fix menubar in DirectDraw triple buffer mode
clean up old #define in sound.cpp git-svn-id: https://svn.code.sf.net/p/vbam/code/trunk@22 a31d4220-a93d-0410-bf67-fe4944624d44
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@ -387,22 +387,15 @@ inline void interp_push(int ch, int sample)
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interp[ch]->push(sample);
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}
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#ifdef ENHANCED_RATE
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inline int interp_pop(int ch, double rate)
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{
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return interp[ch]->pop(rate);
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#else
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inline int interp_pop(int ch)
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{
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return interp[ch]->pop();
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#endif
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}
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// *** End snd_interp code
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static void soundEventGB(u32 address, u8 data)
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{
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{
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if ( apu )
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{
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int divisor = 4 * soundQuality;
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@ -837,11 +837,7 @@ void DirectDrawDisplay::render()
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pDirectDraw->FlipToGDISurface();
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ddsPrimary->SetClipper(ddsClipper);
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hret = ddsPrimary->Blt(&theApp.dest, ddsFlip, NULL, DDBLT_ASYNC, NULL);
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// if using emulation only, then we have to redraw the menu
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// everytime. It seems like a bug in DirectDraw to me as we not
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// overwritting the menu area at all.
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if(theApp.ddrawUsingEmulationOnly)
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theApp.m_pMainWnd->DrawMenuBar();
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theApp.m_pMainWnd->DrawMenuBar();
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} else
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hret = ddsPrimary->Flip(NULL, 0);
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}
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