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@@ -38,41 +38,41 @@ static void SDLCALL MainCallbackRateHintChanged(void *userdata, const char *name
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int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit)
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{
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int rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
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+ if (rc == 0) {
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+ SDL_AddHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
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- SDL_AddHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
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+ Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0;
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- Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0;
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+ while ((rc = SDL_IterateMainCallbacks()) == 0) {
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+ // !!! FIXME: this can be made more complicated if we decide to
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+ // !!! FIXME: optionally hand off callback responsibility to the
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+ // !!! FIXME: video subsystem (for example, if Wayland has a
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+ // !!! FIXME: protocol to drive an animation loop, maybe we hand
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+ // !!! FIXME: off to them here if/when the video subsystem becomes
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+ // !!! FIXME: initialized).
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- while ((rc = SDL_IterateMainCallbacks()) == 0) {
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- // !!! FIXME: this can be made more complicated if we decide to
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- // !!! FIXME: optionally hand off callback responsibility to the
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- // !!! FIXME: video subsystem (for example, if Wayland has a
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- // !!! FIXME: protocol to drive an animation loop, maybe we hand
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- // !!! FIXME: off to them here if/when the video subsystem becomes
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- // !!! FIXME: initialized).
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-
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- // !!! FIXME: maybe respect this hint even if there _is_ a window.
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- // if there's no window, try to run at about 60fps (or whatever rate
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- // the hint requested). This makes this not eat all the CPU in
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- // simple things like loopwave. If there's a window, we run as fast
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- // as possible, which means we'll clamp to vsync in common cases,
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- // and won't be restrained to vsync if the app is doing a benchmark
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- // or doesn't want to be, based on how they've set up that window.
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- if ((callback_rate_increment == 0) || SDL_HasWindows()) {
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- next_iteration = 0; // just clear the timer and run at the pace the video subsystem allows.
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- } else {
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- const Uint64 now = SDL_GetTicksNS();
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- if (next_iteration > now) { // Running faster than the limit, sleep a little.
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- SDL_DelayNS(next_iteration - now);
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+ // !!! FIXME: maybe respect this hint even if there _is_ a window.
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+ // if there's no window, try to run at about 60fps (or whatever rate
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+ // the hint requested). This makes this not eat all the CPU in
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+ // simple things like loopwave. If there's a window, we run as fast
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+ // as possible, which means we'll clamp to vsync in common cases,
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+ // and won't be restrained to vsync if the app is doing a benchmark
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+ // or doesn't want to be, based on how they've set up that window.
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+ if ((callback_rate_increment == 0) || SDL_HasWindows()) {
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+ next_iteration = 0; // just clear the timer and run at the pace the video subsystem allows.
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} else {
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- next_iteration = now; // running behind (or just lost the window)...reset the timer.
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+ const Uint64 now = SDL_GetTicksNS();
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+ if (next_iteration > now) { // Running faster than the limit, sleep a little.
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+ SDL_DelayNS(next_iteration - now);
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+ } else {
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+ next_iteration = now; // running behind (or just lost the window)...reset the timer.
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+ }
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+ next_iteration += callback_rate_increment;
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}
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- next_iteration += callback_rate_increment;
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}
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- }
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-
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- SDL_DelHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
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+ SDL_DelHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
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+ }
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SDL_QuitMainCallbacks();
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return (rc < 0) ? 1 : 0;
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