(_wnd.dib_sect);
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dc = GetDC(0);
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_wnd.dib_sect = CreateDIBSection(dc, bi, DIB_RGB_COLORS, (VOID**)&_wnd.buffer_bits, nullptr, 0);
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if (_wnd.dib_sect == nullptr) usererror("CreateDIBSection failed");
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ReleaseDC(0, dc);
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_screen.width = w;
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_screen.pitch = (bpp == 8) ? Align(w, 4) : w;
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_screen.height = h;
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_screen.dst_ptr = _wnd.buffer_bits;
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return true;
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}
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static const Dimension default_resolutions[] = {
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{ 640, 480 },
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{ 800, 600 },
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@ -1183,6 +1057,21 @@ void VideoDriver_Win32Base::MainLoop()
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}
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}
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void VideoDriver_Win32Base::ClientSizeChanged(int w, int h)
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{
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/* Allocate backing store of the new size. */
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if (this->AllocateBackingStore(w, h)) {
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/* Mark all palette colours 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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BlitterFactory::GetCurrentBlitter()->PostResize();
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GameSizeChanged();
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}
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}
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bool VideoDriver_Win32Base::ChangeResolution(int w, int h)
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{
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std::unique_lock<std::recursive_mutex> lock;
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@ -1303,7 +1192,7 @@ const char *VideoDriver_Win32GDI::Start(const StringList ¶m)
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_wnd.width_org = _cur_resolution.width;
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_wnd.height_org = _cur_resolution.height;
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AllocateDibSection(_cur_resolution.width, _cur_resolution.height);
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this->AllocateBackingStore(_cur_resolution.width, _cur_resolution.height);
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this->MakeWindow(_fullscreen);
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MarkWholeScreenDirty();
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@ -1323,8 +1212,116 @@ void VideoDriver_Win32GDI::Stop()
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MyShowCursor(true);
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}
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bool VideoDriver_Win32GDI::AllocateBackingStore(int w, int h, bool force)
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{
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uint bpp = BlitterFactory::GetCurrentBlitter()->GetScreenDepth();
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w = std::max(w, 64);
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h = std::max(h, 64);
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if (!force && w == _screen.width && h == _screen.height) return false;
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BITMAPINFO *bi = (BITMAPINFO *)alloca(sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * 256);
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memset(bi, 0, sizeof(BITMAPINFOHEADER) + sizeof(RGBQUAD) * 256);
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bi->bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
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bi->bmiHeader.biWidth = _wnd.width = w;
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bi->bmiHeader.biHeight = -(_wnd.height = h);
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bi->bmiHeader.biPlanes = 1;
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bi->bmiHeader.biBitCount = bpp;
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bi->bmiHeader.biCompression = BI_RGB;
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if (_wnd.dib_sect) DeleteObject(_wnd.dib_sect);
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HDC dc = GetDC(0);
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_wnd.dib_sect = CreateDIBSection(dc, bi, DIB_RGB_COLORS, (VOID **)&_wnd.buffer_bits, nullptr, 0);
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if (_wnd.dib_sect == nullptr) usererror("CreateDIBSection failed");
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ReleaseDC(0, dc);
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_screen.width = w;
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_screen.pitch = (bpp == 8) ? Align(w, 4) : w;
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_screen.height = h;
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_screen.dst_ptr = _wnd.buffer_bits;
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return true;
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}
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bool VideoDriver_Win32GDI::AfterBlitterChange()
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{
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assert(BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 0);
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return AllocateDibSection(_screen.width, _screen.height, true) && this->MakeWindow(_fullscreen);
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return this->AllocateBackingStore(_screen.width, _screen.height, true) && this->MakeWindow(_fullscreen);
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}
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void VideoDriver_Win32GDI::PaletteChanged(HWND hWnd)
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{
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HDC hDC = GetWindowDC(hWnd);
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HPALETTE hOldPalette = SelectPalette(hDC, _wnd.gdi_palette, FALSE);
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UINT nChanged = RealizePalette(hDC);
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SelectPalette(hDC, hOldPalette, TRUE);
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ReleaseDC(hWnd, hDC);
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if (nChanged != 0) this->MakeDirty(0, 0, _screen.width, _screen.height);
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}
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void VideoDriver_Win32GDI::Paint()
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{
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PerformanceMeasurer framerate(PFE_VIDEO);
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if (IsEmptyRect(_dirty_rect)) return;
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HDC dc = GetDC(_wnd.main_wnd);
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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 = BlitterFactory::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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ReleaseDC(_wnd.main_wnd, dc);
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_dirty_rect = {};
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}
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void VideoDriver_Win32GDI::PaintThread()
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{
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/* First tell the main thread we're started */
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std::unique_lock<std::recursive_mutex> lock(*_draw_mutex);
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_draw_signal->notify_one();
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/* Now wait for the first thing to draw! */
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_draw_signal->wait(*_draw_mutex);
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while (_draw_continue) {
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this->Paint();
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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_signal->wait(*_draw_mutex);
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}
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}
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@ -37,15 +37,20 @@ protected:
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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 Paint() override;
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void PaintThread() override;
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void CheckPaletteAnim() override;
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bool MakeWindow(bool full_screen);
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/** (Re-)create the backing store. */
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virtual bool AllocateBackingStore(int w, int h, bool force = false) = 0;
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/** Palette of the window has changed. */
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virtual void PaletteChanged(HWND hWnd) = 0;
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private:
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std::unique_lock<std::recursive_mutex> draw_lock;
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void ClientSizeChanged(int w, int h);
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static void PaintThreadThunk(VideoDriver_Win32Base *drv);
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friend LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
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@ -60,6 +65,13 @@ public:
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bool AfterBlitterChange() override;
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const char *GetName() const override { return "win32"; }
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protected:
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void Paint() override;
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void PaintThread() override;
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bool AllocateBackingStore(int w, int h, bool force = false) override;
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void PaletteChanged(HWND hWnd) override;
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};
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/** The factory for Windows' video driver. */
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