Don't run SDL_IterateMainCallbacks() if the init call returns an exit code
This fixes a crash in testsprite if you pass invalid command line parameters.main
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dad1a84be4
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ad5264e54f
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@ -38,41 +38,41 @@ static void SDLCALL MainCallbackRateHintChanged(void *userdata, const char *name
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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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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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{
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int rc = SDL_InitMainCallbacks(argc, argv, appinit, appiter, appevent, appquit);
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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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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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Uint64 next_iteration = callback_rate_increment ? (SDL_GetTicksNS() + callback_rate_increment) : 0;
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while ((rc = SDL_IterateMainCallbacks()) == 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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while ((rc = SDL_IterateMainCallbacks()) == 0) {
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// !!! FIXME: maybe respect this hint even if there _is_ a window.
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// !!! FIXME: this can be made more complicated if we decide to
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// if there's no window, try to run at about 60fps (or whatever rate
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// !!! FIXME: optionally hand off callback responsibility to the
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// the hint requested). This makes this not eat all the CPU in
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// !!! FIXME: video subsystem (for example, if Wayland has a
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// simple things like loopwave. If there's a window, we run as fast
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// !!! FIXME: protocol to drive an animation loop, maybe we hand
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// as possible, which means we'll clamp to vsync in common cases,
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// !!! FIXME: off to them here if/when the video subsystem becomes
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// and won't be restrained to vsync if the app is doing a benchmark
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// !!! FIXME: initialized).
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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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// !!! FIXME: maybe respect this hint even if there _is_ a window.
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next_iteration = 0; // just clear the timer and run at the pace the video subsystem allows.
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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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} else {
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next_iteration = now; // running behind (or just lost the window)...reset the timer.
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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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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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}
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SDL_DelHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
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SDL_QuitMainCallbacks();
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SDL_QuitMainCallbacks();
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return (rc < 0) ? 1 : 0;
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return (rc < 0) ? 1 : 0;
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