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Fixed UiMetrics.ForceAreaUpdateTime being inaccurate for nested elements

This commit is contained in:
Ell 2022-03-26 20:06:59 +01:00
parent 3ad024b95a
commit 6a3c797eba
3 changed files with 16 additions and 14 deletions

View file

@ -69,6 +69,7 @@ Fixes
- Fixed children of Panel scroll bars also being scrolled - Fixed children of Panel scroll bars also being scrolled
- Fixed RootElement.CanSelectContent and Element.IsSelected returning incorrect results when CanBeSelected changes - Fixed RootElement.CanSelectContent and Element.IsSelected returning incorrect results when CanBeSelected changes
- Fixed dropdowns with some non-selectable children failing to navigate when using gamepad controls - Fixed dropdowns with some non-selectable children failing to navigate when using gamepad controls
- Fixed UiMetrics.ForceAreaUpdateTime being inaccurate for nested elements
Removals Removals
- Marked StyleProp equality members as obsolete - Marked StyleProp equality members as obsolete

View file

@ -1,6 +1,7 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Collections.ObjectModel; using System.Collections.ObjectModel;
using System.Diagnostics;
using System.Linq; using System.Linq;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Graphics;
@ -409,6 +410,7 @@ namespace MLEM.Ui.Elements {
protected RectangleF ParentArea => this.Parent?.ChildPaddedArea ?? (RectangleF) this.system.Viewport; protected RectangleF ParentArea => this.Parent?.ChildPaddedArea ?? (RectangleF) this.system.Viewport;
private readonly List<Element> children = new List<Element>(); private readonly List<Element> children = new List<Element>();
private readonly Stopwatch stopwatch = new Stopwatch();
private bool sortedChildrenDirty; private bool sortedChildrenDirty;
private IList<Element> sortedChildren; private IList<Element> sortedChildren;
private UiSystem system; private UiSystem system;
@ -559,7 +561,7 @@ namespace MLEM.Ui.Elements {
// which would cause our ForceUpdateArea code to be run twice, so we only update our parent instead // which would cause our ForceUpdateArea code to be run twice, so we only update our parent instead
if (this.Parent != null && this.Parent.UpdateAreaIfDirty()) if (this.Parent != null && this.Parent.UpdateAreaIfDirty())
return; return;
this.System.Stopwatch.Restart(); this.stopwatch.Restart();
var parentArea = this.ParentArea; var parentArea = this.ParentArea;
var parentCenterX = parentArea.X + parentArea.Width / 2; var parentCenterX = parentArea.X + parentArea.Width / 2;
@ -569,8 +571,8 @@ namespace MLEM.Ui.Elements {
var recursion = 0; var recursion = 0;
UpdateDisplayArea(actualSize); UpdateDisplayArea(actualSize);
this.System.Stopwatch.Stop(); this.stopwatch.Stop();
this.System.Metrics.ForceAreaUpdateTime += this.System.Stopwatch.Elapsed; this.System.Metrics.ForceAreaUpdateTime += this.stopwatch.Elapsed;
this.System.Metrics.ForceAreaUpdates++; this.System.Metrics.ForceAreaUpdates++;
void UpdateDisplayArea(Vector2 newSize) { void UpdateDisplayArea(Vector2 newSize) {

View file

@ -182,9 +182,8 @@ namespace MLEM.Ui {
/// </summary> /// </summary>
public event RootCallback OnRootRemoved; public event RootCallback OnRootRemoved;
internal readonly Stopwatch Stopwatch = new Stopwatch();
private readonly List<RootElement> rootElements = new List<RootElement>(); private readonly List<RootElement> rootElements = new List<RootElement>();
private readonly Stopwatch stopwatch = new Stopwatch();
private float globalScale = 1; private float globalScale = 1;
private bool drewEarly; private bool drewEarly;
private UiStyle style; private UiStyle style;
@ -253,14 +252,14 @@ namespace MLEM.Ui {
/// <param name="time">The game's time</param> /// <param name="time">The game's time</param>
public override void Update(GameTime time) { public override void Update(GameTime time) {
this.Metrics.ResetUpdates(); this.Metrics.ResetUpdates();
this.Stopwatch.Restart(); this.stopwatch.Restart();
this.Controls.Update(); this.Controls.Update();
for (var i = this.rootElements.Count - 1; i >= 0; i--) for (var i = this.rootElements.Count - 1; i >= 0; i--)
this.rootElements[i].Element.Update(time); this.rootElements[i].Element.Update(time);
this.Stopwatch.Stop(); this.stopwatch.Stop();
this.Metrics.UpdateTime += this.Stopwatch.Elapsed; this.Metrics.UpdateTime += this.stopwatch.Elapsed;
} }
/// <summary> /// <summary>
@ -271,15 +270,15 @@ namespace MLEM.Ui {
/// <param name="batch">The sprite batch to use for drawing</param> /// <param name="batch">The sprite batch to use for drawing</param>
public void DrawEarly(GameTime time, SpriteBatch batch) { public void DrawEarly(GameTime time, SpriteBatch batch) {
this.Metrics.ResetDraws(); this.Metrics.ResetDraws();
this.Stopwatch.Restart(); this.stopwatch.Restart();
foreach (var root in this.rootElements) { foreach (var root in this.rootElements) {
if (!root.Element.IsHidden) if (!root.Element.IsHidden)
root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform); root.Element.DrawEarly(time, batch, this.DrawAlpha * root.Element.DrawAlpha, this.BlendState, this.SamplerState, this.DepthStencilState, this.Effect, root.Transform);
} }
this.Stopwatch.Stop(); this.stopwatch.Stop();
this.Metrics.DrawTime += this.Stopwatch.Elapsed; this.Metrics.DrawTime += this.stopwatch.Elapsed;
this.drewEarly = true; this.drewEarly = true;
} }
@ -292,7 +291,7 @@ namespace MLEM.Ui {
public void Draw(GameTime time, SpriteBatch batch) { public void Draw(GameTime time, SpriteBatch batch) {
if (!this.drewEarly) if (!this.drewEarly)
this.Metrics.ResetDraws(); this.Metrics.ResetDraws();
this.Stopwatch.Restart(); this.stopwatch.Restart();
foreach (var root in this.rootElements) { foreach (var root in this.rootElements) {
if (root.Element.IsHidden) if (root.Element.IsHidden)
@ -303,8 +302,8 @@ namespace MLEM.Ui {
batch.End(); batch.End();
} }
this.Stopwatch.Stop(); this.stopwatch.Stop();
this.Metrics.DrawTime += this.Stopwatch.Elapsed; this.Metrics.DrawTime += this.stopwatch.Elapsed;
this.drewEarly = false; this.drewEarly = false;
} }