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.
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12 changed files with 16 additions and 72 deletions
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@ -368,14 +368,6 @@ SDL_SensorGetInstanceID(SDL_Sensor *sensor)
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* Get the current state of this sensor
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*/
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int SDL_SensorGetData(SDL_Sensor *sensor, float *data, int num_values)
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{
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return SDL_SensorGetDataWithTimestamp(sensor, NULL, data, num_values);
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}
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/*
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* Get the current state of this sensor
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*/
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int SDL_SensorGetDataWithTimestamp(SDL_Sensor *sensor, Uint64 *timestamp, float *data, int num_values)
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{
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if (!SDL_PrivateSensorValid(sensor)) {
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return -1;
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@ -383,9 +375,6 @@ int SDL_SensorGetDataWithTimestamp(SDL_Sensor *sensor, Uint64 *timestamp, float
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num_values = SDL_min(num_values, SDL_arraysize(sensor->data));
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SDL_memcpy(data, sensor->data, num_values * sizeof(*data));
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if (timestamp) {
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*timestamp = sensor->sensor_timestamp;
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}
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return 0;
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}
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@ -484,7 +473,6 @@ int SDL_PrivateSensorUpdate(Uint64 timestamp, SDL_Sensor *sensor, Uint64 sensor_
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/* Update internal sensor state */
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num_values = SDL_min(num_values, SDL_arraysize(sensor->data));
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SDL_memcpy(sensor->data, data, num_values * sizeof(*data));
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sensor->sensor_timestamp = sensor_timestamp;
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/* Post the event, if desired */
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posted = 0;
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