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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/GamePadDPad.cs
150 lines | 3.5 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
namespace Microsoft.Xna.Framework.Input
{
public struct GamePadDPad
{
#region Public Properties
public ButtonState Down
{
get;
internal set;
}
public ButtonState Left
{
get;
internal set;
}
public ButtonState Right
{
get;
internal set;
}
public ButtonState Up
{
get;
internal set;
}
#endregion
#region Public Constructor
public GamePadDPad(
ButtonState upValue,
ButtonState downValue,
ButtonState leftValue,
ButtonState rightValue
) : this() {
Up = upValue;
Down = downValue;
Left = leftValue;
Right = rightValue;
}
#endregion
#region Internal Static Methods
/* Used by GamePadState public constructor, DO NOT USE !*/
internal static GamePadDPad FromButtonArray(params Buttons[] buttons)
{
ButtonState up = ButtonState.Released;
ButtonState down = ButtonState.Released;
ButtonState left = ButtonState.Released;
ButtonState right = ButtonState.Released;
foreach (Buttons b in buttons)
{
if ((b & Buttons.DPadUp) == Buttons.DPadUp)
{
up = ButtonState.Pressed;
}
if ((b & Buttons.DPadDown) == Buttons.DPadDown)
{
down = ButtonState.Pressed;
}
if ((b & Buttons.DPadLeft) == Buttons.DPadLeft)
{
left = ButtonState.Pressed;
}
if ((b & Buttons.DPadRight) == Buttons.DPadRight)
{
right = ButtonState.Pressed;
}
}
return new GamePadDPad(up, down, left, right);
}
#endregion
#region Public Static Operators and Override Methods
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadDPad"/> 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 ==(GamePadDPad left, GamePadDPad right)
{
return ( (left.Down == right.Down) &&
(left.Left == right.Left) &&
(left.Right == right.Right) &&
(left.Up == right.Up) );
}
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadDPad"/> 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 !=(GamePadDPad left, GamePadDPad 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="GamePadDPad"/> and has the same
/// value as this instance; otherwise, false.
/// </returns>
public override bool Equals(object obj)
{
return (obj is GamePadDPad) && (this == (GamePadDPad) obj);
}
public override int GetHashCode ()
{
return (
(Down == ButtonState.Pressed ? 1 : 0) +
(Left == ButtonState.Pressed ? 2 : 0) +
(Right == ButtonState.Pressed ? 4 : 0) +
(Up == ButtonState.Pressed ? 8 : 0)
);
}
#endregion
}
}