[Gambas-devel] Wait statement changes in recent revision
Kevin Fishburne
kevinfishburne at ...590...
Mon Apr 18 09:13:16 CEST 2011
Alright Benoît, what changed in the recent revision? ;)
I noticed before that supposedly recursive Wait statements were
not-so-recursive, and that I had to call them multiple times to allow
various events to trigger. If I had two events that had queued, for
example, I'd have to call Wait twice per frame for each to execute. Now
calling Wait several times seems to trigger the first event over and
over without triggering the second. I even had a stack overflow early
on, which I hadn't seen since my earliest days of programming. I can
adapt to the new way of things, but I'm not sure exactly what is
happening now. All I could think of was a GOSUB without a RETURN, haha.
Specifically the Draw event of the SDL screen executes each time Wait is
called, without regard to queued device events from the gamepad. If the
SDL screen Draw event takes 0.125 seconds to execute, but the gamepad
Read event occurs 30 times per second, is it possible to call Wait
between frames to drop the excessive gamepad input? This worked before
but now it just queues the gamepad input for eternity, executing only
the SDL screen refresh.
I'm thinking I need to add code to the gamepad processing procedure to
ignore input if the rendering frame hasn't been updated since the
previous gamepad input. Good idea, or am I missing something?
--
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sales at ...590...
phone: (770) 853-6271
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