fix slightly excessive memory usage
This commit is contained in:
@@ -16,6 +16,13 @@
|
||||
static Preference<CString> g_sLastSeenInputDevices( "LastSeenInputDevices", "" );
|
||||
static Preference<bool> g_bAutoMapOnJoyChange( "AutoMapOnJoyChange", true );
|
||||
|
||||
namespace
|
||||
{
|
||||
// lookup for efficiency from a DeviceInput to a GameInput
|
||||
// This is repopulated every time m_PItoDI changes by calling UpdateTempDItoPI().
|
||||
map<DeviceInput, GameInput> g_tempDItoGI;
|
||||
};
|
||||
|
||||
InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
|
||||
|
||||
InputMapper::InputMapper()
|
||||
@@ -27,6 +34,7 @@ InputMapper::InputMapper()
|
||||
InputMapper::~InputMapper()
|
||||
{
|
||||
SaveMappingsToDisk();
|
||||
g_tempDItoGI.clear();
|
||||
}
|
||||
|
||||
void InputMapper::ClearAllMappings()
|
||||
@@ -607,7 +615,7 @@ bool InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
|
||||
|
||||
bool InputMapper::IsMapped( const DeviceInput &DeviceI )
|
||||
{
|
||||
return m_tempDItoGI[DeviceI.device][DeviceI.button].IsValid();
|
||||
return g_tempDItoGI.find(DeviceI) != g_tempDItoGI.end();
|
||||
}
|
||||
|
||||
bool InputMapper::IsMapped( const GameInput &GameI )
|
||||
@@ -622,17 +630,8 @@ bool InputMapper::IsMapped( const GameInput &GameI )
|
||||
|
||||
void InputMapper::UpdateTempDItoGI()
|
||||
{
|
||||
// clear out m_tempDItoGI
|
||||
FOREACH_InputDevice( d )
|
||||
{
|
||||
for( int b=0; b<NUM_DeviceButton; b++ )
|
||||
{
|
||||
m_tempDItoGI[d][b].MakeInvalid();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// repopulate m_tempDItoGI
|
||||
// repopulate g_tempDItoGI
|
||||
g_tempDItoGI.clear();
|
||||
for( int n=0; n<MAX_GAME_CONTROLLERS; n++ )
|
||||
{
|
||||
for( int b=0; b<MAX_GAME_BUTTONS; b++ )
|
||||
@@ -643,7 +642,7 @@ void InputMapper::UpdateTempDItoGI()
|
||||
DeviceInput DeviceI = m_GItoDI[n][b][s];
|
||||
|
||||
if( DeviceI.IsValid() )
|
||||
m_tempDItoGI[DeviceI.device][DeviceI.button] = GameI;
|
||||
g_tempDItoGI[DeviceI] = GameI;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -651,7 +650,7 @@ void InputMapper::UpdateTempDItoGI()
|
||||
|
||||
bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
|
||||
{
|
||||
GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
|
||||
GameI = g_tempDItoGI[DeviceI];
|
||||
return GameI.controller != GAME_CONTROLLER_INVALID;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user