Codechange: be consistent in what CheckPaletteAnim() does and when it is called
Additionally, make sure this is a class method. Later commits will make use of this.
This commit is contained in:

committed by
Patric Stout

parent
790fa7102e
commit
ec1dd0bf61
@@ -123,8 +123,10 @@ static void InitPalette()
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UpdatePalette(true);
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}
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static void CheckPaletteAnim()
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void VideoDriver_SDL::CheckPaletteAnim()
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{
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_local_palette = _cur_palette;
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if (_cur_palette.count_dirty != 0) {
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Blitter *blitter = BlitterFactory::GetCurrentBlitter();
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@@ -183,7 +185,6 @@ void VideoDriver_SDL::PaintThread()
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_draw_signal->wait(*_draw_mutex);
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while (_draw_continue) {
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CheckPaletteAnim();
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/* Then just draw and wait till we stop */
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this->Paint();
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_draw_signal->wait(lock);
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@@ -708,8 +709,6 @@ void VideoDriver_SDL::MainLoop()
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auto next_game_tick = cur_ticks;
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auto next_draw_tick = cur_ticks;
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CheckPaletteAnim();
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std::thread draw_thread;
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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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@@ -781,12 +780,11 @@ void VideoDriver_SDL::MainLoop()
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this->InputLoop();
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::InputLoop();
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UpdateWindows();
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_local_palette = _cur_palette;
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this->CheckPaletteAnim();
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if (_draw_mutex != nullptr && !HasModalProgress()) {
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_draw_signal->notify_one();
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} else {
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CheckPaletteAnim();
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this->Paint();
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}
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}
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