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authorPedro J. Estébanez <pedrojrulez@gmail.com>2020-09-21 01:35:20 +0200
committerPedro J. Estébanez <pedrojrulez@gmail.com>2021-08-13 11:45:50 +0200
commitabdfbef07516beae019643ba6cea000067b478cb (patch)
tree93b79c0f0d1af24475e19decbb51885f9dd4cffa /main/main.cpp
parentdc187324beded208b8aef77d2e5e0cc1650f4d78 (diff)
downloadredot-engine-abdfbef07516beae019643ba6cea000067b478cb.tar.gz
Add project setting for agile input event flushing
If enabled, key/touch/joystick events will be flushed just before every idle and physics frame. Enabling this can greatly improve the responsiveness to input, specially in devices that need to run multiple physics frames per each idle frame, because of not being powerful enough to run at the target frame rate. This will only work for platforms using input buffering (regardless event accumulation). Currenly, only Android does so, but could be implemented for iOS in an upcoming PR.
Diffstat (limited to 'main/main.cpp')
-rw-r--r--main/main.cpp19
1 files changed, 15 insertions, 4 deletions
diff --git a/main/main.cpp b/main/main.cpp
index 8cfcacbfe8..6764332f16 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -1735,6 +1735,8 @@ Error Main::setup2(Thread::ID p_main_tid_override) {
Input *id = Input::get_singleton();
if (id) {
+ agile_input_event_flushing = GLOBAL_DEF("input_devices/buffering/agile_event_flushing", false);
+
if (bool(GLOBAL_DEF("input_devices/pointing/emulate_touch_from_mouse", false)) &&
!(editor || project_manager)) {
bool found_touchscreen = false;
@@ -2442,6 +2444,7 @@ uint32_t Main::frames = 0;
uint32_t Main::frame = 0;
bool Main::force_redraw_requested = false;
int Main::iterating = 0;
+bool Main::agile_input_event_flushing = false;
bool Main::is_iterating() {
return iterating > 0;
@@ -2491,9 +2494,13 @@ bool Main::iteration() {
bool exit = false;
- Engine::get_singleton()->_in_physics = true;
-
for (int iters = 0; iters < advance.physics_steps; ++iters) {
+ if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {
+ Input::get_singleton()->flush_buffered_events();
+ }
+
+ Engine::get_singleton()->_in_physics = true;
+
uint64_t physics_begin = OS::get_singleton()->get_ticks_usec();
PhysicsServer3D::get_singleton()->sync();
@@ -2522,9 +2529,13 @@ bool Main::iteration() {
physics_process_ticks = MAX(physics_process_ticks, OS::get_singleton()->get_ticks_usec() - physics_begin); // keep the largest one for reference
physics_process_max = MAX(OS::get_singleton()->get_ticks_usec() - physics_begin, physics_process_max);
Engine::get_singleton()->_physics_frames++;
+
+ Engine::get_singleton()->_in_physics = false;
}
- Engine::get_singleton()->_in_physics = false;
+ if (Input::get_singleton()->is_using_input_buffering() && agile_input_event_flushing) {
+ Input::get_singleton()->flush_buffered_events();
+ }
uint64_t process_begin = OS::get_singleton()->get_ticks_usec();
@@ -2588,7 +2599,7 @@ bool Main::iteration() {
iterating--;
// Needed for OSs using input buffering regardless accumulation (like Android)
- if (Input::get_singleton()->is_using_input_buffering()) {
+ if (Input::get_singleton()->is_using_input_buffering() && !agile_input_event_flushing) {
Input::get_singleton()->flush_buffered_events();
}