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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2025 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 SDL_PLATFORM_IOS
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static Uint64 callback_rate_increment = 0;
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static bool iterate_after_waitevent = false;
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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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iterate_after_waitevent = newValue && (SDL_strcmp(newValue, "waitevent") == 0);
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if (iterate_after_waitevent) {
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callback_rate_increment = 0;
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} else {
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const double callback_rate = newValue ? SDL_atof(newValue) : 0.0;
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if (callback_rate > 0.0) {
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callback_rate_increment = (Uint64) ((double) SDL_NS_PER_SECOND / 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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}
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static SDL_AppResult GenericIterateMainCallbacks(void)
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{
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if (iterate_after_waitevent) {
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SDL_WaitEvent(NULL);
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}
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return SDL_IterateMainCallbacks(!iterate_after_waitevent);
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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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SDL_AppResult 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 = GenericIterateMainCallbacks()) == SDL_APP_CONTINUE) {
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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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// Try to run at whatever rate the hint requested. This makes this
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// not eat all the CPU in simple things like loopwave. By
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// default, we run as fast as possible, which means we'll clamp to
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// vsync in common cases, and won't be restrained to vsync if the
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// app is doing a benchmark or doesn't want to be, based on how
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// they've set up that window.
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if (callback_rate_increment == 0) {
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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_DelayPrecise(next_iteration - now);
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} else {
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next_iteration = now; // if running behind, reset the timer. If right on time, `next_iteration` already equals `now`.
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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_RemoveHintCallback(SDL_HINT_MAIN_CALLBACK_RATE, MainCallbackRateHintChanged, NULL);
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}
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SDL_QuitMainCallbacks(rc);
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return (rc == SDL_APP_FAILURE) ? 1 : 0;
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}
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#endif // !SDL_PLATFORM_IOS
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