Web: Avoid unnecessary gamepad polling when no gamepads are connected

This commit is contained in:
Marcos Casagrande
2025-04-20 21:44:06 +02:00
parent 2d3bdcac35
commit 3e7e09f915
3 changed files with 13 additions and 3 deletions

View File

@@ -829,6 +829,9 @@ void DisplayServerWeb::gamepad_callback(int p_index, int p_connected, const char
void DisplayServerWeb::_gamepad_callback(int p_index, int p_connected, const String &p_id, const String &p_guid) {
Input *input = Input::get_singleton();
DisplayServerWeb *ds = get_singleton();
ds->active_gamepad_sample_count = -1; // Invalidate cache
if (p_connected) {
input->joy_connection_changed(p_index, true, p_id, p_guid);
} else {
@@ -1406,7 +1409,10 @@ DisplayServer::VSyncMode DisplayServerWeb::window_get_vsync_mode(WindowID p_vsyn
void DisplayServerWeb::process_events() {
process_keys();
Input::get_singleton()->flush_buffered_events();
if (godot_js_input_gamepad_sample() == OK) {
if (active_gamepad_sample_count == -1) {
active_gamepad_sample_count = godot_js_input_gamepad_sample();
}
if (active_gamepad_sample_count > 0) {
process_joypads();
}
}