void state_game_run(void *ptr) { state_game_update(); input(); state_game_render(); state_window_swap(); if(fpscap) { uint32_t ticksdiff = SDL_GetTicks() - ticks; if(ticksdiff < 1000 / fpsmax) SDL_Delay(1000 / fpsmax - ticksdiff); } }
void state_menu_run(void *ptr) { uint32_t newticks = SDL_GetTicks(); // uint32_t dt = ticks ? newticks - ticks : 0; ticks = newticks; glClear(GL_COLOR_BUFFER_BIT); interface_render(ui); state_window_swap(); if(fpscap) { uint32_t ticksdiff = SDL_GetTicks() - ticks; if(ticksdiff < 1000 / fpsmax) SDL_Delay(1000 / fpsmax - ticksdiff); } }