Removed SDL_SensorGetDataWithTimestamp() and SDL_GameControllerGetSensorDataWithTimestamp()

If you care about timestamps you'll also want to catch all of the sensor events instead of just polling the current state. For example, Nintendo Switch controllers generate 3 sensor events with distinct values for each polling interval.
This commit is contained in:
Sam Lantinga 2022-12-04 09:21:14 -08:00
parent b8760a3ffe
commit b4da4ed95a
12 changed files with 16 additions and 72 deletions

View file

@ -368,14 +368,6 @@ SDL_SensorGetInstanceID(SDL_Sensor *sensor)
* Get the current state of this sensor
*/
int SDL_SensorGetData(SDL_Sensor *sensor, float *data, int num_values)
{
return SDL_SensorGetDataWithTimestamp(sensor, NULL, data, num_values);
}
/*
* Get the current state of this sensor
*/
int SDL_SensorGetDataWithTimestamp(SDL_Sensor *sensor, Uint64 *timestamp, float *data, int num_values)
{
if (!SDL_PrivateSensorValid(sensor)) {
return -1;
@ -383,9 +375,6 @@ int SDL_SensorGetDataWithTimestamp(SDL_Sensor *sensor, Uint64 *timestamp, float
num_values = SDL_min(num_values, SDL_arraysize(sensor->data));
SDL_memcpy(data, sensor->data, num_values * sizeof(*data));
if (timestamp) {
*timestamp = sensor->sensor_timestamp;
}
return 0;
}
@ -484,7 +473,6 @@ int SDL_PrivateSensorUpdate(Uint64 timestamp, SDL_Sensor *sensor, Uint64 sensor_
/* Update internal sensor state */
num_values = SDL_min(num_values, SDL_arraysize(sensor->data));
SDL_memcpy(sensor->data, data, num_values * sizeof(*data));
sensor->sensor_timestamp = sensor_timestamp;
/* Post the event, if desired */
posted = 0;