Partially reverted FrameBuffer changes, since it *still* didn't fully

fix issues in Ubuntu Unity, and caused CPU usage to spike to 100% in
all other tested platforms.  So for now, I'm putting it back to low
CPU usage for all other platforms (Linux w/o Unity, OSX, Windows, etc),
and treating this as a Unity bug (which isn't unheard of).


git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2935 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2014-06-23 15:34:25 +00:00
parent da86a3b175
commit 2dccc2df15
1 changed files with 4 additions and 8 deletions

View File

@ -312,8 +312,6 @@ void FrameBuffer::update()
case EventHandler::S_PAUSE:
{
drawTIA();
// Show a pause message every 5 seconds
if(myPausedCount++ >= 7*myOSystem.frameRate())
{
@ -325,28 +323,26 @@ void FrameBuffer::update()
case EventHandler::S_MENU:
{
drawTIA();
myOSystem.menu().draw(isDoubleBuffered());
myOSystem.menu().draw();
break; // S_MENU
}
case EventHandler::S_CMDMENU:
{
drawTIA();
myOSystem.commandMenu().draw(isDoubleBuffered());
myOSystem.commandMenu().draw();
break; // S_CMDMENU
}
case EventHandler::S_LAUNCHER:
{
myOSystem.launcher().draw(isDoubleBuffered());
myOSystem.launcher().draw();
break; // S_LAUNCHER
}
#ifdef DEBUGGER_SUPPORT
case EventHandler::S_DEBUGGER:
{
myOSystem.debugger().draw(isDoubleBuffered());
myOSystem.debugger().draw();
break; // S_DEBUGGER
}
#endif