Files
RobustToolbox/Robust.Client/UserInterface/CustomControls/DebugTimePanel.cs

63 lines
2.2 KiB
C#

using System;
using Robust.Client.GameStates;
using Robust.Client.Graphics;
using Robust.Client.Timing;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Robust.Client.UserInterface.CustomControls
{
public sealed class DebugTimePanel : PanelContainer
{
private readonly IClientGameTiming _gameTiming;
private readonly IClientGameStateManager _gameState;
private readonly char[] _textBuffer = new char[256];
private readonly Label _contents;
public DebugTimePanel(IClientGameTiming gameTiming, IClientGameStateManager gameState)
{
_gameTiming = gameTiming;
_gameState = gameState;
_contents = new Label
{
FontColorShadowOverride = Color.Black,
};
AddChild(_contents);
PanelOverride = new StyleBoxFlat
{
BackgroundColor = new Color(35, 134, 37, 138),
ContentMarginLeftOverride = 5,
ContentMarginTopOverride = 5
};
MouseFilter = _contents.MouseFilter = MouseFilterMode.Ignore;
HorizontalAlignment = HAlignment.Left;
}
protected override void FrameUpdate(FrameEventArgs args)
{
base.FrameUpdate(args);
if (!VisibleInTree)
{
return;
}
// NOTE: CurTick gets incremented by the main loop AFTER Tick runs, not before.
// This means that CurTick reports the NEXT tick to be ran, NOT the last tick that was ran.
// This is why there's a -1 on Pred:.
_contents.TextMemory = FormatHelpers.FormatIntoMem(_textBuffer,
$@"Paused: {_gameTiming.Paused}, CurTick: {_gameTiming.CurTick}, LastProcessed: {_gameTiming.LastProcessedTick}, LastRealTick: {_gameTiming.LastRealTick}, Pred: {_gameTiming.CurTick.Value - _gameTiming.LastRealTick.Value - 1}
CurTime: {_gameTiming.CurTime:hh\:mm\:ss\.ff}, RealTime: {_gameTiming.RealTime:hh\:mm\:ss\.ff}, CurFrame: {_gameTiming.CurFrame}
ServerTime: {_gameTiming.ServerTime}, TickTimingAdjustment: {_gameTiming.TickTimingAdjustment}");
}
}
}