Added yielding, input refreshes as fast as possible.
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@ -81,7 +81,7 @@ namespace SlatedGameToolkit.Framework {
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try {
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IState initialState = (IState) o;
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manager.Initialize(initialState);
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DateTime currentTime = DateTime.Now;
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DateTime previousTime = DateTime.Now;
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TimeSpan timePassedFromLastUpdate = TimeSpan.Zero;
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TimeSpan timePassedFromLastRender = TimeSpan.Zero;
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TimeSpan updateDeltaTime = GameEngine.updateDeltaTime;
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@ -99,13 +99,7 @@ namespace SlatedGameToolkit.Framework {
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}
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deltaChanged = false;
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}
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DateTime frameStart = DateTime.Now;
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TimeSpan difference = frameStart - currentTime;
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currentTime = frameStart;
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timePassedFromLastUpdate += difference;
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while (timePassedFromLastUpdate > updateDeltaTime) {
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//Updates.
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#region EventHandling
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//Events
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SDL.SDL_Event SDL_Event;
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while (SDL.SDL_PollEvent(out SDL_Event) != 0) {
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@ -160,7 +154,15 @@ namespace SlatedGameToolkit.Framework {
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break;
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}
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}
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#endregion
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DateTime frameStart = DateTime.Now;
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TimeSpan difference = frameStart - previousTime;
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previousTime = frameStart;
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timePassedFromLastUpdate += difference;
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while (timePassedFromLastUpdate > updateDeltaTime) {
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//Updates.
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manager.update(updateDeltaTime.TotalSeconds <= 0 ? timePassedFromLastUpdate.TotalSeconds : updateDeltaTime.TotalSeconds);
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timePassedFromLastUpdate -= updateDeltaTime;
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if (updateDeltaTime.TotalSeconds <= 0) {
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@ -174,6 +176,8 @@ namespace SlatedGameToolkit.Framework {
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//Draw calls.
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manager.render(updateDeltaTime.TotalSeconds <= 0 ? updateDeltaTime.TotalSeconds : (timePassedFromLastUpdate / updateDeltaTime));
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timePassedFromLastRender = TimeSpan.Zero;
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} else {
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Thread.Yield();
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}
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}
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} catch (Exception e) {
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