mirror of
https://github.com/Ellpeck/MLEM.git
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Added UiMetrics
This commit is contained in:
parent
55fae16768
commit
60dfbb1ec5
5 changed files with 164 additions and 8 deletions
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@ -38,6 +38,7 @@ Additions
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- Added a multiline editing mode to TextField
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- Added a formatting code to allow for inline font changes
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- Added a SquishingGroup element
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- Added UiMetrics
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Improvements
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- **Made Image ScaleToImage take ui scale into account**
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@ -18,6 +18,8 @@ namespace Demos {
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private double fpsTime;
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private int lastFps;
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private int fpsCounter;
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private UiMetrics cumulativeMetrics;
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private TimeSpan secondCounter;
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static GameImpl() {
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Demos.Add("Ui", ("An in-depth demonstration of the MLEM.Ui package and its abilities", game => new UiDemo(game)));
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@ -29,6 +31,16 @@ namespace Demos {
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public GameImpl() {
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this.IsMouseVisible = true;
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// print out ui metrics every second
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this.OnDraw += (g, time) => {
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this.cumulativeMetrics += this.UiSystem.Metrics;
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this.secondCounter += time.ElapsedGameTime;
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if (this.secondCounter.TotalSeconds >= 1) {
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this.secondCounter -= TimeSpan.FromSeconds(1);
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Console.WriteLine($"Metrics/s: {this.cumulativeMetrics}");
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this.cumulativeMetrics = new UiMetrics();
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}
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};
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}
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protected override void LoadContent() {
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@ -546,6 +546,7 @@ namespace MLEM.Ui.Elements {
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// which would cause our ForceUpdateArea code to be run twice, so we only update our parent instead
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if (this.Parent != null && this.Parent.UpdateAreaIfDirty())
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return;
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this.System.Stopwatch.Restart();
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var parentArea = this.Parent != null ? this.Parent.ChildPaddedArea : (RectangleF) this.system.Viewport;
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var parentCenterX = parentArea.X + parentArea.Width / 2;
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@ -555,6 +556,10 @@ namespace MLEM.Ui.Elements {
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var recursion = 0;
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UpdateDisplayArea(actualSize);
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this.System.Stopwatch.Stop();
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this.System.Metrics.ForceAreaUpdateTime += this.System.Stopwatch.Elapsed;
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this.System.Metrics.ForceAreaUpdates++;
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void UpdateDisplayArea(Vector2 newSize) {
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var pos = new Vector2();
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switch (this.anchor) {
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@ -706,6 +711,7 @@ namespace MLEM.Ui.Elements {
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this.System.InvokeOnElementAreaUpdated(this);
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foreach (var child in this.Children)
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child.ForceUpdateArea();
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this.System.Metrics.ActualAreaUpdates++;
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}
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/// <summary>
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@ -885,6 +891,8 @@ namespace MLEM.Ui.Elements {
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foreach (var child in this.GetRelevantChildren())
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if (child.System != null)
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child.Update(time);
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this.System.Metrics.Updates++;
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}
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/// <summary>
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@ -914,6 +922,7 @@ namespace MLEM.Ui.Elements {
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}
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// draw content in custom begin call
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this.Draw(time, batch, alpha, blendState, samplerState, depthStencilState, effect, mat);
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this.System.Metrics.Draws++;
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if (customDraw) {
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// end our draw
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batch.End();
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107
MLEM.Ui/UiMetrics.cs
Normal file
107
MLEM.Ui/UiMetrics.cs
Normal file
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@ -0,0 +1,107 @@
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using System;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Ui.Elements;
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namespace MLEM.Ui {
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/// <summary>
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/// A snapshot of update and rendering statistics from <see cref="UiSystem.Metrics"/> to be used for runtime debugging and profiling.
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/// This metrics struct works similarly to <see cref="GraphicsMetrics"/>.
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/// </summary>
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public struct UiMetrics {
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/// <summary>
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/// The amount of time that <see cref="Element.ForceUpdateArea"/> took.
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/// Can be divided by <see cref="ForceAreaUpdates"/> to get an average per area update.
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/// </summary>
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public TimeSpan ForceAreaUpdateTime { get; internal set; }
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/// <summary>
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/// The amount of time that <see cref="Element.Update"/> took.
