fix(ui): remove flickering on ui pause/timeout

This commit is contained in:
2023-05-23 02:24:11 -05:00
parent 2b9a479b96
commit d9e09a9cbe
2 changed files with 21 additions and 14 deletions

View File

@@ -21,7 +21,7 @@ const GLsizei = gl.GLsizei;
const SDL_GLContext = *anyopaque;
const Allocator = std.mem.Allocator;
const Dimensions = struct { width: u32, height: u32 };
pub const Dimensions = struct { width: u32, height: u32 };
const default_dim: Dimensions = .{ .width = 1280, .height = 720 };
pub const sample_rate = 1 << 15;
@@ -187,7 +187,7 @@ pub const Gui = struct {
}
}
zgui.backend.newFrame(@intToFloat(f32, win_dim.width), @intToFloat(f32, win_dim.height));
var zgui_redraw: bool = false;
switch (self.state.emulation) {
.Transition => |inner| switch (inner) {
@@ -249,18 +249,20 @@ pub const Gui = struct {
opengl_impl.drawScreenTexture(emu_tex, prog_id, objects, buf);
}
imgui.draw(&self.state, out_tex, cpu);
zgui_redraw = imgui.draw(&self.state, win_dim, out_tex, cpu);
},
.Inactive => imgui.draw(&self.state, out_tex, cpu),
.Inactive => zgui_redraw = imgui.draw(&self.state, win_dim, out_tex, cpu),
}
// Background Colour
const size = zgui.io.getDisplaySize();
gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1]));
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
if (zgui_redraw) {
// Background Colour
const size = zgui.io.getDisplaySize();
gl.viewport(0, 0, @floatToInt(GLsizei, size[0]), @floatToInt(GLsizei, size[1]));
gl.clearColor(0, 0, 0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);
zgui.backend.draw();
zgui.backend.draw();
}
SDL.SDL_GL_SwapWindow(self.window);
}