TETRIS: only change textures in the main thread
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ff091a66b9
commit
79557e9edc
@ -98,7 +98,7 @@ check_floor:
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g_cur_object->movePiece( 0, -BLOCK_SIZE );
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for ( auto &block : g_cur_object->getObjects() ) {
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if ( scene->getCollisions( *block, { GAME_OVER } ).size() > 0 ) {
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g_game_over_scene->updateSizeAndPosition();
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g_update_scenes.push_back(g_game_over_scene);
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g_active_scenes.push_back( g_game_over_scene );
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g_input_functions.push_back( gameOverSceneInput );
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break;
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@ -53,3 +53,6 @@ std::vector< std::shared_ptr< TetrisPiece > ( * )(
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std::shared_ptr< SDLPP::Font > g_font{};
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std::shared_ptr< SDLPP::FontConfiguration > g_font_config{};
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std::vector<std::shared_ptr<SDLPP::Scene>> g_update_scenes{};
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std::vector<std::shared_ptr<SDLPP::RenderObject>> g_update_objects{};
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@ -57,4 +57,7 @@ extern std::vector< std::shared_ptr< TetrisPiece > ( * )(
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extern std::shared_ptr< SDLPP::Font > g_font;
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extern std::shared_ptr< SDLPP::FontConfiguration > g_font_config;
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extern std::vector<std::shared_ptr<SDLPP::Scene>> g_update_scenes;
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extern std::vector<std::shared_ptr<SDLPP::RenderObject>> g_update_objects;
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#endif
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@ -308,7 +308,7 @@ prepareOptionsScene( std::shared_ptr< SDLPP::Renderer > renderer ) {
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void handleKeyDownMain( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
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case SDLK_ESCAPE:
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g_menu_scene->updateSizeAndPosition();
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g_update_scenes.push_back( g_menu_scene );
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g_active_scenes.push_back( g_menu_scene );
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g_input_functions.push_back( menuSceneInput );
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break;
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@ -422,7 +422,7 @@ void pollEventsMain( SDLPP::Scene &scene ) {
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case SDL_WINDOWEVENT:
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if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
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for ( auto &x : g_active_scenes )
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x->updateSizeAndPosition();
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g_update_scenes.push_back(x);
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g_update_size = true;
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}
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default:
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@ -523,7 +523,7 @@ void handleKeyDownMenu( SDL_Keycode key ) {
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g_input_functions.pop_back();
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} break;
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case MAIN_MENU_OPTIONS:
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g_options_scene->updateSizeAndPosition();
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g_update_scenes.push_back(g_options_scene);
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g_active_scenes.push_back( g_options_scene );
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g_input_functions.push_back( optionsSceneInput );
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break;
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@ -554,7 +554,7 @@ void pollEventsMenu() {
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case SDL_WINDOWEVENT:
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if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
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for ( auto &x : g_active_scenes )
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x->updateSizeAndPosition();
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g_update_scenes.push_back(x);
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g_update_size = true;
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}
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default:
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@ -625,7 +625,7 @@ void pollEventsGameOver() {
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case SDL_WINDOWEVENT:
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if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
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for ( auto &x : g_active_scenes )
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x->updateSizeAndPosition();
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g_update_scenes.push_back(x);
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g_update_size = true;
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}
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default:
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@ -693,6 +693,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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g_options_options[OPTIONS_MENU_SHADOW].get() )
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->changeText( std::string( "Show shadow: " ) +
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( g_show_shadow ? "YES" : "NO" ) );
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g_update_objects.push_back(g_options_options[OPTIONS_MENU_SHADOW]);
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break;
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case OPTIONS_MENU_3D:
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g_show_3d = !g_show_3d;
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@ -700,6 +701,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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g_options_options[OPTIONS_MENU_3D].get() )
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->changeText( std::string( "Show block texture: " ) +
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( g_show_3d ? "YES" : "NO" ) );
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g_update_objects.push_back(g_options_options[OPTIONS_MENU_3D]);
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g_update_3d = true;
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default:
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break;
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@ -724,6 +726,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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g_options_options[OPTIONS_MENU_SHADOW].get() )
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->changeText( std::string( "Show shadow: " ) +
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( g_show_shadow ? "YES" : "NO" ) );
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g_update_objects.push_back(g_options_options[OPTIONS_MENU_SHADOW]);
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break;
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case OPTIONS_MENU_3D:
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g_show_3d = !g_show_3d;
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@ -731,6 +734,7 @@ void handleKeyDownOptions( SDL_Keycode key ) {
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g_options_options[OPTIONS_MENU_3D].get() )
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->changeText( std::string( "Show block texture: " ) +
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( g_show_3d ? "YES" : "NO" ) );
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g_update_objects.push_back(g_options_options[OPTIONS_MENU_3D]);
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g_update_3d = true;
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default:
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break;
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@ -770,7 +774,7 @@ void pollEventsOptions() {
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case SDL_WINDOWEVENT:
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if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
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for ( auto &x : g_active_scenes )
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x->updateSizeAndPosition();
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g_update_scenes.push_back(x);
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g_update_size = true;
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}
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default:
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@ -147,6 +147,15 @@ int main() {
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updateSize();
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g_update_size = false;
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}
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for(size_t i = 0; i < g_update_scenes.size(); i++) {
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g_update_scenes.back()->updateSizeAndPosition();
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g_update_scenes.pop_back();
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}
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for(size_t i = 0; i < g_update_objects.size(); i++) {
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g_update_objects.back()->updateSizeAndPosition();
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g_update_objects.pop_back();
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}
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renderer->clearRenderer();
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for ( auto &x : g_active_scenes ) {
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