inpututil: use slices for maps where keys are small contiguous integers (#1169)

Durations for key presses and gamepad button presses were being stored
in map[int]int, where the key values were always small integers, and
furthermore, were always contiguous and contained the whole set. It's
much faster and cheaper to do those with slices.

We could probably do this with mouse buttons, but I was wary of that
code because I don't see any handling for more-than-three-button
mice. Similar logic could perhaps apply to touch events, but there
it might make more sense to use a dynamic allocation of some kind.

It might be more efficient to just swap the two slices back and
forth, computing the new values from the previous values and
then swapping the slice arrays themselves, but that seemed like
a more intrusive change.
This commit is contained in:
seebs 2020-05-24 13:20:21 -05:00 committed by GitHub
parent 1cfc1964bf
commit 982a68e5a2
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@ -24,8 +24,8 @@ import (
) )
type inputState struct { type inputState struct {
keyDurations map[ebiten.Key]int keyDurations []int
prevKeyDurations map[ebiten.Key]int prevKeyDurations []int
mouseButtonDurations map[ebiten.MouseButton]int mouseButtonDurations map[ebiten.MouseButton]int
prevMouseButtonDurations map[ebiten.MouseButton]int prevMouseButtonDurations map[ebiten.MouseButton]int
@ -33,8 +33,8 @@ type inputState struct {
gamepadIDs map[int]struct{} gamepadIDs map[int]struct{}
prevGamepadIDs map[int]struct{} prevGamepadIDs map[int]struct{}
gamepadButtonDurations map[int]map[ebiten.GamepadButton]int gamepadButtonDurations map[int][]int
prevGamepadButtonDurations map[int]map[ebiten.GamepadButton]int prevGamepadButtonDurations map[int][]int
touchDurations map[int]int touchDurations map[int]int
prevTouchDurations map[int]int prevTouchDurations map[int]int
@ -43,8 +43,8 @@ type inputState struct {
} }
var theInputState = &inputState{ var theInputState = &inputState{
keyDurations: map[ebiten.Key]int{}, keyDurations: make([]int, ebiten.KeyMax+1),
prevKeyDurations: map[ebiten.Key]int{}, prevKeyDurations: make([]int, ebiten.KeyMax+1),
mouseButtonDurations: map[ebiten.MouseButton]int{}, mouseButtonDurations: map[ebiten.MouseButton]int{},
prevMouseButtonDurations: map[ebiten.MouseButton]int{}, prevMouseButtonDurations: map[ebiten.MouseButton]int{},
@ -52,8 +52,8 @@ var theInputState = &inputState{
gamepadIDs: map[int]struct{}{}, gamepadIDs: map[int]struct{}{},
prevGamepadIDs: map[int]struct{}{}, prevGamepadIDs: map[int]struct{}{},
gamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{}, gamepadButtonDurations: map[int][]int{},
prevGamepadButtonDurations: map[int]map[ebiten.GamepadButton]int{}, prevGamepadButtonDurations: map[int][]int{},
touchDurations: map[int]int{}, touchDurations: map[int]int{},
prevTouchDurations: map[int]int{}, prevTouchDurations: map[int]int{},
@ -71,8 +71,8 @@ func (i *inputState) update() {
defer i.m.Unlock() defer i.m.Unlock()
// Keyboard // Keyboard
copy(i.prevKeyDurations[:], i.keyDurations[:])
for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ { for k := ebiten.Key(0); k <= ebiten.KeyMax; k++ {
i.prevKeyDurations[k] = i.keyDurations[k]
if ebiten.IsKeyPressed(k) { if ebiten.IsKeyPressed(k) {
i.keyDurations[k]++ i.keyDurations[k]++
} else { } else {
@ -103,19 +103,16 @@ func (i *inputState) update() {
} }
// Copy the gamepad button durations. // Copy the gamepad button durations.
i.prevGamepadButtonDurations = map[int]map[ebiten.GamepadButton]int{} i.prevGamepadButtonDurations = map[int][]int{}
for id, ds := range i.gamepadButtonDurations { for id, ds := range i.gamepadButtonDurations {
i.prevGamepadButtonDurations[id] = map[ebiten.GamepadButton]int{} i.prevGamepadButtonDurations[id] = append([]int{}, ds...)
for b, d := range ds {
i.prevGamepadButtonDurations[id][b] = d
}
} }
i.gamepadIDs = map[int]struct{}{} i.gamepadIDs = map[int]struct{}{}
for _, id := range ebiten.GamepadIDs() { for _, id := range ebiten.GamepadIDs() {
i.gamepadIDs[id] = struct{}{} i.gamepadIDs[id] = struct{}{}
if _, ok := i.gamepadButtonDurations[id]; !ok { if _, ok := i.gamepadButtonDurations[id]; !ok {
i.gamepadButtonDurations[id] = map[ebiten.GamepadButton]int{} i.gamepadButtonDurations[id] = make([]int, ebiten.GamepadButtonMax+1)
} }
n := ebiten.GamepadButtonNum(id) n := ebiten.GamepadButtonNum(id)
for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ { for b := ebiten.GamepadButton(0); b < ebiten.GamepadButton(n); b++ {