add SDL app config support for setting the target update frequency
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@ -125,12 +125,13 @@ namespace Blarg.GameFramework
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Logger.Info(LOG_TAG, "\tHeight: {0}", sdlConfig.Height);
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Logger.Info(LOG_TAG, "\tFullscreen: {0}", sdlConfig.Fullscreen);
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Logger.Info(LOG_TAG, "\tResizeable: {0}", sdlConfig.Resizeable);
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Logger.Info(LOG_TAG, "GL Doublebuffer: {0}", sdlConfig.glDoubleBuffer);
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Logger.Info(LOG_TAG, "GL Depth Buffer Size: {0}", sdlConfig.glDepthBufferSize);
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Logger.Info(LOG_TAG, "GL Red Size: {0}", sdlConfig.glRedSize);
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Logger.Info(LOG_TAG, "GL Green Size: {0}", sdlConfig.glGreenSize);
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Logger.Info(LOG_TAG, "GL Blue Size: {0}", sdlConfig.glBlueSize);
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Logger.Info(LOG_TAG, "GL Alpha Size: {0}", sdlConfig.glAlphaSize);
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Logger.Info(LOG_TAG, "\tGL Doublebuffer: {0}", sdlConfig.glDoubleBuffer);
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Logger.Info(LOG_TAG, "\tGL Depth Buffer Size: {0}", sdlConfig.glDepthBufferSize);
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Logger.Info(LOG_TAG, "\tGL Red Size: {0}", sdlConfig.glRedSize);
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Logger.Info(LOG_TAG, "\tGL Green Size: {0}", sdlConfig.glGreenSize);
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Logger.Info(LOG_TAG, "\tGL Blue Size: {0}", sdlConfig.glBlueSize);
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Logger.Info(LOG_TAG, "\tGL Alpha Size: {0}", sdlConfig.glAlphaSize);
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Logger.Info(LOG_TAG, "\tTarget Update Frequency: {0}", sdlConfig.TargetUpdateFrequency);
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if (!InitSDL())
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{
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@ -148,6 +149,8 @@ namespace Blarg.GameFramework
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Logger.Info(LOG_TAG, "Framework initialization complete, beginning game application set up.");
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SetUpdateFrequency(sdlConfig.TargetUpdateFrequency);
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OnInit();
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OnNewContext();
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OnResize(ScreenOrientation.Rotation0, _windowInfo.ClientRectangle);
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@ -19,6 +19,8 @@ namespace Blarg.GameFramework
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public int glBlueSize;
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public int glAlphaSize;
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public int TargetUpdateFrequency;
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public SDLConfiguration()
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{
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Title = "SDL Application";
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@ -34,6 +36,7 @@ namespace Blarg.GameFramework
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glGreenSize = 8;
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glBlueSize = 8;
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glAlphaSize = 8;
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TargetUpdateFrequency = 25;
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}
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}
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}
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