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
Cameron Gutman 2021-06-05 11:57:30 -05:00 committed by Sam Lantinga
parent 85b51e6c92
commit b992b915e5
1 changed files with 9 additions and 12 deletions

View File

@ -866,28 +866,25 @@ int
SDL_WaitEventTimeout(SDL_Event * event, int timeout)
{
SDL_VideoDevice *_this = SDL_GetVideoDevice();
SDL_bool need_polling = SDL_events_need_polling();
SDL_Window *wakeup_window = NULL;
SDL_Window *wakeup_window;
Uint32 expiration = 0;
if (timeout > 0)
expiration = SDL_GetTicks() + timeout;
if (!need_polling && _this) {
if (timeout != 0 && _this && _this->WaitEventTimeout && _this->SendWakeupEvent && !SDL_events_need_polling()) {
/* Look if a shown window is available to send the wakeup event. */
wakeup_window = SDL_find_active_window(_this);
need_polling = (wakeup_window == NULL);
}
if (!need_polling && _this && _this->WaitEventTimeout && _this->SendWakeupEvent) {
if (wakeup_window) {
int status = SDL_WaitEventTimeout_Device(_this, wakeup_window, event, timeout);
/* There may be implementation-defined conditions where the backend cannot
reliably wait for the next event. If that happens, fall back to polling */
reliably wait for the next event. If that happens, fall back to polling. */
if (status >= 0) {
return status;
}
}
}
for (;;) {
SDL_PumpEvents();