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@ -43,6 +43,11 @@ struct Position::Private
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uint32_t hotkey_size;
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uint32_t screen_tiles_ptr_offset;
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uint32_t last_screen_offset;
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uint8_t* tiles;
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uint32_t tiles_size;
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bool first_read; // used in getScreenTiles
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DFContextShared *d;
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Process * owner;
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@ -57,6 +62,11 @@ Position::Position(DFContextShared * d_)
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d = new Private;
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d->d = d_;
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d->owner = d_->p;
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d->last_screen_offset = (uint32_t) 0;
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d->tiles = (uint8_t*) 0;
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d->first_read = true;
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d->tiles_size = 0;
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d->Inited = true;
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d->StartedHotkeys = d->Started = d->StartedScreen = false;
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memory_info * mem;
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@ -90,6 +100,7 @@ Position::Position(DFContextShared * d_)
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Position::~Position()
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{
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if (d->tiles) delete[] d->tiles;
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delete d;
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}
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@ -176,13 +187,42 @@ bool Position::getScreenTiles (int32_t width, int32_t height, t_screen screen[])
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if(!d->Inited) return false;
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if(!d->StartedScreen) return false;
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/*
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To work around flickering without synchronization,
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we take advantage of double buffering in DF.
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We don't return the buffer currently in use,
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but the buffer that was last used. This has much less
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chance of being empty or flicker.
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*/
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uint32_t screen_addr;
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d->owner->read (d->screen_tiles_ptr_offset, sizeof(uint32_t), (uint8_t *) &screen_addr);
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if (d->first_read)
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d->last_screen_offset = screen_addr;
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if (d->tiles && width * height * 4 != d->tiles_size)
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{
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delete[] d->tiles;
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d->tiles = (uint8_t*) 0;
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}
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uint8_t* tiles = new uint8_t[width*height*4/* + 80 + width*height*4*/];
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d->owner->read (screen_addr, (width*height*4/* + 80 + width*height*4*/), (uint8_t *) tiles);
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if (!d->tiles)
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{
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d->tiles = new uint8_t[width * height * 4];
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d->tiles_size = width * height * 4;
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}
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if (d->last_screen_offset != screen_addr || d->first_read)
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{
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d->owner->read (d->last_screen_offset, width*height*4, (uint8_t*) d->tiles);
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d->last_screen_offset = screen_addr;
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}
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d->first_read = false;
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const uint8_t* tiles = d->tiles;
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for(int32_t iy=0; iy<height; iy++)
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{
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for(int32_t ix=0; ix<width; ix++)
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@ -196,7 +236,5 @@ bool Position::getScreenTiles (int32_t width, int32_t height, t_screen screen[])
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}
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}
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delete [] tiles;
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return true;
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}
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