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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.
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FNA/src/Content/ContentReaders/SpriteFontReader.cs
88 lines | 2.1 KiB | text/x-csharp | CSharpLexer
#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.
*/
/* Derived from code by the Mono.Xna Team (Copyright 2006).
* Released under the MIT License. See monoxna.LICENSE for details.
*/
#endregion
#region Using Statements
using System.Collections.Generic;
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace Microsoft.Xna.Framework.Content
{
internal class SpriteFontReader : ContentTypeReader<SpriteFont>
{
#region Internal Constructor
internal SpriteFontReader()
{
}
#endregion
#region Protected Read Method
protected internal override SpriteFont Read(
ContentReader input,
SpriteFont existingInstance
) {
if (existingInstance != null)
{
// Read the texture into the existing texture instance
input.ReadObject<Texture2D>(existingInstance.textureValue);
/* Discard the rest of the SpriteFont data as we are only
* reloading GPU resources for now
*/
input.ReadObject<List<Rectangle>>();
input.ReadObject<List<Rectangle>>();
input.ReadObject<List<char>>();
input.ReadInt32();
input.ReadSingle();
input.ReadObject<List<Vector3>>();
if (input.ReadBoolean())
{
input.ReadChar();
}
return existingInstance;
}
else
{
// Create a fresh SpriteFont instance
Texture2D texture = input.ReadObject<Texture2D>();
List<Rectangle> glyphs = input.ReadObject<List<Rectangle>>();
List<Rectangle> cropping = input.ReadObject<List<Rectangle>>();
List<char> charMap = input.ReadObject<List<char>>();
int lineSpacing = input.ReadInt32();
float spacing = input.ReadSingle();
List<Vector3> kerning = input.ReadObject<List<Vector3>>();
char? defaultCharacter = null;
if (input.ReadBoolean())
{
defaultCharacter = input.ReadChar();
}
return new SpriteFont(
texture,
glyphs,
cropping,
charMap,
lineSpacing,
spacing,
kerning,
defaultCharacter
);
}
}
#endregion
}
}