2403f060eb
So when PACKET_SDL_EVENT was SDL_USEREVENT, things worked fine in the main loop it would see SDL_USEREVENT and send it off to my_SDL_UserEvent. But when I started adding more events, the SDL_UserEvent paradigm given in the SDL Wiki stopped working. The example here is broken: https://wiki.libsdl.org/SDL_AddTimer The example here is working and "correct": https://wiki.libsdl.org/SDL_UserEvent All SDL_RegisterEvents is increase a static counter. SDL doesn't actually use these events anyway. It's purely symbolic, as far as I can tell. So anyway. Now events work after a bunch of debugging. SHADER_PROGRAM_REFRESH is the second user event I've done. The ShaderProgram runs an SDL_TimerID that looks at mVertexPath, mGeometryPath if present, and mFragmentPath. mVertexPath and mFragmentPath are required by Compile3ShaderBuffers. In the future I'd like to change the way this class behaves. |
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.. | ||
camera.h | ||
cube.h | ||
debug.h | ||
events_common.h | ||
FileIO.h | ||
glCheckErrors.h | ||
lib_GL_common.h | ||
lib_lua_common.h | ||
lib_SDL_common.h | ||
lib_SDL_Log.h | ||
object.h | ||
quad.h | ||
SDL_clamp.h | ||
Server.h | ||
shader.h | ||
signal_common.h | ||
trim.h | ||
UDPbase.h | ||
UDPpacketVBuffer.h | ||
unused.h | ||
util.h |