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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines
Starting to add additional timers for different stages of the process of
updating in order to get more insight into what is slowing it down.
The update takes 9ms, which is much longer than it used to.
Engine-specific timers are coming later.
References:
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SpriteFontPlus/samples/SpriteFontPlus.Samples.DynamicSpriteFont/Game1.cs
161 lines | 3.9 KiB | text/x-csharp | CSharpLexer
161 lines | 3.9 KiB | text/x-csharp | CSharpLexer
r0 | using System; | ||
using System.IO; | |||
using System.Linq; | |||
using Microsoft.Xna.Framework; | |||
using Microsoft.Xna.Framework.Graphics; | |||
using Microsoft.Xna.Framework.Input; | |||
namespace SpriteFontPlus.Samples.TtfBaking | |||
{ | |||
/// <summary> | |||
/// This is the main type for your game. | |||
/// </summary> | |||
public class Game1 : Game | |||
{ | |||
GraphicsDeviceManager _graphics; | |||
SpriteBatch _spriteBatch; | |||
private DynamicSpriteFont _font; | |||
private Texture2D _white; | |||
private bool _drawBackground = false; | |||
private bool _wasSpaceDown, _wasEnterDown; | |||
private static readonly Color[] _colors = new Color[] | |||
{ | |||
Color.Red, | |||
Color.Blue, | |||
Color.Green, | |||
Color.Aquamarine, | |||
Color.Azure, | |||
Color.Chartreuse, | |||
Color.Lavender, | |||
Color.OldLace, | |||
Color.PaleGreen, | |||
Color.SaddleBrown, | |||
Color.IndianRed, | |||
Color.ForestGreen, | |||
Color.Khaki | |||
}; | |||
public Game1() | |||
{ | |||
_graphics = new GraphicsDeviceManager(this) | |||
{ | |||
PreferredBackBufferWidth = 1200, | |||
PreferredBackBufferHeight = 800 | |||
}; | |||
Content.RootDirectory = "Content"; | |||
IsMouseVisible = true; | |||
Window.AllowUserResizing = true; | |||
} | |||
/// <summary> | |||
/// LoadContent will be called once per game and is the place to load | |||
/// all of your content. | |||
/// </summary> | |||
protected override void LoadContent() | |||
{ | |||
// Create a new SpriteBatch, which can be used to draw textures. | |||
_spriteBatch = new SpriteBatch(GraphicsDevice); | |||
// TODO: use this.Content to load your game content here | |||
using (var stream = File.OpenRead(@"Fonts/DroidSans.ttf")) | |||
{ | |||
_font = DynamicSpriteFont.FromTtf(stream, 20); | |||
} | |||
_font.AddTtf(File.ReadAllBytes(@"Fonts/DroidSansJapanese.ttf")); | |||
using (var stream = File.OpenRead(@"Fonts/Symbola-Emoji.ttf")) | |||
{ | |||
_font.AddTtf(stream); | |||
} | |||
_white = new Texture2D(GraphicsDevice, 1, 1); | |||
_white.SetData(new[] { Color.White }); | |||
GC.Collect(); | |||
} | |||
protected override void Update(GameTime gameTime) | |||
{ | |||
base.Update(gameTime); | |||
var state = Keyboard.GetState(); | |||
var isSpaceDown = state.IsKeyDown(Keys.Space); | |||
if (isSpaceDown && !_wasSpaceDown) | |||
{ | |||
_drawBackground = !_drawBackground; | |||
} | |||
_wasSpaceDown = isSpaceDown; | |||
var isEnterDown = state.IsKeyDown(Keys.Enter); | |||
if (isEnterDown && !_wasEnterDown) | |||
{ | |||
_font.UseKernings = !_font.UseKernings; | |||
} | |||
_wasEnterDown = isEnterDown; | |||
} | |||
private void DrawString(string text, int y, Color[] glyphColors) | |||
{ | |||
if (_drawBackground) | |||
{ | |||
var size = _font.MeasureString(text); | |||
_spriteBatch.Draw(_white, new Rectangle(0, y, (int)size.X, (int)size.Y), Color.Green); | |||
} | |||
_spriteBatch.DrawString(_font, text, new Vector2(0, y), glyphColors); | |||
} | |||
private void DrawString(string text, int y, Color color) | |||
{ | |||
if (_drawBackground) | |||
{ | |||
var size = _font.MeasureString(text); | |||
_spriteBatch.Draw(_white, new Rectangle(0, y, (int)size.X, (int)size.Y), Color.Green); | |||
} | |||
_spriteBatch.DrawString(_font, text, new Vector2(0, y), color); | |||
} | |||
private void DrawString(string text, int y) | |||
{ | |||
DrawString(text, y, Color.White); | |||
} | |||
/// <summary> | |||
/// This is called when the game should draw itself. | |||
/// </summary> | |||
/// <param name="gameTime">Provides a snapshot of timing values.</param> | |||
protected override void Draw(GameTime gameTime) | |||
{ | |||
GraphicsDevice.Clear(Color.CornflowerBlue); | |||
// TODO: Add your drawing code here | |||
_spriteBatch.Begin(); | |||
// Render some text | |||
_font.Size = 18; | |||
DrawString("The quick いろは brown\nfox にほへ jumps over\nt🙌h📦e l👏a👏zy dog adfasoqiw yraldh ald halwdha ldjahw dlawe havbx get872rq", 0); | |||
_font.Size = 30; | |||
DrawString("The quick いろは brown\nfox にほへ jumps over\nt🙌h📦e l👏a👏zy dog", 80, Color.Bisque); | |||
_font.Size = 30; | |||
DrawString("Colored Text", 200, _colors); | |||
_font.Size = 26; | |||
DrawString("Texture:", 380); | |||
var texture = _font.Textures.First(); | |||
_spriteBatch.Draw(texture, new Vector2(0, 410), Color.White); | |||
_spriteBatch.End(); | |||
base.Draw(gameTime); | |||
} | |||
} | |||
} |