PCSX2 Documentation/Thread Synchronization: Difference between revisions
PCSX2 Documentation/Thread Synchronization (view source)
Revision as of 19:45, 9 January 2015
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* Load the image one scanline at a time, and then after each scanline manually check for keyboard, mouse, or other input, and refresh the screen. | * Load the image one scanline at a time, and then after each scanline manually check for keyboard, mouse, or other input, and refresh the screen. | ||
* Load the image using a thread, and let the usual "global" windows message handler dispatch keyboard, mouse, and refresh messages as usual. | * Load the image using a thread, and let the usual "global" windows message handler dispatch keyboard, mouse, and refresh messages as usual. | ||
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#Use a "friendly" blocking mechanism that periodically polls the user input and updates display. This is no better than cooperative single-thread designs though, as it has slow response times and doesn't scale well to multiple threads. | #Use a "friendly" blocking mechanism that periodically polls the user input and updates display. This is no better than cooperative single-thread designs though, as it has slow response times and doesn't scale well to multiple threads. | ||
#Build your entire GUI around "messages" and "callbacks" (sometimes also called "signals"). This is the most flexible and user-friendly option but can add a lot of "framework" to any codebase. | #Build your entire GUI around "messages" and "callbacks" (sometimes also called "signals"). This is the most flexible and user-friendly option but can add a lot of "framework" to any codebase. | ||