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mirror of https://github.com/TerryCavanagh/VVVVVV.git synced 2024-06-15 01:03:38 +02:00

Move key.Poll() calls to just before input funcs

In order to re-remove the 1-frame input delay, we will have to poll
input right after rendering a frame - in other words, just before an
input function gets called.

To do this, I've added a new function enum type - Func_input - that is
the same as a fixed function, but before its function gets called,
key.Poll() gets called. And all input functions have been updated to use
this enum accordingly.
This commit is contained in:
Misa 2021-03-15 02:56:46 -07:00 committed by Ethan Lee
parent ab26985fde
commit f1f434accc

View File

@ -78,6 +78,7 @@ enum FuncType
{
Func_null,
Func_fixed,
Func_input,
Func_delta
};
@ -138,14 +139,14 @@ static const inline struct ImplFunc* get_gamestate_funcs(
FUNC_LIST_BEGIN(GAMEMODE)
{Func_fixed, runscript},
{Func_fixed, gameinput},
{Func_input, gameinput},
{Func_fixed, gamerenderfixed},
{Func_delta, gamerender},
{Func_fixed, gamelogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(TITLEMODE)
{Func_fixed, titleinput},
{Func_input, titleinput},
{Func_fixed, titlerenderfixed},
{Func_delta, titlerender},
{Func_fixed, titlelogic},
@ -154,34 +155,34 @@ static const inline struct ImplFunc* get_gamestate_funcs(
FUNC_LIST_BEGIN(MAPMODE)
{Func_fixed, maprenderfixed},
{Func_delta, maprender},
{Func_fixed, mapinput},
{Func_input, mapinput},
{Func_fixed, maplogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(TELEPORTERMODE)
{Func_fixed, maprenderfixed},
{Func_delta, teleporterrender},
{Func_fixed, teleportermodeinput},
{Func_input, teleportermodeinput},
{Func_fixed, maplogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(GAMECOMPLETE)
{Func_fixed, gamecompleterenderfixed},
{Func_delta, gamecompleterender},
{Func_fixed, gamecompleteinput},
{Func_input, gamecompleteinput},
{Func_fixed, gamecompletelogic},
FUNC_LIST_END
FUNC_LIST_BEGIN(GAMECOMPLETE2)
{Func_delta, gamecompleterender2},
{Func_fixed, gamecompleteinput2},
{Func_input, gamecompleteinput2},
{Func_fixed, gamecompletelogic2},
FUNC_LIST_END
#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
FUNC_LIST_BEGIN(EDITORMODE)
{Func_fixed, flipmodeoff},
{Func_fixed, editorinput},
{Func_input, editorinput},
{Func_fixed, editorrenderfixed},
{Func_delta, editorrender},
{Func_fixed, editorlogic},
@ -189,7 +190,7 @@ static const inline struct ImplFunc* get_gamestate_funcs(
#endif
FUNC_LIST_BEGIN(PRELOADER)
{Func_fixed, preloaderinput},
{Func_input, preloaderinput},
{Func_fixed, preloaderrenderfixed},
{Func_delta, preloaderrender},
FUNC_LIST_END
@ -241,7 +242,7 @@ static enum IndexCode increment_gamestate_func_index(void)
static void unfocused_run(void);
static const struct ImplFunc unfocused_func_list[] = {
Func_fixed,
Func_input, /* we still need polling when unfocused */
unfocused_run
};
static const struct ImplFunc* unfocused_funcs = unfocused_func_list;
@ -299,6 +300,11 @@ static enum LoopCode loop_run_active_funcs(void)
const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
enum IndexCode index_code;
if (implfunc->type == Func_input)
{
key.Poll();
}
if (implfunc->type != Func_null && implfunc->func != NULL)
{
implfunc->func();
@ -707,8 +713,6 @@ static enum LoopCode loop_begin(void)
// Update network per frame.
NETWORK_update();
key.Poll();
return Loop_continue;
}