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Merge pull request #105601 from marcosc90/perf-web-gamepad

[Web] Avoid unnecessary gamepad polling when no gamepads are connected
This commit is contained in:
Thaddeus Crews 2025-05-14 09:44:04 -05:00
commit e3ad8129f7
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GPG Key ID: 8C6E5FEB5FC03CCC
3 changed files with 13 additions and 3 deletions

View File

@ -829,6 +829,9 @@ void DisplayServerWeb::gamepad_callback(int p_index, int p_connected, const char
void DisplayServerWeb::_gamepad_callback(int p_index, int p_connected, const String &p_id, const String &p_guid) {
Input *input = Input::get_singleton();
DisplayServerWeb *ds = get_singleton();
ds->active_gamepad_sample_count = -1; // Invalidate cache
if (p_connected) {
input->joy_connection_changed(p_index, true, p_id, p_guid);
} else {
@ -1406,7 +1409,10 @@ DisplayServer::VSyncMode DisplayServerWeb::window_get_vsync_mode(WindowID p_vsyn
void DisplayServerWeb::process_events() {
process_keys();
Input::get_singleton()->flush_buffered_events();
if (godot_js_input_gamepad_sample() == OK) {
if (active_gamepad_sample_count == -1) {
active_gamepad_sample_count = godot_js_input_gamepad_sample();
}
if (active_gamepad_sample_count > 0) {
process_joypads();
}
}

View File

@ -104,6 +104,8 @@ private:
bool swap_cancel_ok = false;
NativeMenu *native_menu = nullptr;
int active_gamepad_sample_count = -1;
MouseMode mouse_mode_base = MOUSE_MODE_VISIBLE;
MouseMode mouse_mode_override = MOUSE_MODE_VISIBLE;
bool mouse_mode_override_enabled = false;

View File

@ -205,6 +205,7 @@ const GodotInputGamepads = {
sample: function () {
const pads = GodotInputGamepads.get_pads();
const samples = [];
let active = 0;
for (let i = 0; i < pads.length; i++) {
const pad = pads[i];
if (!pad) {
@ -224,8 +225,10 @@ const GodotInputGamepads = {
s.axes.push(pad.axes[a]);
}
samples.push(s);
active++;
}
GodotInputGamepads.samples = samples;
return active;
},
init: function (onchange) {
@ -651,8 +654,7 @@ const GodotInput = {
godot_js_input_gamepad_sample__proxy: 'sync',
godot_js_input_gamepad_sample__sig: 'i',
godot_js_input_gamepad_sample: function () {
GodotInputGamepads.sample();
return 0;
return GodotInputGamepads.sample();
},
godot_js_input_gamepad_sample_get__proxy: 'sync',