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Removed some old event eating code, as randomly discarding events is …
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…a bad idea with hotplug in place
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Grumbel committed Aug 6, 2014
1 parent a07e939 commit 864ac6a
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Showing 3 changed files with 0 additions and 54 deletions.
5 changes: 0 additions & 5 deletions src/supertux/game_session.cpp
Expand Up @@ -425,11 +425,6 @@ GameSession::setup()
}
currentsector->play_music(LEVEL_MUSIC);

// Eat unneeded events
SDL_Event event;
while(SDL_PollEvent(&event))
{}

int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
levelintro_shown = true;
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48 changes: 0 additions & 48 deletions src/supertux/main.cpp
Expand Up @@ -398,13 +398,6 @@ Main::init_sdl()
}
// just to be sure
atexit(SDL_Quit);

// wait 100ms and clear SDL event queue because sometimes we have random
// joystick events in the queue on startup...
SDL_Delay(100);
SDL_Event dummy;
while(SDL_PollEvent(&dummy))
;
}

void
Expand Down Expand Up @@ -460,47 +453,6 @@ Main::quit_audio()
}
}

void
Main::wait_for_event(float min_delay, float max_delay)
{
assert(min_delay <= max_delay);

Uint32 min = (Uint32) (min_delay * 1000);
Uint32 max = (Uint32) (max_delay * 1000);

Uint32 ticks = SDL_GetTicks();
while(SDL_GetTicks() - ticks < min) {
SDL_Delay(10);
sound_manager->update();
}

// clear event queue
SDL_Event event;
while (SDL_PollEvent(&event))
{}

/* Handle events: */
bool running = false;
ticks = SDL_GetTicks();
while(running) {
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
g_screen_manager->quit();
break;
case SDL_KEYDOWN:
case SDL_JOYBUTTONDOWN:
case SDL_MOUSEBUTTONDOWN:
running = false;
}
}
if(SDL_GetTicks() - ticks >= (max - min))
running = false;
sound_manager->update();
SDL_Delay(10);
}
}

static Uint32 last_timelog_ticks = 0;
static const char* last_timelog_component = 0;

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1 change: 0 additions & 1 deletion src/supertux/main.hpp
Expand Up @@ -31,7 +31,6 @@ class Main
void init_video();
void print_usage(const char* argv0);
void quit_audio();
void wait_for_event(float min_delay, float max_delay);

public:
/** We call it run() instead of main() as main collides with
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