Small optimisation for key handling

Changelog:
- Use a single queue to handle pressed keys
- Remove unused printf for key presses
scene_man
En Yi 2022-12-13 00:10:40 +08:00
parent 3e6a53b097
commit 905f0d70a6
1 changed files with 9 additions and 22 deletions

View File

@ -3,16 +3,12 @@
#include <stdio.h>
#include <unistd.h>
// Use double buffer to handle key presses
// Can do single buffer, but need careful handling
unsigned int curr_keybuf = 0;
unsigned int next_keybuf = 1;
struct sc_queue_32 key_buffer[2];
// Maintain own queue to handle key presses
struct sc_queue_32 key_buffer;
int main(void)
{
sc_queue_init(key_buffer);
sc_queue_init(key_buffer + 1);
sc_queue_init(&key_buffer);
InitWindow(320, 240, "raylib");
SetTargetFPS(60);
init_memory_pools();
@ -32,10 +28,11 @@ int main(void)
// This entire key processing relies on the assumption that a pressed key will
// appear in the polling of raylib
unsigned int sz = sc_queue_size(&key_buffer);
// Process any existing pressed key
while (!sc_queue_empty(key_buffer + curr_keybuf))
for (size_t i=0; i<sz; i++)
{
int button = sc_queue_del_first(key_buffer + curr_keybuf);
int button = sc_queue_del_first(&key_buffer);
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (IsKeyReleased(button))
{
@ -44,7 +41,7 @@ int main(void)
else
{
do_action(&scene.scene, action, true);
sc_queue_add_last(key_buffer + next_keybuf, button);
sc_queue_add_last(&key_buffer, button);
}
}
@ -52,20 +49,11 @@ int main(void)
while(true)
{
int button = GetKeyPressed();
printf("Button pressed: %d\n", button);
if (button == 0) break;
ActionType_t action = sc_map_get_64(&scene.scene.action_map, button);
if (!sc_map_found(&scene.scene.action_map)) continue;
printf("Action mapped: %d\n", action);
do_action(&scene.scene, action, true);
sc_queue_add_last(key_buffer + next_keybuf, button);
}
// Swap keystroke buffer;
{
unsigned int tmp = curr_keybuf;
curr_keybuf = next_keybuf;
next_keybuf = tmp;
sc_queue_add_last(&key_buffer, button);
}
update_scene(&scene.scene);
@ -78,6 +66,5 @@ int main(void)
}
CloseWindow();
free_level_scene(&scene);
sc_queue_term(key_buffer);
sc_queue_term(key_buffer + 1);
sc_queue_term(&key_buffer);
}