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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/GamePadTriggers.cs
142 lines | 3.3 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 GamePadTriggers
{
#region Public Properties
public float Left
{
get
{
return left;
}
}
public float Right
{
get
{
return right;
}
}
#endregion
#region Private Variables
private float left;
private float right;
#endregion
#region Public Constructor
public GamePadTriggers(float leftTrigger, float rightTrigger)
{
left = MathHelper.Clamp(leftTrigger, 0.0f, 1.0f);
right = MathHelper.Clamp(rightTrigger, 0.0f, 1.0f);
}
#endregion
#region Internal Constructor
internal GamePadTriggers(
float leftTrigger,
float rightTrigger,
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.
*/
if (deadZoneMode == GamePadDeadZone.None)
{
left = MathHelper.Clamp(leftTrigger, 0.0f, 1.0f);
right = MathHelper.Clamp(rightTrigger, 0.0f, 1.0f);
}
else
{
left = MathHelper.Clamp(
GamePad.ExcludeAxisDeadZone(
leftTrigger,
GamePad.TriggerThreshold
),
0.0f,
1.0f
);
right = MathHelper.Clamp(
GamePad.ExcludeAxisDeadZone(
rightTrigger,
GamePad.TriggerThreshold
),
0.0f,
1.0f
);
}
}
#endregion
#region Public Static Operators and Override Methods
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadTriggers"/> 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 ==(GamePadTriggers left, GamePadTriggers right)
{
return ( (MathHelper.WithinEpsilon(left.left, right.left)) &&
(MathHelper.WithinEpsilon(left.right, right.right)) );
}
/// <summary>
/// Determines whether two specified instances of <see cref="GamePadTriggers"/> 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 !=(GamePadTriggers left, GamePadTriggers 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="GamePadTriggers"/> and has the
/// same value as this instance; otherwise, false.
/// </returns>
public override bool Equals(object obj)
{
return (obj is GamePadTriggers) && (this == (GamePadTriggers) obj);
}
public override int GetHashCode ()
{
return this.Left.GetHashCode() + this.Right.GetHashCode();
}
#endregion
}
}