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use UiMetrics to print ui test info
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commit
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1 changed files with 12 additions and 28 deletions
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@ -120,37 +120,25 @@ public class UiTests {
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[Test]
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[Test]
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public void TestAutoAreaPerformanceDeep() {
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public void TestAutoAreaPerformanceDeep() {
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for (var i = 1; i <= 100; i++) {
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for (var i = 1; i <= 100; i++) {
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var totalUpdates = 0;
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var main = new Group(Anchor.TopLeft, new Vector2(50));
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var main = new Group(Anchor.TopLeft, new Vector2(50)) {
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OnAreaUpdated = _ => totalUpdates++
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};
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var group = main;
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var group = main;
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for (var g = 0; g < i; g++) {
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for (var g = 0; g < i; g++)
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group = group.AddChild(new Group(Anchor.TopLeft, Vector2.One) {
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group = group.AddChild(new Group(Anchor.TopLeft, Vector2.One));
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OnAreaUpdated = _ => totalUpdates++
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});
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}
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this.AddAndUpdate(main, out var addTime, out var updateTime);
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this.AddAndUpdate(main, out var addTime, out var updateTime);
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var allChildren = main.GetChildren(regardGrandchildren: true);
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var allChildren = main.GetChildren(regardGrandchildren: true);
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TestContext.WriteLine($"{allChildren.Count()} children, {totalUpdates} updates total, took {addTime.TotalMilliseconds * 1000000}ns to add, {updateTime.TotalMilliseconds * 1000000}ns to update");
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TestContext.WriteLine($"{allChildren.Count()} children, took {addTime.TotalMilliseconds * 1000000}ns to add, {updateTime.TotalMilliseconds * 1000000}ns to update, metrics {this.game.UiSystem.Metrics}");
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}
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}
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}
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}
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[Test]
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[Test]
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public void TestAutoAreaPerformanceSideBySide() {
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public void TestAutoAreaPerformanceSideBySide() {
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for (var i = 1; i <= 100; i++) {
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for (var i = 1; i <= 100; i++) {
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var totalUpdates = 0;
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var main = new Group(Anchor.TopLeft, new Vector2(50));
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var main = new Group(Anchor.TopLeft, new Vector2(50)) {
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for (var g = 0; g < i; g++)
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OnAreaUpdated = _ => totalUpdates++
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main.AddChild(new Group(Anchor.AutoInlineIgnoreOverflow, new Vector2(1F / i, 1)));
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};
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for (var g = 0; g < i; g++) {
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main.AddChild(new Group(Anchor.AutoInlineIgnoreOverflow, new Vector2(1F / i, 1)) {
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OnAreaUpdated = _ => totalUpdates++
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});
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}
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this.AddAndUpdate(main, out var addTime, out var updateTime);
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this.AddAndUpdate(main, out var addTime, out var updateTime);
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var allChildren = main.GetChildren(regardGrandchildren: true);
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var allChildren = main.GetChildren(regardGrandchildren: true);
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TestContext.WriteLine($"{allChildren.Count()} children, {totalUpdates} updates total, took {addTime.TotalMilliseconds * 1000000}ns to add, {updateTime.TotalMilliseconds * 1000000}ns to update");
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TestContext.WriteLine($"{allChildren.Count()} children, took {addTime.TotalMilliseconds * 1000000}ns to add, {updateTime.TotalMilliseconds * 1000000}ns to update, metrics {this.game.UiSystem.Metrics}");
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}
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}
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}
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}
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@ -158,27 +146,23 @@ public class UiTests {
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public void TestAutoAreaPerformanceRandom() {
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public void TestAutoAreaPerformanceRandom() {
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for (var i = 0; i <= 1000; i += 10) {
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for (var i = 0; i <= 1000; i += 10) {
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var random = new Random(93829345);
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var random = new Random(93829345);
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var totalUpdates = 0;
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var main = new Group(Anchor.TopLeft, new Vector2(50));
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var main = new Group(Anchor.TopLeft, new Vector2(50)) {
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OnAreaUpdated = _ => totalUpdates++
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};
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var group = main;
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var group = main;
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for (var g = 0; g < i; g++) {
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for (var g = 0; g < i; g++) {
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var newGroup = group.AddChild(new Group(Anchor.TopLeft, Vector2.One) {
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var newGroup = group.AddChild(new Group(Anchor.TopLeft, Vector2.One));
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OnAreaUpdated = _ => totalUpdates++
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});
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if (random.NextSingle() <= 0.25F)
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if (random.NextSingle() <= 0.25F)
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group = newGroup;
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group = newGroup;
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}
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}
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this.AddAndUpdate(main, out var addTime, out var updateTime);
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this.AddAndUpdate(main, out var addTime, out var updateTime);
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var allChildren = main.GetChildren(regardGrandchildren: true);
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var allChildren = main.GetChildren(regardGrandchildren: true);
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TestContext.WriteLine($"{allChildren.Count()} children, {totalUpdates} updates total, took {addTime.TotalMilliseconds * 1000000}ns to add, {updateTime.TotalMilliseconds * 1000000}ns to update");
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TestContext.WriteLine($"{allChildren.Count()} children, took {addTime.TotalMilliseconds * 1000000}ns to add, {updateTime.TotalMilliseconds * 1000000}ns to update, metrics {this.game.UiSystem.Metrics}");
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}
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}
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}
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}
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private void AddAndUpdate(Element element, out TimeSpan addTime, out TimeSpan updateTime) {
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private void AddAndUpdate(Element element, out TimeSpan addTime, out TimeSpan updateTime) {
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foreach (var root in this.game.UiSystem.GetRootElements())
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foreach (var root in this.game.UiSystem.GetRootElements())
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this.game.UiSystem.Remove(root.Name);
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this.game.UiSystem.Remove(root.Name);
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this.game.UiSystem.Metrics.ResetUpdates();
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var stopwatch = Stopwatch.StartNew();
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var stopwatch = Stopwatch.StartNew();
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this.game.UiSystem.Add("Test", element);
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this.game.UiSystem.Add("Test", element);
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