(Android) Input optimizations - this function has heavy overhead

depending on how many times you press buttons / input event activity
This commit is contained in:
twinaphex 2012-10-31 04:01:17 +01:00
parent 49cff6a46a
commit 0aa08c3b46
1 changed files with 52 additions and 64 deletions

View File

@ -57,32 +57,21 @@ enum {
static unsigned pads_connected; static unsigned pads_connected;
static android_input_state_t state[MAX_PADS]; static android_input_state_t state[MAX_PADS];
static int state_device_ids[50];
int32_t keycode_lut[LAST_KEYCODE]; int32_t keycode_lut[LAST_KEYCODE];
static int32_t engine_handle_input(struct android_app* app, AInputEvent* event) static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
{ {
int id, i; int id = AInputEvent_getDeviceId(event);
bool found_existing_id = false; int i = state_device_ids[id];
id = AInputEvent_getDeviceId(event); if(i == -1)
for (i = 0; i < pads_connected; i++)
{ {
if (state[i].id == id) i = state_device_ids[id] = pads_connected++;
{ state[i].id = id;
found_existing_id = true;
break;
}
} }
if(!found_existing_id)
{
state[pads_connected++].id = id;
i = pads_connected;
}
{
int type = AInputEvent_getType(event); int type = AInputEvent_getType(event);
int keycode = AKeyEvent_getKeyCode(event); int keycode = AKeyEvent_getKeyCode(event);
@ -119,10 +108,8 @@ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
#ifdef RARCH_INPUT_DEBUG #ifdef RARCH_INPUT_DEBUG
RARCH_LOG("AINPUT_EVENT_TYPE_MOTION, pad: %d, x: %f, y: %f.\n", i, x, y); RARCH_LOG("AINPUT_EVENT_TYPE_MOTION, pad: %d, x: %f, y: %f.\n", i, x, y);
#endif #endif
state[i].state &= ~(ANDROID_GAMEPAD_DPAD_LEFT); state[i].state &= ~(ANDROID_GAMEPAD_DPAD_LEFT | ANDROID_GAMEPAD_DPAD_RIGHT |
state[i].state &= ~(ANDROID_GAMEPAD_DPAD_RIGHT); ANDROID_GAMEPAD_DPAD_UP | ANDROID_GAMEPAD_DPAD_DOWN);
state[i].state &= ~(ANDROID_GAMEPAD_DPAD_UP);
state[i].state &= ~(ANDROID_GAMEPAD_DPAD_DOWN);
state[i].state |= PRESSED_LEFT(x, y) ? ANDROID_GAMEPAD_DPAD_LEFT : 0; state[i].state |= PRESSED_LEFT(x, y) ? ANDROID_GAMEPAD_DPAD_LEFT : 0;
state[i].state |= PRESSED_RIGHT(x, y) ? ANDROID_GAMEPAD_DPAD_RIGHT : 0; state[i].state |= PRESSED_RIGHT(x, y) ? ANDROID_GAMEPAD_DPAD_RIGHT : 0;
state[i].state |= PRESSED_UP(x, y) ? ANDROID_GAMEPAD_DPAD_UP : 0; state[i].state |= PRESSED_UP(x, y) ? ANDROID_GAMEPAD_DPAD_UP : 0;
@ -135,8 +122,6 @@ static int32_t engine_handle_input(struct android_app* app, AInputEvent* event)
if(action == AKEY_EVENT_ACTION_UP) if(action == AKEY_EVENT_ACTION_UP)
state[i].state &= ~(keycode_lut[keycode]); state[i].state &= ~(keycode_lut[keycode]);
}
return 1; return 1;
} }
@ -166,6 +151,9 @@ static void *android_input_init(void)
* builtinKeyboard=false * builtinKeyboard=false
*/ */
for(int i = 0; i < 50; i++)
state_device_ids[i] = -1;
keycode_lut[AKEYCODE_BUTTON_2] = ANDROID_GAMEPAD_CROSS; keycode_lut[AKEYCODE_BUTTON_2] = ANDROID_GAMEPAD_CROSS;
keycode_lut[AKEYCODE_BUTTON_1] = ANDROID_GAMEPAD_SQUARE; keycode_lut[AKEYCODE_BUTTON_1] = ANDROID_GAMEPAD_SQUARE;
keycode_lut[AKEYCODE_BUTTON_9] = ANDROID_GAMEPAD_SELECT; keycode_lut[AKEYCODE_BUTTON_9] = ANDROID_GAMEPAD_SELECT;