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https://github.com/libsdl-org/SDL.git
synced 2026-03-10 02:55:36 +00:00
gdk: Update Suspend/Resume best practices.
Updated testgdk to demonstrate correct handling of suspend/resume and the new Render APIs, and updated the docs to explain the correct usage of these GDK functions.
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@@ -30,7 +30,9 @@ extern "C" {
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#include <XGameRuntime.h>
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#define NUM_SPRITES 100
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#define MAX_SPEED 1
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#define MAX_SPEED 1
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#define SUSPEND_CODE 0
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#define RESUME_CODE 1
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static SDLTest_CommonState *state;
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static int num_sprites;
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@@ -291,7 +293,7 @@ static void DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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SDL_RenderPresent(renderer);
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}
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static void update()
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static void update(bool *suppressdraw)
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{
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SDL_Event event;
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@@ -305,6 +307,25 @@ static void update()
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if (event.type != SDL_EVENT_KEY_DOWN) {
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SDLTest_CommonEvent(state, &event, &done);
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}
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if (event.type == SDL_EVENT_USER) {
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if (event.user.code == SUSPEND_CODE) {
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for (int i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] != NULL) {
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SDL_GDKSuspendRenderer(state->renderers[i]);
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}
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}
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*suppressdraw = true;
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SDL_GDKSuspendComplete();
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} else if (event.user.code == RESUME_CODE) {
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for (int i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] != NULL) {
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SDL_GDKResumeRenderer(state->renderers[i]);
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}
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}
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*suppressdraw = false;
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}
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}
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#else
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SDLTest_CommonEvent(state, &event, &done);
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#endif
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@@ -316,24 +337,33 @@ static void draw()
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{
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int i;
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for (i = 0; i < state->num_windows; ++i) {
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if (state->windows[i] == NULL) {
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continue;
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if (state->windows[i] != NULL) {
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DrawSprites(state->renderers[i], sprites[i]);
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}
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DrawSprites(state->renderers[i], sprites[i]);
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}
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}
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static bool SDLCALL GDKEventWatch(void* userdata, SDL_Event* event)
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{
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bool *suppressdraw = (bool *)userdata;
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SDL_assert(suppressdraw != NULL);
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/* This callback may be on a different thread, so we'll
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* push these events as USER events so they appear
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* in the main thread's event loop.
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*
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* That allows us to cancel drawing before/after we finish
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* drawing a frame, rather than mid-draw (which can crash).
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*/
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if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
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*suppressdraw = true;
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SDL_GDKSuspendComplete();
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SDL_Event evt;
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evt.type = SDL_EVENT_USER;
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evt.user.code = 0;
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SDL_PushEvent(&evt);
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} else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
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*suppressdraw = false;
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SDL_Event evt;
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evt.type = SDL_EVENT_USER;
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evt.user.code = 1;
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SDL_PushEvent(&evt);
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}
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return true;
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return false;
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}
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int main(int argc, char *argv[])
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@@ -408,8 +438,8 @@ int main(int argc, char *argv[])
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quit(2);
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}
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/* By this point the renderers are made, so we can now add this watcher */
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SDL_AddEventWatch(GDKEventWatch, &suppressdraw);
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/* Set up the lifecycle event watcher */
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SDL_AddEventWatch(GDKEventWatch, NULL);
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/* Create the windows, initialize the renderers, and load the textures */
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sprites =
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@@ -462,7 +492,7 @@ int main(int argc, char *argv[])
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AddUserSilent();
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while (!done) {
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update();
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update(&suppressdraw);
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if (!suppressdraw) {
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draw();
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}
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@@ -4581,12 +4581,14 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUTextureFormatFromPixe
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#ifdef SDL_PLATFORM_GDK
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/**
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* Call this to suspend GPU operation on Xbox when you receive the
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* Call this to suspend GPU operation on Xbox after receiving the
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* SDL_EVENT_DID_ENTER_BACKGROUND event.
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*
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* Do NOT call any SDL_GPU functions after calling this function! This must
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* also be called before calling SDL_GDKSuspendComplete.
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*
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* This function MUST be called from the application's render thread.
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*
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* \param device a GPU context.
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*
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* \since This function is available since SDL 3.2.0.
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@@ -4596,12 +4598,14 @@ extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUTextureFormatFromPixe
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extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device);
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/**
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* Call this to resume GPU operation on Xbox when you receive the
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* Call this to resume GPU operation on Xbox after receiving the
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* SDL_EVENT_WILL_ENTER_FOREGROUND event.
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*
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* When resuming, this function MUST be called before calling any other
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* SDL_GPU functions.
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*
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* This function MUST be called from the application's render thread.
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*
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* \param device a GPU context.
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*
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* \since This function is available since SDL 3.2.0.
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@@ -664,8 +664,11 @@ extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void);
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/**
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* Callback from the application to let the suspend continue.
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*
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* This should be called from an event watch in response to an
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* `SDL_EVENT_DID_ENTER_BACKGROUND` event.
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* This should be called in response to an `SDL_EVENT_DID_ENTER_BACKGROUND` event,
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* which can be detected via event watch. However, do NOT call this function
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* directly from within an event watch callback. Instead, wait until the app has
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* suppressed all rendering operations, then call this from the application
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* render thread.
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*
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* When using SDL_Render, this should be called after calling SDL_GDKSuspendRenderer.
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*
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@@ -3085,12 +3085,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *s
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#ifdef SDL_PLATFORM_GDK
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/**
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* Call this to suspend Render operations on Xbox when you receive the
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* Call this to suspend Render operations on Xbox after receiving the
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* SDL_EVENT_DID_ENTER_BACKGROUND event.
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*
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* Do NOT call any SDL_Render functions after calling this function! This must
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* also be called before calling SDL_GDKSuspendComplete.
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*
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* This function MUST be called on the application's render thread.
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*
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* \param renderer the renderer which should suspend operation
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*
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* \since This function is available since SDL 3.6.0.
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@@ -3100,12 +3102,14 @@ extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPURenderState(SDL_GPURenderState *s
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extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendRenderer(SDL_Renderer *renderer);
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/**
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* Call this to resume Render operations on Xbox when you receive the
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* Call this to resume Render operations on Xbox after receiving the
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* SDL_EVENT_WILL_ENTER_FOREGROUND event.
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*
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* When resuming, this function MUST be called before calling any other
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* SDL_Render functions.
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*
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* This function MUST be called on the application's render thread.
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*
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* \param renderer the renderer which should resume operation
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*
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* \since This function is available since SDL 3.6.0.
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