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https://github.com/Team-Resurgent/XBMC4Xbox.git
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370 lines
11 KiB
C++
370 lines
11 KiB
C++
/*
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* Copyright (C) 2005-2013 Team XBMC
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* http://xbmc.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with XBMC; see the file COPYING. If not, see
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* <http://www.gnu.org/licenses/>.
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*
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*/
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#include "system.h"
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#include "utils/log.h"
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#include "Application.h"
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#include "ApplicationRenderer.h"
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#include "guiImage.h"
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#include "settings/AdvancedSettings.h"
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#include "GUIWindowManager.h"
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#include "utils/SingleLock.h"
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CApplicationRenderer g_ApplicationRenderer;
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CApplicationRenderer::CApplicationRenderer(void)
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{
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}
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CApplicationRenderer::~CApplicationRenderer()
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{
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Stop();
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}
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void CApplicationRenderer::OnStartup()
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{
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m_time = timeGetTime();
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m_enabled = true;
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m_busyShown = false;
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m_explicitbusy = 0;
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m_busycount = 0;
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m_prevbusycount = 0;
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m_lpSurface = NULL;
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m_pWindow = NULL;
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m_Resolution = g_graphicsContext.GetVideoResolution();
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}
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void CApplicationRenderer::OnExit()
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{
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m_busycount = m_prevbusycount = m_explicitbusy = 0;
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m_busyShown = false;
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if (m_pWindow) m_pWindow->Close(true);
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m_pWindow = NULL;
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SAFE_RELEASE(m_lpSurface);
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}
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void CApplicationRenderer::Process()
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{
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int iWidth = 0;
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int iHeight = 0;
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int iLeft = 0;
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int iTop = 0;
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LPDIRECT3DSURFACE8 lpSurfaceBack = NULL;
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LPDIRECT3DSURFACE8 lpSurfaceFront = NULL;
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while (!m_bStop)
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{
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if (!m_enabled || g_graphicsContext.IsFullScreenVideo())
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{
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Sleep(50);
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continue;
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}
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if (!m_pWindow || iWidth == 0 || iHeight == 0 || m_Resolution != g_graphicsContext.GetVideoResolution())
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{
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m_pWindow = (CGUIDialogBusy*)g_windowManager.GetWindow(WINDOW_DIALOG_BUSY);
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if (m_pWindow)
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{
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m_pWindow->Initialize();//need to load the window to determine size.
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if (m_pWindow->GetID() == WINDOW_INVALID)
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{
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//busywindow couldn't be loaded so stop this thread.
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m_pWindow = NULL;
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m_bStop = true;
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break;
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}
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SAFE_RELEASE(m_lpSurface);
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FRECT rect = m_pWindow->GetScaledBounds();
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m_pWindow->ClearAll(); //unload
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iLeft = (int)floor(rect.left);
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iTop = (int)floor(rect.top);
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iWidth = (int)ceil(rect.right - rect.left);
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iHeight = (int)ceil(rect.bottom - rect.top);
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// make sure we scale these to within the actual available space on screen
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if (iLeft < 0) iLeft = 0;
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if (iTop < 0) iTop = 0;
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if (iLeft >= g_graphicsContext.GetWidth()) iLeft = g_graphicsContext.GetWidth() - 1;
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if (iTop >= g_graphicsContext.GetHeight()) iTop = g_graphicsContext.GetHeight() - 1;
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if (iTop + iHeight > g_graphicsContext.GetHeight()) iHeight = g_graphicsContext.GetHeight() - iTop;
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if (iLeft + iWidth > g_graphicsContext.GetWidth()) iWidth = g_graphicsContext.GetWidth() - iLeft;
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m_Resolution = g_graphicsContext.GetVideoResolution();
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}
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}
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float t0 = (1000.0f/(float)g_graphicsContext.GetFPS());
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float t1 = m_time + t0; //time when we expect a new render
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float t2 = (float)timeGetTime();
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if (t1 < t2) //we're late rendering
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{
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try
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{
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if (timeGetTime() >= (m_time + g_advancedSettings.m_busyDialogDelay))
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{
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CSingleLock lockg (g_graphicsContext);
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if (m_prevbusycount != m_busycount)
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{
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Sleep(1);
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continue;
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}
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if (!m_pWindow || iWidth == 0 || iHeight == 0)
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{
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Sleep(1000);
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continue;
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}
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if (m_Resolution != g_graphicsContext.GetVideoResolution())
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{
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continue;
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}
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if (m_busycount > 0) m_busycount--;
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//no busy indicator if a progress dialog is showing
