ffplay: only display frames if there are no pending events

Otherwise events could just pile up if displaying a frame takes more time than
the duration of the frame.

Signed-off-by: Marton Balint <cus@passwd.hu>
This commit is contained in:
Marton Balint 2013-02-15 12:43:27 +01:00
parent 5534d8f75e
commit 77ab702a84
1 changed files with 6 additions and 7 deletions

View File

@ -2929,21 +2929,20 @@ static void toggle_audio_display(VideoState *is)
}
static void refresh_loop_wait_event(VideoState *is, SDL_Event *event) {
int got_event;
double remaining_time;
do {
double remaining_time = 0.0;
SDL_PumpEvents();
while (!SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS)) {
if (!cursor_hidden && av_gettime() - cursor_last_shown > CURSOR_HIDE_DELAY) {
SDL_ShowCursor(0);
cursor_hidden = 1;
}
if (remaining_time > 0.0)
av_usleep((int64_t)(remaining_time * 1000000.0));
remaining_time = REFRESH_RATE;
if (is->show_mode != SHOW_MODE_NONE && (!is->paused || is->force_refresh))
video_refresh(is, &remaining_time);
SDL_PumpEvents();
got_event = SDL_PeepEvents(event, 1, SDL_GETEVENT, SDL_ALLEVENTS);
if (!got_event)
av_usleep((int64_t)(remaining_time * 1000000.0));
} while (!got_event);
}
}
/* handle an event sent by the GUI */