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