Optimize SDL_WaitEventTimeout() for the SDL_PollEvent() case
There's no sense in doing all the setup for waiting if we're just polling.main
parent
85b51e6c92
commit
b992b915e5
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@ -866,28 +866,25 @@ int
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SDL_WaitEventTimeout(SDL_Event * event, int timeout)
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{
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SDL_VideoDevice *_this = SDL_GetVideoDevice();
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SDL_bool need_polling = SDL_events_need_polling();
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SDL_Window *wakeup_window = NULL;
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SDL_Window *wakeup_window;
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Uint32 expiration = 0;
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if (timeout > 0)
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expiration = SDL_GetTicks() + timeout;
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if (!need_polling && _this) {
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if (timeout != 0 && _this && _this->WaitEventTimeout && _this->SendWakeupEvent && !SDL_events_need_polling()) {
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/* Look if a shown window is available to send the wakeup event. */
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wakeup_window = SDL_find_active_window(_this);
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need_polling = (wakeup_window == NULL);
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}
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if (!need_polling && _this && _this->WaitEventTimeout && _this->SendWakeupEvent) {
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if (wakeup_window) {
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int status = SDL_WaitEventTimeout_Device(_this, wakeup_window, event, timeout);
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/* There may be implementation-defined conditions where the backend cannot
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reliably wait for the next event. If that happens, fall back to polling */
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reliably wait for the next event. If that happens, fall back to polling. */
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if (status >= 0) {
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return status;
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}
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}
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}
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for (;;) {
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SDL_PumpEvents();
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