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if ((g_windowManager.HasModalDialog() && (g_windowManager.GetTopMostModalDialogID() != WINDOW_VIDEO_INFO) && (g_windowManager.GetTopMostModalDialogID() != WINDOW_MUSIC_INFO)) || (g_windowManager.GetTopMostModalDialogID() == WINDOW_DIALOG_PROGRESS))
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{
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//TODO: render progress dialog here instead of in dialog::Progress
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m_time = timeGetTime();
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lockg.Leave();
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Sleep(1);
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continue;
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}
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if (m_lpSurface == NULL)
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{
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D3DSURFACE_DESC desc;
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#ifdef HAS_XBOX_D3D
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if (SUCCEEDED(g_graphicsContext.Get3DDevice()->GetBackBuffer( -1, D3DBACKBUFFER_TYPE_MONO, &lpSurfaceFront)))
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{
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lpSurfaceFront->GetDesc( &desc );
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}
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else
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#else
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g_application.RenderNoPresent();
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HRESULT result = g_graphicsContext.Get3DDevice()->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &lpSurfaceFront);
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if (SUCCEEDED(result))
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{
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lpSurfaceFront->GetDesc( &desc );
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iLeft = 0;
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iTop = 0;
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iWidth = desc.Width;
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iHeight = desc.Height;
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}
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else
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#endif
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{
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lockg.Leave();
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Sleep(1000);
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continue;
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}
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if (!SUCCEEDED(g_graphicsContext.Get3DDevice()->CreateImageSurface(iWidth, iHeight, desc.Format, &m_lpSurface)))
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{
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SAFE_RELEASE(lpSurfaceFront);
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lockg.Leave();
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Sleep(1000);
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continue;
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}
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//copy part underneeth busy dialog
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const RECT rc = { iLeft, iTop, iLeft + iWidth, iTop + iHeight };
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const RECT rcDest = { 0, 0, iWidth, iHeight };
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if (!CopySurface(lpSurfaceFront, &rc, m_lpSurface, &rcDest))
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{
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SAFE_RELEASE(lpSurfaceFront);
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SAFE_RELEASE(m_lpSurface);
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lockg.Leave();
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Sleep(1000);
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continue;
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}
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//copy front buffer to backbuffer(s) to avoid jumping
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bool bBufferCopied = true;
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for (int i = 0; i < g_graphicsContext.GetBackbufferCount(); i++)
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{
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if (!SUCCEEDED(g_graphicsContext.Get3DDevice()->GetBackBuffer( i, D3DBACKBUFFER_TYPE_MONO, &lpSurfaceBack)))
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{
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bBufferCopied = false;
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break;
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}
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if (!CopySurface(lpSurfaceFront, NULL, lpSurfaceBack, NULL))
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{
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bBufferCopied = false;
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break;
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}
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SAFE_RELEASE(lpSurfaceBack);
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}
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if (!bBufferCopied)
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{
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SAFE_RELEASE(lpSurfaceFront);
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SAFE_RELEASE(lpSurfaceBack);
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SAFE_RELEASE(m_lpSurface);
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lockg.Leave();
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Sleep(1000);
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continue;
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}
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SAFE_RELEASE(lpSurfaceFront);
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}
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if (!SUCCEEDED(g_graphicsContext.Get3DDevice()->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &lpSurfaceBack)))
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{
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lockg.Leave();
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Sleep(1000);
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continue;
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}
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g_graphicsContext.Get3DDevice()->BeginScene();
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//copy dialog background to backbuffer
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const RECT rc = { 0, 0, iWidth, iHeight };
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const RECT rcDest = { iLeft, iTop, iLeft + iWidth, iTop + iHeight };
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const D3DRECT rc2 = { iLeft, iTop, iLeft + iWidth, iTop + iHeight };
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#ifdef HAS_XBOX_D3D
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g_graphicsContext.Get3DDevice()->Clear(1, &rc2, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, 0x00010001, 1.0f, 0L);
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#else
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g_graphicsContext.Get3DDevice()->Clear(1, &rc2, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00010001, 1.0f, 0L);
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#endif
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if (!CopySurface(m_lpSurface, &rc, lpSurfaceBack, &rcDest))
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{
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SAFE_RELEASE(lpSurfaceBack);
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g_graphicsContext.Get3DDevice()->EndScene();
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lockg.Leave();
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Sleep(1000);
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continue;
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}
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SAFE_RELEASE(lpSurfaceBack);
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if (!m_busyShown)
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{
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m_pWindow->Show();
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m_busyShown = true;
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}
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m_pWindow->Render();
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g_graphicsContext.Get3DDevice()->EndScene();
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//D3DSWAPEFFECT_DISCARD is used so we can't just present the busy rect but can only present the entire screen.
