Files
RobustToolbox/Robust.Client/UserInterface/CustomControls/DebugTimePanel.cs
T
Acruid 3203ca2ff4 Removed Control.Update from the UI system. UI Controls have no business running code in simulation updates.
Refactored the client update loop so that the GameStateManager is in full control of the simulation update.
2021-03-26 17:46:34 -07:00

58 lines
2.0 KiB
C#

using Robust.Client.GameStates;
using Robust.Client.Graphics;
using Robust.Client.UserInterface.Controls;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Robust.Client.UserInterface.CustomControls
{
public class DebugTimePanel : PanelContainer
{
private readonly IGameTiming _gameTiming;
private readonly IClientGameStateManager _gameState;
private Label _contents;
public DebugTimePanel(IGameTiming 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.Text = $@"Paused: {_gameTiming.Paused}, CurTick: {_gameTiming.CurTick}/{_gameTiming.CurTick-1}, CurServerTick: {_gameState.CurServerTick}, Pred: {_gameTiming.CurTick.Value - _gameState.CurServerTick.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}";
}
}
}