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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 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 UiMetrics.ForceAreaUpdateTime being inaccurate for nested elements
Removals
- Marked StyleProp equality members as obsolete

View file

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

View file

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