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Only pump events once per frame and process all currently pending events

If you continually poll for events it's possible that new events can come in while you're still processing the last one, delaying rendering. This is more likely with high update rate sensors.
Sam Lantinga 4 년 전
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2개의 변경된 파일10개의 추가작업 그리고 2개의 파일을 삭제
  1. 5 1
      test/testgamecontroller.c
  2. 5 1
      test/testsensor.c

+ 5 - 1
test/testgamecontroller.c

@@ -305,7 +305,11 @@ loop(void *arg)
     int i;
     SDL_bool showing_front = SDL_TRUE;
 
-    while (SDL_PollEvent(&event)) {
+    /* Update to get the current event state */
+    SDL_PumpEvents();
+
+    /* Process all currently pending events */
+    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
         switch (event.type) {
         case SDL_CONTROLLERDEVICEADDED:
             SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));

+ 5 - 1
test/testsensor.c

@@ -95,7 +95,11 @@ main(int argc, char **argv)
 
         SDL_CreateWindow("Sensor Test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
         while (!done) {
-            while (SDL_PollEvent(&event) > 0) {
+            /* Update to get the current event state */
+            SDL_PumpEvents();
+
+            /* Process all currently pending events */
+            while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
                 switch (event.type) {
                 case SDL_SENSORUPDATE:
                     HandleSensorEvent(&event.sensor);