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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/GamePadThumbSticks.cs
191 lines | 4.5 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.Input
{
public struct GamePadThumbSticks
{
#region Public Properties
public Vector2 Left
{
get
{
return left;
}
}
public Vector2 Right
{
get
{
return right;
}
}
#endregion
#region Private Variables
private Vector2 left;
private Vector2 right;
#endregion
#region Public Constructor
public GamePadThumbSticks(Vector2 leftPosition, Vector2 rightPosition)
{
left = leftPosition;
right = rightPosition;
ApplySquareClamp();
}
#endregion
#region Internal Constructor
internal GamePadThumbSticks(
Vector2 leftPosition,
Vector2 rightPosition,
GamePadDeadZone deadZoneMode
) {
/* XNA applies dead zones before rounding/clamping values.
* The public constructor does not allow this because the
* dead zone must be known first.
*/
left = leftPosition;
right = rightPosition;
ApplyDeadZone(deadZoneMode);
if (deadZoneMode == GamePadDeadZone.Circular)
{
ApplyCircularClamp();
}
else
{
ApplySquareClamp();
}
}
#endregion
#region Private Methods
private void ApplyDeadZone(GamePadDeadZone dz)
{
switch (dz)
{
case GamePadDeadZone.None:
break;
case GamePadDeadZone.IndependentAxes:
left.X = GamePad.ExcludeAxisDeadZone(left.X, GamePad.LeftDeadZone);
left.Y = GamePad.ExcludeAxisDeadZone(left.Y, GamePad.LeftDeadZone);
right.X = GamePad.ExcludeAxisDeadZone(right.X, GamePad.RightDeadZone);
right.Y = GamePad.ExcludeAxisDeadZone(right.Y, GamePad.RightDeadZone);
break;
case GamePadDeadZone.Circular:
left = ExcludeCircularDeadZone(left, GamePad.LeftDeadZone);
right = ExcludeCircularDeadZone(right, GamePad.RightDeadZone);
break;
}
}
private void ApplySquareClamp()
{
left.X = MathHelper.Clamp(left.X, -1.0f, 1.0f);
left.Y = MathHelper.Clamp(left.Y, -1.0f, 1.0f);
right.X = MathHelper.Clamp(right.X, -1.0f, 1.0f);
right.Y = MathHelper.Clamp(right.Y, -1.0f, 1.0f);
}
private void ApplyCircularClamp()
{
if (left.LengthSquared() > 1.0f)
{
left.Normalize();
}
if (right.LengthSquared() > 1.0f)
{
right.Normalize();
}
}
#endregion
#region Private Static Methods
private static Vector2 ExcludeCircularDeadZone(Vector2 value, float deadZone)
{
float originalLength = value.Length();
if (originalLength <= deadZone)
{
return Vector2.Zero;
}
float newLength = (originalLength - deadZone) / (1.0f - deadZone);
return value * (newLength / originalLength);
}
#endregion
#region Public Static Operators and Override Methods
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadThumbSticks"/>
/// 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 ==(GamePadThumbSticks left, GamePadThumbSticks right)
{
return (left.left == right.left) && (left.right == right.right);
}
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadThumbSticks"/>
/// 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 !=(GamePadThumbSticks left, GamePadThumbSticks 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="GamePadThumbSticks"/> and has the
/// same value as this instance; otherwise, false.
/// </returns>
public override bool Equals(object obj)
{
return (obj is GamePadThumbSticks) && (this == (GamePadThumbSticks) obj);
}
public override int GetHashCode()
{
return this.Left.GetHashCode() + 37 * this.Right.GetHashCode();
}
#endregion
}
}