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https://github.com/FunkyFr3sh/cnc-ddraw.git
synced 2025-03-15 06:04:49 +01:00
allow Sleep hack with GDI renderer
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parent
a8165c4112
commit
b9eda0f6af
2
ddraw.rc
2
ddraw.rc
@ -2,7 +2,7 @@
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#define vxstr(a,b,c,d) str(a##.##b##.##c##.##d)
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#define str(s) #s
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#define VERSION 1,2,2,1
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#define VERSION 1,2,2,2
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1 VERSIONINFO
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FILEVERSION VERSION
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@ -1101,15 +1101,15 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
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"fullscreen=false\n"
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"; bits per pixel, possible values: 16, 24 and 32, 0 = auto\n"
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"bpp=0\n"
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"; Run in windowed mode rather than going fullscreen\n"
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"windowed=false\n"
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"; show window borders in windowed mode\n"
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"border=true\n"
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"; maintain aspect ratio\n"
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"maintas=false\n"
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"; use letter- or windowboxing to make a best fit\n"
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"; use letter- or windowboxing to make a best fit (Integer Scaling)\n"
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"boxing=false\n"
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"; real rendering rate, -1 = screen rate, 0 = unlimited (GDI), 0 = 125 (OpenGL / Direct3D), n = cap\n"
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"; Note: maxfps+GDI renderer can be used to slow the game speed down, maxfps+OpenGL/Direct3D will not slow it down\n"
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"; real rendering rate, -1 = screen rate, 0 = unlimited, n = cap (OpenGL / Direct3D only)\n"
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"maxfps=0\n"
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"; vertical synchronization, enable if you get tearing (OpenGL / Direct3D only)\n"
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"vsync=false\n"
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@ -1134,6 +1134,8 @@ HRESULT WINAPI DirectDrawCreate(GUID FAR* lpGUID, LPDIRECTDRAW FAR* lplpDD, IUnk
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"devmode=false\n"
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"; preliminary libretro shader support - e.g. cubic.glsl (OpenGL only) https://github.com/libretro/glsl-shaders\n"
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"shader=\n"
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"; Sleep for X ms after drawing each frame (Slows down scrollrate on C&C95 / Prevents visual glitches on Carmageddon)\n"
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"sleep=0\n"
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, fh);
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fclose(fh);
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@ -179,11 +179,11 @@ HRESULT __stdcall ddraw_surface_Blt(IDirectDrawSurfaceImpl *This, LPRECT lpDestR
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}
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else
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{
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if (ddraw->sleep > 0)
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Sleep(ddraw->sleep);
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else
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SwitchToThread();
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SwitchToThread();
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}
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if (ddraw->sleep > 0)
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Sleep(ddraw->sleep);
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}
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return DD_OK;
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@ -271,12 +271,11 @@ HRESULT __stdcall ddraw_surface_Flip(IDirectDrawSurfaceImpl *This, LPDIRECTDRAWS
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}
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else
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{
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if (ddraw->sleep > 0)
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Sleep(ddraw->sleep);
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else
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SwitchToThread();
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SwitchToThread();
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}
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if (ddraw->sleep > 0)
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Sleep(ddraw->sleep);
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}
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return DD_OK;
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