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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/GamePadDeadZone.cs
35 lines | 1.2 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
{
/// <summary>
/// Specifies a type of dead zone processing to apply to the controllers analog sticks when
/// calling GetState.
/// </summary>
/// <param name="Circular">
/// The combined X and Y position of each stick is compared to the dead zone. This provides
/// better control than IndependentAxes when the stick is used as a two-dimensional control
/// surface, such as when controlling a character's view in a first-person game.
/// </param>
/// <param name="IndependentAxes">
/// The X and Y positions of each stick are compared against the dead zone independently.
/// This setting is the default when calling GetState.
/// </param>
/// <param name="None">
/// The values of each stick are not processed and are returned by GetState as "raw" values.
/// This is best if you intend to implement your own dead zone processing.
/// </param>
public enum GamePadDeadZone
{
None,
IndependentAxes,
Circular
}
}