v1.4.0: cleaned up some TODOs and FIXMEs

This commit is contained in:
Evan Debenham
2022-08-06 13:03:11 -04:00
parent ec310353a8
commit 64d1b93862
22 changed files with 11 additions and 107 deletions

View File

@@ -21,8 +21,6 @@
package com.watabou.glwrap;
//TODO libGDX offer matrix classes as well, which might give better performance.
//should investigate using them
public class Matrix {
public static final float G2RAD = 0.01745329251994329576923690768489f;

View File

@@ -110,7 +110,6 @@ public class ControllerHandler implements ControllerListener {
private float L2Trigger = 0f;
private float R2Trigger = 0f;
//FIXME these axis mappings seem to be wrong on Android (and iOS?) in some cases
@Override
public boolean axisMoved(Controller controller, int axisCode, float value) {
setControllerType(controller);

View File

@@ -146,9 +146,9 @@ public class Game implements ApplicationListener {
}
}
//FIXME this is a temporary workaround to improve start times on android (first frame is 'cheated' and skips rendering)
//this is partly to improve stats on google play, and partly to try and diagnose what the cause of slow loading times is
//ultimately once the cause is found it should be fixed and this should no longer be needed
//FIXME this is a hack to improve start times on android (first frame is 'cheated' and skips rendering)
//This is mainly to improve stats on google play, as lots of texture refreshing leads to slow warm starts
//Would be nice to accomplish this goal in a less hacky way
private boolean justResumed = true;
@Override

View File

@@ -130,7 +130,6 @@ public enum Music {
@Override
public void onCompletion(com.badlogic.gdx.audio.Music music) {
//we do this in a separate thread to avoid graphics hitching while the music is prepared
//FIXME this fixes graphics stutter but there's still some audio stutter, perhaps keep more than 1 player alive?
if (!DeviceCompat.isDesktop()) {
new Thread() {
@Override
@@ -139,7 +138,7 @@ public enum Music {
}
}.start();
} else {
//don't use a separate thread on desktop, causes errors and makes no performance difference(?)
//don't use a separate thread on desktop, causes errors and makes no performance difference
playNextTrack(music);
}
}
@@ -202,7 +201,6 @@ public enum Music {
}
}
//TODO do we need to dispose every player? Maybe just stop them and keep an LRU cache of 2 or 3?
public synchronized void stop() {
if (player != null) {
player.dispose();