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https://github.com/TerryCavanagh/VVVVVV.git
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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.
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1 changed files with 15 additions and 11 deletions
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@ -78,6 +78,7 @@ enum FuncType
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{
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Func_null,
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Func_fixed,
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Func_input,
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Func_delta
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};
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@ -138,14 +139,14 @@ static const inline struct ImplFunc* get_gamestate_funcs(
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FUNC_LIST_BEGIN(GAMEMODE)
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{Func_fixed, runscript},
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{Func_fixed, gameinput},
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{Func_input, gameinput},
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{Func_fixed, gamerenderfixed},
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{Func_delta, gamerender},
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{Func_fixed, gamelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TITLEMODE)
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{Func_fixed, titleinput},
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{Func_input, titleinput},
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{Func_fixed, titlerenderfixed},
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{Func_delta, titlerender},
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{Func_fixed, titlelogic},
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@ -154,34 +155,34 @@ static const inline struct ImplFunc* get_gamestate_funcs(
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FUNC_LIST_BEGIN(MAPMODE)
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{Func_fixed, maprenderfixed},
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{Func_delta, maprender},
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{Func_fixed, mapinput},
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{Func_input, mapinput},
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{Func_fixed, maplogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(TELEPORTERMODE)
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{Func_fixed, maprenderfixed},
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{Func_delta, teleporterrender},
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{Func_fixed, teleportermodeinput},
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{Func_input, teleportermodeinput},
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{Func_fixed, maplogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(GAMECOMPLETE)
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{Func_fixed, gamecompleterenderfixed},
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{Func_delta, gamecompleterender},
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{Func_fixed, gamecompleteinput},
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{Func_input, gamecompleteinput},
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{Func_fixed, gamecompletelogic},
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FUNC_LIST_END
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FUNC_LIST_BEGIN(GAMECOMPLETE2)
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{Func_delta, gamecompleterender2},
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{Func_fixed, gamecompleteinput2},
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{Func_input, gamecompleteinput2},
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{Func_fixed, gamecompletelogic2},
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FUNC_LIST_END
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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FUNC_LIST_BEGIN(EDITORMODE)
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{Func_fixed, flipmodeoff},
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{Func_fixed, editorinput},
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{Func_input, editorinput},
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{Func_fixed, editorrenderfixed},
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{Func_delta, editorrender},
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{Func_fixed, editorlogic},
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@ -189,7 +190,7 @@ static const inline struct ImplFunc* get_gamestate_funcs(
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#endif
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FUNC_LIST_BEGIN(PRELOADER)
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{Func_fixed, preloaderinput},
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{Func_input, preloaderinput},
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{Func_fixed, preloaderrenderfixed},
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{Func_delta, preloaderrender},
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FUNC_LIST_END
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@ -241,7 +242,7 @@ static enum IndexCode increment_gamestate_func_index(void)
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static void unfocused_run(void);
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static const struct ImplFunc unfocused_func_list[] = {
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Func_fixed,
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Func_input, /* we still need polling when unfocused */
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unfocused_run
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};
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static const struct ImplFunc* unfocused_funcs = unfocused_func_list;
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@ -299,6 +300,11 @@ static enum LoopCode loop_run_active_funcs(void)
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const struct ImplFunc* implfunc = &(*active_funcs)[*active_func_index];
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enum IndexCode index_code;
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if (implfunc->type == Func_input)
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{
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key.Poll();
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}
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if (implfunc->type != Func_null && implfunc->func != NULL)
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{
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implfunc->func();
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@ -707,8 +713,6 @@ static enum LoopCode loop_begin(void)
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// Update network per frame.
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NETWORK_update();
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key.Poll();
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return Loop_continue;
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}
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