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@@ -26,15 +26,29 @@
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#ifndef SDL_PLATFORM_IOS
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static int callback_rate_increment = 0;
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+static bool iterate_after_waitevent = false;
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static void SDLCALL MainCallbackRateHintChanged(void *userdata, const char *name, const char *oldValue, const char *newValue)
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{
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- const int callback_rate = newValue ? SDL_atoi(newValue) : 60;
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- if (callback_rate > 0) {
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- callback_rate_increment = ((Uint64) 1000000000) / ((Uint64) callback_rate);
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- } else {
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+ iterate_after_waitevent = newValue && (SDL_strcmp(newValue, "waitevent") == 0);
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+ if (iterate_after_waitevent) {
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callback_rate_increment = 0;
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+ } else {
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+ const int callback_rate = newValue ? SDL_atoi(newValue) : 0;
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+ if (callback_rate > 0) {
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+ callback_rate_increment = ((Uint64) 1000000000) / ((Uint64) callback_rate);
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+ } else {
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+ callback_rate_increment = 0;
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+ }
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+ }
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+}
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+
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+static SDL_AppResult GenericIterateMainCallbacks(void)
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+{
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+ if (iterate_after_waitevent) {
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+ SDL_WaitEvent(NULL);
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}
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+ return SDL_IterateMainCallbacks(!iterate_after_waitevent);
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}
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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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@@ -45,7 +59,7 @@ int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit,
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Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0;
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- while ((rc = SDL_IterateMainCallbacks(true)) == SDL_APP_CONTINUE) {
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+ while ((rc = GenericIterateMainCallbacks()) == SDL_APP_CONTINUE) {
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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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@@ -53,21 +67,20 @@ int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit,
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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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- // !!! 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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+ // Try to run at whatever rate the hint requested. This makes this
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+ // not eat all the CPU in simple things like loopwave. By
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+ // default, we run as fast as possible, which means we'll clamp to
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+ // vsync in common cases, and won't be restrained to vsync if the
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+ // app is doing a benchmark or doesn't want to be, based on how
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+ // they've set up that window.
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+ if (callback_rate_increment == 0) {
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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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+ if (next_iteration > now) { // Running faster than the limit, sleep a little.
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SDL_DelayPrecise(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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+ next_iteration = now; // if running behind, reset the timer. If right on time, `next_iteration` already equals `now`.
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}
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next_iteration += callback_rate_increment;
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}
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