frontend: sdl2: emu_window: Implement separate presentation thread.

This commit is contained in:
bunnei 2020-02-17 15:35:14 -05:00
parent dc672ca4b3
commit 2e16c23784
10 changed files with 79 additions and 62 deletions

View file

@ -10,9 +10,13 @@
struct SDL_Window;
namespace Core {
class System;
}
class EmuWindow_SDL2 : public Core::Frontend::EmuWindow {
public:
explicit EmuWindow_SDL2(bool fullscreen);
explicit EmuWindow_SDL2(Core::System& system, bool fullscreen);
~EmuWindow_SDL2();
/// Polls window events
@ -24,6 +28,9 @@ public:
/// Returns if window is shown (not minimized)
bool IsShown() const override;
/// Presents the next frame
virtual void Present() = 0;
protected:
/// Called by PollEvents when a key is pressed or released.
void OnKeyEvent(int key, u8 state);
@ -55,6 +62,9 @@ protected:
/// Called when a configuration change affects the minimal size of the window
void OnMinimalClientAreaChangeRequest(std::pair<unsigned, unsigned> minimal_size) override;
/// Instance of the system, used to access renderer for the presentation thread
Core::System& system;
/// Is the window still open?
bool is_open = true;
@ -62,7 +72,7 @@ protected:
bool is_shown = true;
/// Internal SDL2 render window
SDL_Window* render_window;
SDL_Window* render_window{};
/// Keeps track of how often to update the title bar during gameplay
u32 last_time = 0;