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authorBenoit Bolsee <benoit.bolsee@online.be>2008-07-30 21:41:47 +0400
committerBenoit Bolsee <benoit.bolsee@online.be>2008-07-30 21:41:47 +0400
commit8a8a12ed846dc86b2f9b21582fd34d941beed7ed (patch)
tree3d080dee853afcfdb5fd43ea48b441b3128c0583 /source/gameengine/GameLogic/SCA_KeyboardManager.cpp
parentd05363627bee12bd9e5af8b1114b68f73eeb3e5f (diff)
BGE patch: logic optimization part 2: remove inactive sensors from logic manager.
With this patch, only sensors that are connected to active states are actually registered in the logic manager. Inactive sensors won't take any CPU, especially the Radar and Near sensors that use a physical object for the detection: these objects are removed from the physics engine. To take advantage of this optimization patch, you need to define very light idle state when the objects are inactive: make them transparent, suspend the physics, keep few sensors active (e,g a message sensor to wake up), etc.
Diffstat (limited to 'source/gameengine/GameLogic/SCA_KeyboardManager.cpp')
-rw-r--r--source/gameengine/GameLogic/SCA_KeyboardManager.cpp15
1 files changed, 3 insertions, 12 deletions
diff --git a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
index 259b06134d7..6a96442b124 100644
--- a/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
+++ b/source/gameengine/GameLogic/SCA_KeyboardManager.cpp
@@ -62,23 +62,14 @@ void SCA_KeyboardManager::NextFrame()
{
//const SCA_InputEvent& event = GetEventValue(SCA_IInputDevice::KX_EnumInputs inputcode)=0;
// cerr << "SCA_KeyboardManager::NextFrame"<< endl;
- for (unsigned int i=0;i<m_sensors.size();i++)
+ set<SCA_ISensor*>::iterator it;
+ for (it=m_sensors.begin(); it != m_sensors.end(); it++)
{
- SCA_KeyboardSensor* keysensor = (SCA_KeyboardSensor*)m_sensors[i];
- keysensor->Activate(m_logicmanager,NULL);
+ (*it)->Activate(m_logicmanager,NULL);
}
}
-
-
-void SCA_KeyboardManager::RegisterSensor(SCA_ISensor* keysensor)
-{
- m_sensors.push_back(keysensor);
-}
-
-
-
bool SCA_KeyboardManager::IsPressed(SCA_IInputDevice::KX_EnumInputs inputcode)
{
return false;