From ce8261dd6da0f1588ed608f392632252c7a5e693 Mon Sep 17 00:00:00 2001 From: Sam Lantinga Date: Thu, 29 Jul 2021 06:36:20 -0700 Subject: [PATCH] Only pump events once per frame and process all currently pending events If you continually poll for events it's possible that new events can come in while you're still processing the last one, delaying rendering. This is more likely with high update rate sensors. --- test/testgamecontroller.c | 6 +++++- test/testsensor.c | 6 +++++- 2 files changed, 10 insertions(+), 2 deletions(-) diff --git a/test/testgamecontroller.c b/test/testgamecontroller.c index 8a3ff92b0..b134e0e98 100644 --- a/test/testgamecontroller.c +++ b/test/testgamecontroller.c @@ -305,7 +305,11 @@ loop(void *arg) int i; SDL_bool showing_front = SDL_TRUE; - while (SDL_PollEvent(&event)) { + /* Update to get the current event state */ + SDL_PumpEvents(); + + /* Process all currently pending events */ + while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) { switch (event.type) { case SDL_CONTROLLERDEVICEADDED: SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which)); diff --git a/test/testsensor.c b/test/testsensor.c index 48a2ef08f..508bd14f8 100644 --- a/test/testsensor.c +++ b/test/testsensor.c @@ -95,7 +95,11 @@ main(int argc, char **argv) SDL_CreateWindow("Sensor Test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP); while (!done) { - while (SDL_PollEvent(&event) > 0) { + /* Update to get the current event state */ + SDL_PumpEvents(); + + /* Process all currently pending events */ + while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) { switch (event.type) { case SDL_SENSORUPDATE: HandleSensorEvent(&event.sensor);