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g_graphicsContext.Get3DDevice()->Present( NULL, NULL, NULL, NULL );
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}
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m_busycount++;
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m_prevbusycount = m_busycount;
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}
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catch (...)
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{
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CLog::Log(LOGERROR, __FUNCTION__" - Exception caught when busy rendering");
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SAFE_RELEASE(lpSurfaceFront);
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SAFE_RELEASE(lpSurfaceBack);
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SAFE_RELEASE(m_lpSurface);
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}
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}
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Sleep(1);
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}
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}
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bool CApplicationRenderer::CopySurface(LPDIRECT3DSURFACE8 pSurfaceSource, const RECT* rcSource, LPDIRECT3DSURFACE8 pSurfaceDest, const RECT* rcDest)
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{
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if (m_Resolution == HDTV_1080i)
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{
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//CopRects doesn't work at all in 1080i, D3DXLoadSurfaceFromSurface does but is ridiculously slow...
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return SUCCEEDED(D3DXLoadSurfaceFromSurface(pSurfaceDest, NULL, rcDest, pSurfaceSource, NULL, rcSource, D3DX_FILTER_NONE, 0));
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}
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else
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{
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if (rcDest)
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{
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const POINT ptDest = { rcDest->left, rcDest->top };
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return SUCCEEDED(g_graphicsContext.Get3DDevice()->CopyRects(pSurfaceSource, rcSource, rcSource?1:0, pSurfaceDest, &ptDest));
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}
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else
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{
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const POINT ptDest = { 0, 0 };
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return SUCCEEDED(g_graphicsContext.Get3DDevice()->CopyRects(pSurfaceSource, rcSource, rcSource?1:0, pSurfaceDest, &ptDest));
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}
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}
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}
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void CApplicationRenderer::UpdateBusyCount()
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{
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if (m_busycount == 0)
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{
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m_prevbusycount = 0;
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}
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else
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{
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m_busycount--;
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m_prevbusycount = m_busycount;
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if (m_pWindow && m_busyShown)
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{
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m_busyShown = false;
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m_pWindow->Close();
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}
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}
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}
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void CApplicationRenderer::Render(bool bFullscreen)
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{
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CSingleLock lockg (g_graphicsContext);
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Disable();
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UpdateBusyCount();
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SAFE_RELEASE(m_lpSurface);
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if (bFullscreen)
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{
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g_application.DoRenderFullScreen();
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}
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else
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{
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g_application.DoRender();
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}
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m_time = timeGetTime();
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Enable();
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}
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void CApplicationRenderer::Enable()
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{
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m_enabled = true;
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}
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void CApplicationRenderer::Disable()
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{
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m_enabled = false;
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}
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bool CApplicationRenderer::Start()
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{
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if (g_advancedSettings.m_busyDialogDelay <= 0) return false; //delay of 0 is considered disabled.
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Create();
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return true;
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}
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void CApplicationRenderer::Stop()
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{
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StopThread();
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}
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bool CApplicationRenderer::IsBusy() const
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{
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return ((m_explicitbusy > 0) || m_busyShown);
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}
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void CApplicationRenderer::SetBusy(bool bBusy)
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{
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if (g_advancedSettings.m_busyDialogDelay <= 0) return; //never show it if disabled.
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bBusy?m_explicitbusy++:m_explicitbusy--;
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if (m_explicitbusy < 0) m_explicitbusy = 0;
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if (m_pWindow)
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{
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if (m_explicitbusy > 0)
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m_pWindow->Show();
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else
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m_pWindow->Close();
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}
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}
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