Commit ce8261dd6da0f1588ed608f392632252c7a5e693

Sam Lantinga 2021-07-29T06:36:20

Only pump events once per frame and process all currently pending events If you continually poll for events it's possible that new events can come in while you're still processing the last one, delaying rendering. This is more likely with high update rate sensors.

diff --git a/test/testgamecontroller.c b/test/testgamecontroller.c
index 8a3ff92..b134e0e 100644
--- a/test/testgamecontroller.c
+++ b/test/testgamecontroller.c
@@ -305,7 +305,11 @@ loop(void *arg)
     int i;
     SDL_bool showing_front = SDL_TRUE;
 
-    while (SDL_PollEvent(&event)) {
+    /* Update to get the current event state */
+    SDL_PumpEvents();
+
+    /* Process all currently pending events */
+    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
         switch (event.type) {
         case SDL_CONTROLLERDEVICEADDED:
             SDL_Log("Game controller device %d added.\n", (int) SDL_JoystickGetDeviceInstanceID(event.cdevice.which));
diff --git a/test/testsensor.c b/test/testsensor.c
index 48a2ef0..508bd14 100644
--- a/test/testsensor.c
+++ b/test/testsensor.c
@@ -95,7 +95,11 @@ main(int argc, char **argv)
 
         SDL_CreateWindow("Sensor Test", 0, 0, 0, 0, SDL_WINDOW_FULLSCREEN_DESKTOP);
         while (!done) {
-            while (SDL_PollEvent(&event) > 0) {
+            /* Update to get the current event state */
+            SDL_PumpEvents();
+
+            /* Process all currently pending events */
+            while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 1) {
                 switch (event.type) {
                 case SDL_SENSORUPDATE:
                     HandleSensorEvent(&event.sensor);