more main loop fiddling

This commit is contained in:
Green Sky 2024-01-06 16:45:08 +01:00
parent 92b58cbfa9
commit 845967cf12
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@ -84,8 +84,7 @@ int main(int argc, char** argv) {
last_time_tick = new_time;
}
// can do both in the same loop
if (render) {
// do events outside of tick/render, so they can influence reported intervals
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT) {
@ -103,11 +102,8 @@ int main(int argc, char** argv) {
break;
}
//float fps_target = 60.f;
//if (SDL_GetWindowFlags(window.get()) & (SDL_WINDOW_HIDDEN | SDL_WINDOW_MINIMIZED)) {
//fps_target = 30.f;
//}
// can do both in the same loop
if (render) {
ImGui_ImplSDLRenderer3_NewFrame();
ImGui_ImplSDL3_NewFrame();
ImGui::NewFrame();
@ -160,12 +156,23 @@ int main(int argc, char** argv) {
//screen->nextRender() - time_delta_render
//)
//));
SDL_Delay(uint32_t(
std::min<float>(
const float min_delay = std::min<float>(
screen->nextTick() - time_delta_tick,
screen->nextRender() - time_delta_render
) * 1000.f
));
) * 1000.f;
if (min_delay > 0.f) {
SDL_Delay(uint32_t(min_delay));
}
// better in theory, but consumes more cpu on linux for some reason
//SDL_WaitEventTimeout(nullptr, int32_t(
//std::min<float>(
//screen->nextTick() - time_delta_tick,
//screen->nextRender() - time_delta_render
//) * 1000.f
//));
#endif
}
#else