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/// Can be divided by <see cref="Updates"/> to get an average per update.
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/// </summary>
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public TimeSpan UpdateTime { get; internal set; }
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/// <summary>
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/// The amount of times that <see cref="Element.ForceUpdateArea"/> was called.
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/// </summary>
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public uint ForceAreaUpdates { get; internal set; }
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/// <summary>
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/// The amount of times that <see cref="Element.SetAreaAndUpdateChildren"/> was called.
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/// </summary>
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public uint ActualAreaUpdates { get; internal set; }
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/// <summary>
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/// The amount of times that <see cref="Element.Update"/> was called.
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/// </summary>
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public uint Updates { get; internal set; }
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/// <summary>
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/// The amount of time that <see cref="Element.Draw"/> took.
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/// Can be divided by <see cref="Draws"/> to get an average per draw.
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/// </summary>
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public TimeSpan DrawTime { get; internal set; }
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/// <summary>
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/// The amount of times that <see cref="Element.Draw"/> was called.
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/// </summary>
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public uint Draws { get; internal set; }
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/// <summary>
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/// Resets all update-related metrics to 0.
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/// </summary>
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public void ResetUpdates() {
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this.ForceAreaUpdateTime = TimeSpan.Zero;
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this.UpdateTime = TimeSpan.Zero;
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this.ForceAreaUpdates = 0;
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this.ActualAreaUpdates = 0;
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this.Updates = 0;
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}
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/// <summary>
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/// Resets all rendering-related metrics to 0.
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/// </summary>
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public void ResetDraws() {
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this.DrawTime = TimeSpan.Zero;
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this.Draws = 0;
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}
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/// <summary>Returns the fully qualified type name of this instance.</summary>
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/// <returns>The fully qualified type name.</returns>
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public override string ToString() {
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return $"{nameof(this.ForceAreaUpdateTime)}: {this.ForceAreaUpdateTime}, {nameof(this.UpdateTime)}: {this.UpdateTime}, {nameof(this.ForceAreaUpdates)}: {this.ForceAreaUpdates}, {nameof(this.ActualAreaUpdates)}: {this.ActualAreaUpdates}, {nameof(this.Updates)}: {this.Updates}, {nameof(this.DrawTime)}: {this.DrawTime}, {nameof(this.Draws)}: {this.Draws}";
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}
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/// <summary>
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/// Adds two ui metrics together, causing all of their values to be combined.
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/// </summary>
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/// <param name="left">The left metrics</param>
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/// <param name="right">The right metrics</param>
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/// <returns>The sum of both metrics</returns>
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public static UiMetrics operator +(UiMetrics left, UiMetrics right) {
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return new UiMetrics {
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ForceAreaUpdateTime = left.ForceAreaUpdateTime + right.ForceAreaUpdateTime,
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UpdateTime = left.UpdateTime + right.UpdateTime,
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ForceAreaUpdates = left.ForceAreaUpdates + right.ForceAreaUpdates,
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ActualAreaUpdates = left.ActualAreaUpdates + right.ActualAreaUpdates,
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Updates = left.Updates + right.Updates,
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DrawTime = left.DrawTime + right.DrawTime,
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Draws = left.Draws + right.Draws
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};
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}
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/// <summary>
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/// Subtracts two ui metrics from each other, causing their values to be subtracted.
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/// </summary>
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/// <param name="left">The left metrics</param>
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/// <param name="right">The right metrics</param>
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/// <returns>The difference of both metrics</returns>
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public static UiMetrics operator -(UiMetrics left, UiMetrics right) {
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return new UiMetrics {
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ForceAreaUpdateTime = left.ForceAreaUpdateTime - right.ForceAreaUpdateTime,
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UpdateTime = left.UpdateTime - right.UpdateTime,
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ForceAreaUpdates = left.ForceAreaUpdates - right.ForceAreaUpdates,
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ActualAreaUpdates = left.ActualAreaUpdates - right.ActualAreaUpdates,
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Updates = left.Updates - right.Updates,
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DrawTime = left.DrawTime - right.DrawTime,
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Draws = left.Draws - right.Draws
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};
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}
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}
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}
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@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Microsoft.Xna.Framework;
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@ -20,8 +21,6 @@ namespace MLEM.Ui {
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/// </summary>
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public class UiSystem : GameComponent {
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private readonly List<RootElement> rootElements = new List<RootElement>();
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/// <summary>
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/// The viewport that this ui system is rendering inside of.
