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Move SDL_ShowWindow
to after assets are loaded
This is a minor optimization to streamline the experience of Ved playtesting. Previously, the user would have to wait for all the assets to load when launching playtesting (most of the time, I suspect, is taken up by loading music from a vvvvvvmusic blob). With this optimization, however, the game can be launched in the background and its assets can be loaded, while it blocks on STDIN input. During this time, the user in Ved will be choosing where to start playtesting. After Ved provides STDIN input, then the window will be created and appears instantaneously. This also fixes a related issue in which providing an invalid playtesting level name would result in a brief window flash that gets instantly destroyed. With this, if the level is invalid then no window is ever shown at all.
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2 changed files with 3 additions and 1 deletions
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@ -191,7 +191,6 @@ void Screen::ResizeScreen(int x, int y)
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return;
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return;
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}
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}
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}
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}
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SDL_ShowWindow(m_window);
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}
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}
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void Screen::ResizeToNearestMultiple(void)
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void Screen::ResizeToNearestMultiple(void)
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@ -668,6 +668,9 @@ int main(int argc, char *argv[])
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}
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}
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#endif
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#endif
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/* Only create the window after we have loaded all the assets. */
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SDL_ShowWindow(gameScreen.m_window);
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key.isActive = true;
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key.isActive = true;
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gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
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gamestate_funcs = get_gamestate_funcs(game.gamestate, &num_gamestate_funcs);
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