fix excessive Ago() calls

This commit is contained in:
Glenn Maynard
2006-09-08 03:44:14 +00:00
parent 518ac3307b
commit 6daf49eac6
+9 -6
View File
@@ -30,14 +30,15 @@ bool InputQueue::MatchesSequence( GameController c, const MenuButton* button_seq
if( fMaxSecondsBack == -1 ) if( fMaxSecondsBack == -1 )
fMaxSecondsBack = 0.4f + iNumButtons*0.15f; fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack; RageTimer OldestTimeAllowed;
OldestTimeAllowed += -fMaxSecondsBack;
int sequence_index = iNumButtons-1; // count down int sequence_index = iNumButtons-1; // count down
for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
{ {
const InputEventPlus &iep = m_aQueue[c][queue_index]; const InputEventPlus &iep = m_aQueue[c][queue_index];
if( iep.MenuI.button != button_sequence[sequence_index] || if( iep.MenuI.button != button_sequence[sequence_index] ||
iep.DeviceI.ts.Ago() > fOldestTimeAllowed ) iep.DeviceI.ts < OldestTimeAllowed )
{ {
return false; return false;
} }
@@ -59,14 +60,15 @@ bool InputQueue::MatchesSequence( GameController c, const GameButton* button_seq
if( fMaxSecondsBack == -1 ) if( fMaxSecondsBack == -1 )
fMaxSecondsBack = 0.4f + iNumButtons*0.15f; fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack; RageTimer OldestTimeAllowed;
OldestTimeAllowed += -fMaxSecondsBack;
int sequence_index = iNumButtons-1; // count down int sequence_index = iNumButtons-1; // count down
for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
{ {
const InputEventPlus &iep = m_aQueue[c][queue_index]; const InputEventPlus &iep = m_aQueue[c][queue_index];
if( iep.GameI.button != button_sequence[sequence_index] || if( iep.GameI.button != button_sequence[sequence_index] ||
iep.DeviceI.ts.Ago() > fOldestTimeAllowed ) iep.DeviceI.ts < OldestTimeAllowed )
{ {
return false; return false;
} }
@@ -82,7 +84,8 @@ bool InputQueue::MatchesSequence( GameController c, const GameButton* button_seq
bool InputQueue::AllWerePressedRecently( GameController c, const GameButton* buttons, int iNumButtons, float fMaxSecondsBack ) bool InputQueue::AllWerePressedRecently( GameController c, const GameButton* buttons, int iNumButtons, float fMaxSecondsBack )
{ {
float fOldestTimeAllowed = RageTimer::GetTimeSinceStart() - fMaxSecondsBack; RageTimer OldestTimeAllowed;
OldestTimeAllowed += -fMaxSecondsBack;
for( int b=0; b<iNumButtons; b++ ) for( int b=0; b<iNumButtons; b++ )
{ {
@@ -91,7 +94,7 @@ bool InputQueue::AllWerePressedRecently( GameController c, const GameButton* but
for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest for( int queue_index=m_aQueue[c].size()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
{ {
const InputEventPlus &iep = m_aQueue[c][queue_index]; const InputEventPlus &iep = m_aQueue[c][queue_index];
if( iep.DeviceI.ts.Ago() > fOldestTimeAllowed ) // buttons are too old. Stop searching because we're not going to find a match if( iep.DeviceI.ts < OldestTimeAllowed ) // buttons are too old. Stop searching because we're not going to find a match
return false; return false;
if( iep.GameI.button == button ) if( iep.GameI.button == button )