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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/GameComponent.cs
150 lines | 2.5 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;
#endregion
namespace Microsoft.Xna.Framework
{
public class GameComponent : IGameComponent, IUpdateable, IComparable<GameComponent>, IDisposable
{
#region Public Properties
public Game Game
{
get;
private set;
}
public bool Enabled
{
get
{
return _enabled;
}
set
{
if (_enabled != value)
{
_enabled = value;
if (this.EnabledChanged != null)
{
this.EnabledChanged(this, EventArgs.Empty);
}
OnEnabledChanged(this, null);
}
}
}
public int UpdateOrder
{
get
{
return _updateOrder;
}
set
{
if (_updateOrder != value)
{
_updateOrder = value;
if (this.UpdateOrderChanged != null)
{
this.UpdateOrderChanged(this, EventArgs.Empty);
}
OnUpdateOrderChanged(this, null);
}
}
}
#endregion
#region Private Variables
bool _enabled = true;
int _updateOrder;
#endregion
#region Events
public event EventHandler<EventArgs> Disposed;
public event EventHandler<EventArgs> EnabledChanged;
public event EventHandler<EventArgs> UpdateOrderChanged;
#endregion
#region Public Constructors
public GameComponent(Game game)
{
this.Game = game;
}
#endregion
#region Deconstructor
~GameComponent()
{
Dispose(false);
}
#endregion
#region Public Dispose Method
/// <summary>
/// Shuts down the component.
/// </summary>
public void Dispose()
{
Dispose(true);
GC.SuppressFinalize(this);
}
#endregion
#region Public Virtual Methods
public virtual void Initialize() {}
public virtual void Update(GameTime gameTime) {}
#endregion
#region Protected Virtual Methods
protected virtual void OnUpdateOrderChanged(object sender, EventArgs args) {}
protected virtual void OnEnabledChanged(object sender, EventArgs args) {}
/// <summary>
/// Shuts down the component.
/// </summary>
protected virtual void Dispose(bool disposing)
{
if (disposing && Disposed != null)
{
Disposed(this, EventArgs.Empty);
}
}
#endregion
#region IComparable<GameComponent> Members
int IComparable<GameComponent>.CompareTo(GameComponent other)
{
return other.UpdateOrder - this.UpdateOrder;
}
#endregion
}
}