gui: avoid high CPU usage while waiting for input
- add a timeout to ev_get
- set timeout to 1 second when idle
- delay timeout for 15 frames to keep animation objects working
- stop kinetic scrolling immediately at end of list
Change-Id: I77138055c464b65b71e296f9c7ef63ea06809bc1
diff --git a/gui/gui.cpp b/gui/gui.cpp
index 469beb6..8bdd425 100644
--- a/gui/gui.cpp
+++ b/gui/gui.cpp
@@ -205,7 +205,7 @@
}
// process input events. returns true if any event was received.
- bool processInput();
+ bool processInput(int timeout_ms);
void handleDrag();
@@ -249,10 +249,10 @@
InputHandler input_handler;
-bool InputHandler::processInput()
+bool InputHandler::processInput(int timeout_ms)
{
input_event ev;
- int ret = ev_get(&ev);
+ int ret = ev_get(&ev, timeout_ms);
if (ret < 0)
{
@@ -546,7 +546,7 @@
// This special function will return immediately the first time, but then
// always returns 1/30th of a second (or immediately if called later) from
// the last time it was called
-static void loopTimer(void)
+static void loopTimer(int input_timeout_ms)
{
static timespec lastCall;
static int initialized = 0;
@@ -560,7 +560,7 @@
do
{
- bool got_event = input_handler.processInput(); // get inputs but don't send drag notices
+ bool got_event = input_handler.processInput(input_timeout_ms); // get inputs but don't send drag notices
timespec curTime;
clock_gettime(CLOCK_MONOTONIC, &curTime);
@@ -583,6 +583,7 @@
// We need to sleep some period time microseconds
//unsigned int sleepTime = 33333 -(diff.tv_nsec / 1000);
//usleep(sleepTime); // removed so we can scan for input
+ input_timeout_ms = 0;
} while (1);
}
@@ -615,9 +616,12 @@
int has_data = 0;
#endif
+ int input_timeout_ms = 0;
+ int idle_frames = 0;
+
for (;;)
{
- loopTimer();
+ loopTimer(input_timeout_ms);
#ifndef TW_OEM_BUILD
if (ors_read_fd > 0) {
FD_ZERO(&fdset);
@@ -637,9 +641,13 @@
if (!gForceRender.get_value())
{
- int ret;
-
- ret = PageManager::Update();
+ int ret = PageManager::Update();
+ if (ret == 0)
+ ++idle_frames;
+ else
+ idle_frames = 0;
+ // due to possible animation objects, we need to delay activating the input timeout
+ input_timeout_ms = idle_frames > 15 ? 1000 : 0;
#ifndef PRINT_RENDER_TIME
if (ret > 1)
@@ -663,7 +671,7 @@
LOGINFO("Render(): %u ms, flip(): %u ms, total: %u ms\n", render_t, flip_t, render_t+flip_t);
}
- else if(ret == 1)
+ else if (ret > 0)
flip();
#endif
}
@@ -672,6 +680,7 @@
gForceRender.set_value(0);
PageManager::Render();
flip();
+ input_timeout_ms = 0;
}
blankTimer.checkForTimeout();
@@ -908,7 +917,7 @@
while (!gGuiConsoleTerminate.get_value())
{
- loopTimer();
+ loopTimer(0);
if (!gForceRender.get_value())
{