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/// This is automatically updated during <see cref="GameWindow.ClientSizeChanged"/>
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@ -36,7 +35,6 @@ namespace MLEM.Ui {
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/// If <see cref="AutoScaleWithScreen"/> is true, this is used as the screen size that uses the default <see cref="GlobalScale"/>
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/// </summary>
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public Point AutoScaleReferenceSize;
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private float globalScale = 1;
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/// <summary>
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/// The global rendering scale of this ui system and all of its child elements.
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/// If <see cref="AutoScaleWithScreen"/> is true, this scale will be different based on the window size.
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@ -53,8 +51,6 @@ namespace MLEM.Ui {
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root.Element.ForceUpdateArea();
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}
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}
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private UiStyle style;
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/// <summary>
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/// The style options that this ui system and all of its elements use.
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/// To set the default, untextured style, use <see cref="UntexturedStyle"/>.
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@ -102,6 +98,11 @@ namespace MLEM.Ui {
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/// The ui controls are also the place to change bindings for controller and keyboard input.
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/// </summary>
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public UiControls Controls;
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/// <summary>
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/// The update and rendering statistics to be used for runtime debugging and profiling.
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/// The metrics are reset accordingly every frame: <see cref="UiMetrics.ResetUpdates"/> is called at the start of <see cref="Update"/>, and <see cref="UiMetrics.ResetDraws"/> is called at the start of <see cref="DrawEarly"/>, or at the start of <see cref="Draw"/> if <see cref="DrawEarly"/> was not called.
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/// </summary>
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public UiMetrics Metrics;
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/// <summary>
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/// Event that is invoked after an <see cref="Element"/> is drawn, but before its children are drawn.
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@ -172,6 +173,13 @@ namespace MLEM.Ui {
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/// </summary>
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public event RootCallback OnRootRemoved;
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internal readonly Stopwatch Stopwatch = new Stopwatch();
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private readonly List<RootElement> rootElements = new List<RootElement>();
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private float globalScale = 1;
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private bool drewEarly;
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private UiStyle style;
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/// <summary>
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/// Creates a new ui system with the given settings.
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/// </summary>
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@ -232,11 +240,15 @@ namespace MLEM.Ui {
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/// </summary>
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/// <param name="time">The game's time</param>
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public override void Update(GameTime time) {
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this.Controls.Update();
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this.Metrics.ResetUpdates();
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this.Stopwatch.Restart();
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for (var i = this.rootElements.Count - 1; i >= 0; i--) {
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this.Controls.Update();
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for (var i = this.rootElements.Count - 1; i >= 0; i--)
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this.rootElements[i].Element.Update(time);
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}
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this.Stopwatch.Stop();
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this.Metrics.UpdateTime += this.Stopwatch.Elapsed;
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}
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/// <summary>
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@ -246,10 +258,17 @@ namespace MLEM.Ui {
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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public void DrawEarly(GameTime time, SpriteBatch batch) {
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this.Metrics.ResetDraws();
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this.Stopwatch.Restart();
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foreach (var root in this.rootElements) {
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if (!root.Element.IsHidden)
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root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform);
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}
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this.Stopwatch.Stop();
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this.Metrics.DrawTime += this.Stopwatch.Elapsed;
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this.drewEarly = true;
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}
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/// <summary>
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@ -259,6 +278,10 @@ namespace MLEM.Ui {
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/// <param name="time">The game's time</param>
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/// <param name="batch">The sprite batch to use for drawing</param>
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public void Draw(GameTime time, SpriteBatch batch) {
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if (!this.drewEarly)
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this.Metrics.ResetDraws();
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this.Stopwatch.Restart();
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foreach (var root in this.rootElements) {
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if (root.Element.IsHidden)
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continue;
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@ -267,6 +290,10 @@ namespace MLEM.Ui {
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root.Element.DrawTransformed(time, batch, alpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform);
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batch.End();
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}
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this.Stopwatch.Stop();
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this.Metrics.DrawTime += this.Stopwatch.Elapsed;
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this.drewEarly = false;
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}
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/// <summary>
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