Put the render loop back in its right place, but with delaying functionality to keep it down to roughly 60fps, not eating up all the X11 time.
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e2dcaac803
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1 changed files with 17 additions and 3 deletions
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@ -6,11 +6,14 @@
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#include <SDL_video.h>
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#include <SDL_shape.h>
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#include <SDL_keysym.h>
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#include <SDL_timer.h>
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#define SHAPED_WINDOW_X 150
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#define SHAPED_WINDOW_Y 150
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#define SHAPED_WINDOW_DIMENSION 640
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#define TICK_INTERVAL 18
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void render(SDL_Window* window,SDL_Texture *texture,SDL_Rect texture_dimensions) {
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SDL_SelectRenderer(window);
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@ -24,6 +27,16 @@ void render(SDL_Window* window,SDL_Texture *texture,SDL_Rect texture_dimensions)
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SDL_RenderPresent();
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}
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static Uint32 next_time;
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Uint32 time_left() {
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Uint32 now = SDL_GetTicks();
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if(next_time <= now)
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return 0;
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else
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return next_time - now;
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}
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int main(int argc,char** argv) {
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if(argc < 2) {
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printf("SDL_Shape requires at least one bitmap file as argument.\n");
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@ -106,7 +119,7 @@ int main(int argc,char** argv) {
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SDL_QueryTexture(textures[current_picture],&format,&access,&texture_dimensions.w,&texture_dimensions.h);
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SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
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SDL_SetWindowShape(window,pictures[current_picture],&mode);
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render(window,textures[current_picture],texture_dimensions);
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next_time = SDL_GetTicks() + TICK_INTERVAL;
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while(should_exit == 0) {
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event_pending = SDL_PollEvent(&event);
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if(event_pending == 1) {
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@ -123,13 +136,14 @@ int main(int argc,char** argv) {
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SDL_QueryTexture(textures[current_picture],&format,&access,&texture_dimensions.w,&texture_dimensions.h);
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SDL_SetWindowSize(window,texture_dimensions.w,texture_dimensions.h);
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SDL_SetWindowShape(window,pictures[current_picture],&mode);
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render(window,textures[current_picture],texture_dimensions);
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}
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if(event.type == SDL_QUIT)
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should_exit = 1;
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event_pending = 0;
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}
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render(window,textures[current_picture],texture_dimensions);
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SDL_Delay(time_left());
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next_time += TICK_INTERVAL;
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}
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//Free the textures.
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