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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed. Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary when there's no tick. Might be some room to tweak, like doing these updates only when preserves change. Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms). When the map is filled up with preserve, about 35ms and 9ms. With a handful of cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/src/Input/Touch/TouchPanelCapabilities.cs
43 lines | 806 B | text/x-csharp | CSharpLexer
Early working version (including all dependencies, lol).
r0 #region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Input.Touch
{
// https://msdn.microsoft.com/en-us/library/microsoft.xna.framework.input.touch.touchpanelcapabilities.aspx
public struct TouchPanelCapabilities
{
#region Public Properties
public bool IsConnected
{
get;
private set;
}
public int MaximumTouchCount
{
get;
private set;
}
#endregion
#region Internal Constructor
internal TouchPanelCapabilities(
bool isConnected,
int maximumTouchCount
) : this() {
IsConnected = isConnected;
MaximumTouchCount = maximumTouchCount;
}
#endregion
}
}