gdk: Update Suspend/Resume best practices.

Updated testgdk to demonstrate correct handling of suspend/resume and the new Render APIs, and updated the docs to explain the correct usage of these GDK functions.
This commit is contained in:
Caleb Cornett
2026-03-07 07:16:36 -05:00
committed by Ethan Lee
parent ee5c5cf755
commit 12a435e11d
4 changed files with 61 additions and 20 deletions

View File

@@ -30,7 +30,9 @@ extern "C" {
#include <XGameRuntime.h>
#define NUM_SPRITES 100
#define MAX_SPEED 1
#define MAX_SPEED 1
#define SUSPEND_CODE 0
#define RESUME_CODE 1
static SDLTest_CommonState *state;
static int num_sprites;
@@ -291,7 +293,7 @@ static void DrawSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
SDL_RenderPresent(renderer);
}
static void update()
static void update(bool *suppressdraw)
{
SDL_Event event;
@@ -305,6 +307,25 @@ static void update()
if (event.type != SDL_EVENT_KEY_DOWN) {
SDLTest_CommonEvent(state, &event, &done);
}
if (event.type == SDL_EVENT_USER) {
if (event.user.code == SUSPEND_CODE) {
for (int i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
SDL_GDKSuspendRenderer(state->renderers[i]);
}
}
*suppressdraw = true;
SDL_GDKSuspendComplete();
} else if (event.user.code == RESUME_CODE) {
for (int i = 0; i < state->num_windows; ++i) {
if (state->windows[i] != NULL) {
SDL_GDKResumeRenderer(state->renderers[i]);
}
}
*suppressdraw = false;
}
}
#else
SDLTest_CommonEvent(state, &event, &done);
#endif
@@ -316,24 +337,33 @@ static void draw()
{
int i;
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL) {
continue;
if (state->windows[i] != NULL) {
DrawSprites(state->renderers[i], sprites[i]);
}
DrawSprites(state->renderers[i], sprites[i]);
}
}
static bool SDLCALL GDKEventWatch(void* userdata, SDL_Event* event)
{
bool *suppressdraw = (bool *)userdata;
SDL_assert(suppressdraw != NULL);
/* This callback may be on a different thread, so we'll
* push these events as USER events so they appear
* in the main thread's event loop.
*
* That allows us to cancel drawing before/after we finish
* drawing a frame, rather than mid-draw (which can crash).
*/
if (event->type == SDL_EVENT_DID_ENTER_BACKGROUND) {
*suppressdraw = true;
SDL_GDKSuspendComplete();
SDL_Event evt;
evt.type = SDL_EVENT_USER;
evt.user.code = 0;
SDL_PushEvent(&evt);
} else if (event->type == SDL_EVENT_WILL_ENTER_FOREGROUND) {
*suppressdraw = false;
SDL_Event evt;
evt.type = SDL_EVENT_USER;
evt.user.code = 1;
SDL_PushEvent(&evt);
}
return true;
return false;
}
int main(int argc, char *argv[])
@@ -408,8 +438,8 @@ int main(int argc, char *argv[])
quit(2);
}
/* By this point the renderers are made, so we can now add this watcher */
SDL_AddEventWatch(GDKEventWatch, &suppressdraw);
/* Set up the lifecycle event watcher */
SDL_AddEventWatch(GDKEventWatch, NULL);
/* Create the windows, initialize the renderers, and load the textures */
sprites =
@@ -462,7 +492,7 @@ int main(int argc, char *argv[])
AddUserSilent();
while (!done) {
update();
update(&suppressdraw);
if (!suppressdraw) {
draw();
}