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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/FrameworkDispatcher.cs
74 lines | 1.6 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.
*/
#endregion
#region Using Statements
using System.Collections.Generic;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Input.Touch;
using MediaPlayer = Microsoft.Xna.Framework.Media.MediaPlayer;
#endregion
namespace Microsoft.Xna.Framework
{
public static class FrameworkDispatcher
{
#region Internal Variables
internal static bool ActiveSongChanged = false;
internal static bool MediaStateChanged = false;
internal static List<DynamicSoundEffectInstance> Streams = new List<DynamicSoundEffectInstance>();
#endregion
#region Public Methods
public static void Update()
{
/* Updates the status of various framework components
* (such as power state and media), and raises related events.
*/
for (int i = 0; i < Streams.Count; i += 1)
{
DynamicSoundEffectInstance dsfi = Streams[i];
dsfi.Update();
if (dsfi.IsDisposed)
{
i -= 1;
}
}
if (Microphone.micList != null)
{
for (int i = 0; i < Microphone.micList.Count; i += 1)
{
Microphone.micList[i].CheckBuffer();
}
}
MediaPlayer.Update();
if (ActiveSongChanged)
{
MediaPlayer.OnActiveSongChanged();
ActiveSongChanged = false;
}
if (MediaStateChanged)
{
MediaPlayer.OnMediaStateChanged();
MediaStateChanged = false;
}
if (TouchPanel.TouchDeviceExists)
{
TouchPanel.Update();
}
}
#endregion
}
}