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Description: Sleep between handling events
These can't accour that often and without a sleep we use way too much CPU.
Forwarded: no
Author: Evgeni Golov <[email protected]>
Last-Update: 2012-05-01
Index: blocks-of-the-undead-1.0/TetrisAttack/src/CTetrisGame.cpp
===================================================================
--- blocks-of-the-undead-1.0.orig/TetrisAttack/src/CTetrisGame.cpp 2005-01-17 05:49:02.000000000 0100
blocks-of-the-undead-1.0/TetrisAttack/src/CTetrisGame.cpp 2012-05-01 20:13:20.321936666 0200
@@ -1,3 1,4 @@
#include <unistd.h>
#include "tetris.h"
CTetrisGame::CTetrisGame(int screenX, int screenY, int bitDepth, bool fullscreen, CTetrisTheme *theme, const list<CVector> &fieldOffsets)
@@ -159,6 160,7 @@
while (!done && SDL_PollEvent(&event))
{
handleEvent(event);
usleep(200);
}
switch(state)
@@ -281,6 283,7 @@
ct = 0;
(static_cast<CText*> (*(sprites.begin())))->setText(ss.str());
}*/
usleep(3000);
}
return true;
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