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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/Input/GamePadButtons.cs
210 lines | 4.3 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
namespace Microsoft.Xna.Framework.Input
{
public struct GamePadButtons
{
#region Public Properties
public ButtonState A
{
get
{
return ((buttons & Buttons.A) == Buttons.A) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState B
{
get
{
return ((buttons & Buttons.B) == Buttons.B) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState Back
{
get
{
return ((buttons & Buttons.Back) == Buttons.Back) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState X
{
get
{
return ((buttons & Buttons.X) == Buttons.X) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState Y
{
get
{
return ((buttons & Buttons.Y) == Buttons.Y) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState Start
{
get
{
return ((buttons & Buttons.Start) == Buttons.Start) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState LeftShoulder
{
get
{
return ((buttons & Buttons.LeftShoulder) == Buttons.LeftShoulder) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState LeftStick
{
get
{
return ((buttons & Buttons.LeftStick) == Buttons.LeftStick) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState RightShoulder
{
get
{
return ((buttons & Buttons.RightShoulder) == Buttons.RightShoulder) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState RightStick
{
get
{
return ((buttons & Buttons.RightStick) == Buttons.RightStick) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
public ButtonState BigButton
{
get
{
return ((buttons & Buttons.BigButton) == Buttons.BigButton) ?
ButtonState.Pressed :
ButtonState.Released;
}
}
#endregion
#region Internal Variables
internal Buttons buttons;
#endregion
#region Public Constructor
public GamePadButtons(Buttons buttons)
{
this.buttons = buttons;
}
#endregion
#region Internal Static Methods
/* Used by GamePadState public constructor, DO NOT USE! */
internal static GamePadButtons FromButtonArray(params Buttons[] buttons)
{
Buttons mask = (Buttons) 0;
foreach (Buttons b in buttons)
{
mask |= b;
}
return new GamePadButtons(mask);
}
#endregion
#region Public Static Operators and Override Methods
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadButtons"/> are
/// equal.
/// </summary>
/// <param name="left">The first object to compare.</param>
/// <param name="right">The second object to compare.</param>
/// <returns>
/// True if <paramref name="left"/> and <paramref name="right"/> are equal;
/// otherwise, false.
/// </returns>
public static bool operator ==(GamePadButtons left, GamePadButtons right)
{
return left.buttons == right.buttons;
}
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadButtons"/> are
/// not equal.
/// </summary>
/// <param name="left">The first object to compare.</param>
/// <param name="right">The second object to compare.</param>
/// <returns>
/// True if <paramref name="left"/> and <paramref name="right"/> are not equal;
/// otherwise, false.
/// </returns>
public static bool operator !=(GamePadButtons left, GamePadButtons right)
{
return !(left == right);
}
/// <summary>
/// Returns a value indicating whether this instance is equal to a specified object.
/// </summary>
/// <param name="obj">An object to compare to this instance.</param>
/// <returns>
/// True if <paramref name="obj"/> is a <see cref="GamePadButtons"/> and
/// has the same value as this instance; otherwise, false.
/// </returns>
public override bool Equals(object obj)
{
return (obj is GamePadButtons) && (this == (GamePadButtons) obj);
}
public override int GetHashCode()
{
return (int) this.buttons;
}
#endregion
}
}