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Axe VSync hint in favor of SDL_RenderSetVSync
Originally, we were using just the hint, but this didn't work well for toggling VSync (see #831). Then I added SDL_RenderSetVSync to SDL, and used that instead for toggling, but we were still setting the hint on game startup. Now, to keep things consistent, and just to make sure we don't get any surprising behavior should things change in the future, this makes it so game startup uses SDL_RenderSetVSync too.
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1 changed files with 2 additions and 6 deletions
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@ -39,12 +39,6 @@ void Screen::init(const struct ScreenSettings* settings)
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badSignalEffect = settings->badSignal;
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badSignalEffect = settings->badSignal;
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vsync = settings->useVsync;
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vsync = settings->useVsync;
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SDL_SetHintWithPriority(
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SDL_HINT_RENDER_VSYNC,
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vsync ? "1" : "0",
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SDL_HINT_OVERRIDE
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);
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// Uncomment this next line when you need to debug -flibit
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// Uncomment this next line when you need to debug -flibit
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// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
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// SDL_SetHintWithPriority(SDL_HINT_RENDER_DRIVER, "software", SDL_HINT_OVERRIDE);
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@ -71,6 +65,8 @@ void Screen::init(const struct ScreenSettings* settings)
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VVV_exit(1);
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VVV_exit(1);
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}
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}
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SDL_RenderSetVSync(m_renderer, (int) vsync);
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#ifdef INTERIM_VERSION_EXISTS
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#ifdef INTERIM_VERSION_EXISTS
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/* Branch name limits are ill-defined but on GitHub it's ~256 chars
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/* Branch name limits are ill-defined but on GitHub it's ~256 chars
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* ( https://stackoverflow.com/a/24014513/ ).
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* ( https://stackoverflow.com/a/24014513/ ).
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