* prevent potential race condition while changing window title
* cap framerate at 1000FPS fixes #547
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@ -886,7 +886,10 @@ bool JoyButtonHeld(int btnid, int njoybuttons, Uint8* joybuttons, Uint32 hat)
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void UpdateWindowTitle(void* data)
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{
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if (EmuStatus == 0) return;
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uiWindowSetTitle(MainWindow, (const char*)data);
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void** dataarray = (void**)data;
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SDL_LockMutex((SDL_mutex*)dataarray[1]);
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uiWindowSetTitle(MainWindow, (const char*)dataarray[0]);
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SDL_UnlockMutex((SDL_mutex*)dataarray[1]);
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}
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void UpdateFPSLimit(void* data)
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@ -932,7 +935,10 @@ int EmuThreadFunc(void* burp)
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u64 perffreq = SDL_GetPerformanceFrequency();
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float samplesleft = 0;
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u32 nsamples = 0;
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char melontitle[100];
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SDL_mutex* titlemutex = SDL_CreateMutex();
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void* titledata[2] = {melontitle, titlemutex};
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while (EmuRunning != 0)
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{
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@ -1056,6 +1062,11 @@ int EmuThreadFunc(void* burp)
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starttick = lasttick;
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}
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}
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else
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{
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if (delay < 1) SDL_Delay(1);
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lasttick = SDL_GetTicks();
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}
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}
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nframes++;
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@ -1074,8 +1085,10 @@ int EmuThreadFunc(void* burp)
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if (framerate < 1) fpstarget = 999;
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else fpstarget = 1000.0f/framerate;
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SDL_LockMutex(titlemutex);
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sprintf(melontitle, "[%d/%.0f] melonDS " MELONDS_VERSION, fps, fpstarget);
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uiQueueMain(UpdateWindowTitle, melontitle);
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SDL_UnlockMutex(titlemutex);
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uiQueueMain(UpdateWindowTitle, titledata);
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}
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}
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else
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@ -1109,6 +1122,8 @@ int EmuThreadFunc(void* burp)
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EmuStatus = 0;
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SDL_DestroyMutex(titlemutex);
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if (Screen_UseGL) uiGLMakeContextCurrent(GLContext);
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NDS::DeInit();
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