v1.4.0: cleaned up some TODOs and FIXMEs
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@@ -21,8 +21,6 @@
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package com.watabou.glwrap;
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//TODO libGDX offer matrix classes as well, which might give better performance.
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//should investigate using them
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public class Matrix {
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public static final float G2RAD = 0.01745329251994329576923690768489f;
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@@ -110,7 +110,6 @@ public class ControllerHandler implements ControllerListener {
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private float L2Trigger = 0f;
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private float R2Trigger = 0f;
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//FIXME these axis mappings seem to be wrong on Android (and iOS?) in some cases
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@Override
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public boolean axisMoved(Controller controller, int axisCode, float value) {
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setControllerType(controller);
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@@ -146,9 +146,9 @@ public class Game implements ApplicationListener {
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}
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}
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//FIXME this is a temporary workaround to improve start times on android (first frame is 'cheated' and skips rendering)
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//this is partly to improve stats on google play, and partly to try and diagnose what the cause of slow loading times is
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//ultimately once the cause is found it should be fixed and this should no longer be needed
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//FIXME this is a hack to improve start times on android (first frame is 'cheated' and skips rendering)
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//This is mainly to improve stats on google play, as lots of texture refreshing leads to slow warm starts
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//Would be nice to accomplish this goal in a less hacky way
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private boolean justResumed = true;
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@Override
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@@ -130,7 +130,6 @@ public enum Music {
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@Override
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public void onCompletion(com.badlogic.gdx.audio.Music music) {
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//we do this in a separate thread to avoid graphics hitching while the music is prepared
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//FIXME this fixes graphics stutter but there's still some audio stutter, perhaps keep more than 1 player alive?
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if (!DeviceCompat.isDesktop()) {
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new Thread() {
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@Override
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@@ -139,7 +138,7 @@ public enum Music {
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}
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}.start();
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} else {
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//don't use a separate thread on desktop, causes errors and makes no performance difference(?)
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//don't use a separate thread on desktop, causes errors and makes no performance difference
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playNextTrack(music);
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}
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}
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@@ -202,7 +201,6 @@ public enum Music {
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}
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}
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//TODO do we need to dispose every player? Maybe just stop them and keep an LRU cache of 2 or 3?
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public synchronized void stop() {
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if (player != null) {
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player.dispose();
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