Properly sleep when window gets minimized
This commit is contained in:
parent
5e81912125
commit
fc629be57a
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@ -81,6 +81,8 @@ static gboolean allocate_screen_and_texture() {
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player->notify_critical_error(error_msg);
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return FALSE;
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); // make the scaled rendering look smoother.
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SDL_RenderSetLogicalSize(sdl_renderer, width, height);
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return TRUE;
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}
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@ -93,8 +95,6 @@ static gboolean sdl_init()
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player->notify_critical_error(error_msg);
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return FALSE;
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}
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); // make the scaled rendering look smoother.
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SDL_RenderSetLogicalSize(sdl_renderer, width, height);
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return allocate_screen_and_texture();
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}
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137
src/infinity.c
137
src/infinity.c
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@ -60,7 +60,6 @@ static GTimer *title_timer;
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static SDL_Thread *thread;
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static int event_filter(void*, SDL_Event *event);
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static void check_events();
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static int renderer(void *);
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static void set_title(void);
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@ -111,8 +110,6 @@ void infinity_init(InfParameters * _params, Player * _player)
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g_timer_start(title_timer);
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display_load_random_effect(¤t_effect);
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SDL_SetEventFilter(event_filter, NULL);
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thread = SDL_CreateThread(renderer, "infinity_renderer", NULL);
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}
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@ -159,120 +156,19 @@ void infinity_render_multi_pcm(const float *data, int channels)
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display_set_pcm_data(data, channels);
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}
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// TODO really needed?
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static int event_filter(void *user_data, SDL_Event *event)
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{
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if (!event) {
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g_warning("Infinity: SDL_Event is NULL");
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return 0;
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}
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if (event->type == SDL_WINDOWEVENT) {
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switch (event->window.event) {
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case SDL_WINDOWEVENT_SHOWN:
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SDL_Log("Window %d shown", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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SDL_Log("Window %d hidden", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_Log("Window %d exposed", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MOVED:
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SDL_Log("Window %d moved to %d,%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_RESIZED:
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SDL_Log("Window %d resized to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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SDL_Log("Window %d size changed to %dx%d",
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event->window.windowID, event->window.data1,
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event->window.data2);
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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SDL_Log("Window %d minimized", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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SDL_Log("Window %d maximized", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_RESTORED:
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SDL_Log("Window %d restored", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_ENTER:
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SDL_Log("Mouse entered window %d",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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SDL_Log("Mouse left window %d", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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SDL_Log("Window %d gained keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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SDL_Log("Window %d lost keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_CLOSE:
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SDL_Log("event_filter Window %d closed", event->window.windowID);
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break;
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default:
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SDL_Log("Window %d got unknown event %d",
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event->window.windowID, event->window.event);
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break;
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}
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}
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/*switch (event->type) {
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case SDL_VIDEORESIZE:
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G_LOCK(resizing);
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if (resizing) {
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G_UNLOCK(resizing);
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/*
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* VIDEORESIZE event dropped from event queue
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*
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return 0;
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} else {
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G_UNLOCK(resizing);
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return 1;
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}
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g_assert_not_reached();
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break;
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case SDL_ACTIVEEVENT:
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if (event->active.state & SDL_APPACTIVE) {
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if (event->active.gain) {
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visible = TRUE;
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return 0;
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} else {
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visible = FALSE;
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return 0;
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}
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}
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break;
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case SDL_QUIT:
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// ignore it. let handle it in check_events()
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break;
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default:
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break;
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}*/
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return 1;
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}
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static void handle_window_event(SDL_Event *event) {
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switch (event->window.event) {
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case SDL_WINDOWEVENT_SHOWN:
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SDL_Log("Window %d shown", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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SDL_Log("Window %d hidden", event->window.windowID);
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visible = TRUE;
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break;
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case SDL_WINDOWEVENT_EXPOSED:
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SDL_Log("Window %d exposed", event->window.windowID);
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visible = TRUE;
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break;
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case SDL_WINDOWEVENT_HIDDEN:
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SDL_Log("Window %d hidden", event->window.windowID);
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visible = FALSE;
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break;
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case SDL_WINDOWEVENT_MOVED:
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SDL_Log("Window %d moved to %d,%d",
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@ -298,6 +194,7 @@ static void handle_window_event(SDL_Event *event) {
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break;
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case SDL_WINDOWEVENT_MINIMIZED:
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SDL_Log("Window %d minimized", event->window.windowID);
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visible = FALSE;
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break;
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case SDL_WINDOWEVENT_MAXIMIZED:
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SDL_Log("Window %d maximized", event->window.windowID);
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@ -305,29 +202,11 @@ static void handle_window_event(SDL_Event *event) {
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case SDL_WINDOWEVENT_RESTORED:
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SDL_Log("Window %d restored", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_ENTER:
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SDL_Log("Mouse entered window %d",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_LEAVE:
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SDL_Log("Mouse left window %d", event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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SDL_Log("Window %d gained keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST:
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SDL_Log("Window %d lost keyboard focus",
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event->window.windowID);
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break;
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case SDL_WINDOWEVENT_CLOSE:
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SDL_Log("Window %d closed", event->window.windowID);
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//infinity_finish();
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player->disable_plugin();
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break;
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default:
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SDL_Log("Window %d got unknown event %d",
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event->window.windowID, event->window.event);
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break;
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}
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}
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@ -485,7 +364,7 @@ static int renderer(void *arg)
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check_events();
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if (finished)
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break;
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g_usleep(3000 * frame_length);
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g_usleep(3 * frame_length);
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continue;
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}
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check_events();
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