forked from Green-Sky/tomato
Merge commit '852f2a6343518919e5ca8d3c1bbcab9f493e3cd8'
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83
external/sdl/SDL/src/main/generic/SDL_sysmain_callbacks.c
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83
external/sdl/SDL/src/main/generic/SDL_sysmain_callbacks.c
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_internal.h"
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#include "../SDL_main_callbacks.h"
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#include "../../video/SDL_sysvideo.h"
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#ifndef __IOS__
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static int callback_rate_increment = 0;
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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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callback_rate_increment = 0;
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}
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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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{
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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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Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0;
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while ((rc = SDL_IterateMainCallbacks(SDL_TRUE)) == 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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// !!! 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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} 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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}
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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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}
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#endif // !__IOS__
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