SDL: Default to vsync, tab to disable

This commit is contained in:
Connor McLaughlin 2019-09-28 01:31:08 +10:00
parent a216c8414c
commit 9d7fb64cdf

View file

@ -88,11 +88,11 @@ bool SDLInterface::CreateGLContext()
if (GLAD_GL_KHR_debug) if (GLAD_GL_KHR_debug)
{ {
glad_glDebugMessageCallbackKHR(GLDebugCallback, nullptr); glad_glDebugMessageCallbackKHR(GLDebugCallback, nullptr);
glEnable(GL_DEBUG_OUTPUT); // glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); // glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
} }
SDL_GL_SetSwapInterval(0); SDL_GL_SetSwapInterval(1);
return true; return true;
} }
@ -277,6 +277,10 @@ bool SDLInterface::HandleSDLEvent(const SDL_Event* event)
m_controller->SetButtonState(DigitalController::Button::Select, pressed); m_controller->SetButtonState(DigitalController::Button::Select, pressed);
return true; return true;
case SDL_SCANCODE_TAB:
SDL_GL_SetSwapInterval(pressed ? 0 : 1);
break;
default: default:
break; break;
} }
@ -582,6 +586,8 @@ void SDLInterface::Run()
m_system->RunFrame(); m_system->RunFrame();
Render();
// update fps counter // update fps counter
{ {
const double time = m_fps_timer.GetTimeSeconds(); const double time = m_fps_timer.GetTimeSeconds();
@ -595,7 +601,5 @@ void SDLInterface::Run()
m_fps_timer.Reset(); m_fps_timer.Reset();
} }
} }
Render();
} }
} }