(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
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@@ -85,7 +85,7 @@ static void CheckPaletteAnim()
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break;
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case Blitter::PALETTE_ANIMATION_BLITTER:
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blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
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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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@@ -503,11 +503,12 @@ void VideoDriver_SDL::MainLoop()
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uint32 cur_ticks = SDL_CALL 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 pal_tick = 0;
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uint32 mod;
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int numkeys;
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Uint8 *keys;
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CheckPaletteAnim();
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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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@@ -584,10 +585,7 @@ void VideoDriver_SDL::MainLoop()
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if (_draw_threaded) _draw_mutex->BeginCritical();
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UpdateWindows();
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if (++pal_tick > 4) {
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CheckPaletteAnim();
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pal_tick = 1;
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}
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CheckPaletteAnim();
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} else {
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/* Release the thread while sleeping */
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if (_draw_threaded) _draw_mutex->EndCritical();
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