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Update documentation to reflect the recommended way SDL_StorageReady() should be used #12400

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The example code had to get a bit bigger, since demonstrating the proper usage pattern for SDL_StorageReady() requires showing a main loop with the readiness checking inside.

* bool quit = false;
* while (!quit) {
* // This part is key: You must keep polling events when waiting on
* // storage to be ready (SDL_StorageReady() returns true). Events
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* // storage to be ready (SDL_StorageReady() returns true). Events
* // storage to be ready (SDL_StorageReady() returns true). Event

*
* // Game/graphics/sound/etc. logic here, only using data known to
* // already be valid right now. Logic would set readGameDataNow and/or
* // saveDataOp when needed, then could wait for them every logic tick
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What's a tick?

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A single step of updating the game logic. In classical 60 FPS games, it'd be a single frame.

@slouken slouken requested a review from icculus February 26, 2025 01:49
@slouken slouken added this to the 3.2.6 milestone Feb 26, 2025
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slouken commented Feb 26, 2025

So this got much more complicated. We can create an article with the storage best practices, but is there a way to simplify this?

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icculus commented Feb 26, 2025

Yeah, this needs to move to the wiki if it needs this much code.

@slouken slouken modified the milestones: 3.2.6, 3.4.0 Mar 1, 2025
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3 participants