Boxed up the rendering loop and turned it into a redraw/update function. This makes things way more responsive, usable again.
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60b401aef8
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e2dcaac803
1 changed files with 16 additions and 11 deletions
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@ -11,6 +11,19 @@
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#define SHAPED_WINDOW_Y 150
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#define SHAPED_WINDOW_DIMENSION 640
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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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//Clear render-target to blue.
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SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff);
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SDL_RenderClear();
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//Render the texture.
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SDL_RenderCopy(texture,&texture_dimensions,&texture_dimensions);
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SDL_RenderPresent();
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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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@ -93,6 +106,7 @@ 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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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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@ -109,22 +123,13 @@ 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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SDL_SelectRenderer(window);
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//Clear render-target to blue.
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SDL_SetRenderDrawColor(0x00,0x00,0xff,0xff);
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SDL_RenderClear();
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//Render the texture.
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SDL_RenderCopy(textures[current_picture],&texture_dimensions,&texture_dimensions);
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SDL_RenderPresent();
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}
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//Free the textures.
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