| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| |
| #include "SDL_internal.h" |
| #include "../SDL_main_callbacks.h" |
| #include "../../video/SDL_sysvideo.h" |
| |
| #ifndef SDL_PLATFORM_IOS |
| |
| static int callback_rate_increment = 0; |
| |
| static void SDLCALL MainCallbackRateHintChanged(void *userdata, const char *name, const char *oldValue, const char *newValue) |
| { |
| const int callback_rate = newValue ? SDL_atoi(newValue) : 60; |
| if (callback_rate > 0) { |
| callback_rate_increment = ((Uint64) 1000000000) / ((Uint64) callback_rate); |
| } else { |
| callback_rate_increment = 0; |
| } |
| } |
| |
| int SDL_EnterAppMainCallbacks(int argc, char* argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit) |
| { |
| SDL_AppResult rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit); |
| if (rc == 0) { |
| SDL_AddHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL); |
| |
| Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0; |
| |
| while ((rc = SDL_IterateMainCallbacks(true)) == SDL_APP_CONTINUE) { |
| // !!! FIXME: this can be made more complicated if we decide to |
| // !!! FIXME: optionally hand off callback responsibility to the |
| // !!! FIXME: video subsystem (for example, if Wayland has a |
| // !!! FIXME: protocol to drive an animation loop, maybe we hand |
| // !!! FIXME: off to them here if/when the video subsystem becomes |
| // !!! FIXME: initialized). |
| |
| // !!! FIXME: maybe respect this hint even if there _is_ a window. |
| // if there's no window, try to run at about 60fps (or whatever rate |
| // the hint requested). This makes this not eat all the CPU in |
| // simple things like loopwave. If there's a window, we run as fast |
| // as possible, which means we'll clamp to vsync in common cases, |
| // and won't be restrained to vsync if the app is doing a benchmark |
| // or doesn't want to be, based on how they've set up that window. |
| if ((callback_rate_increment == 0) || SDL_HasWindows()) { |
| next_iteration = 0; // just clear the timer and run at the pace the video subsystem allows. |
| } else { |
| const Uint64 now = SDL_GetTicksNS(); |
| if (next_iteration > now) { // Running faster than the limit, sleep a little. |
| SDL_DelayNS(next_iteration - now); |
| } else { |
| next_iteration = now; // running behind (or just lost the window)...reset the timer. |
| } |
| next_iteration += callback_rate_increment; |
| } |
| } |
| |
| SDL_DelHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL); |
| } |
| SDL_QuitMainCallbacks(); |
| |
| return (rc == SDL_APP_FAILURE) ? 1 : 0; |
| } |
| |
| #endif // !SDL_PLATFORM_IOS |