Files
OpenRA/OpenRA.Game/Widgets/PerfGraphWidget.cs
RoosterDragon 82bea961ba Checked LINQ queries and collections for inefficiencies.
- Made Array.IndexOf available via extension method.
- Made ToHashSet extension method.
- Change collections queried often via Contains into sets.
- Avoid Count() extension if Count or Length property exist.
- Made Count() > 0 checks and variations calls to Any() instead.
- Don't call ToList/ToArray if there is no benefit to materializing the sequence.
- If the sequence does benefit from materialization, follow this general pattern:
  - Collection queried often via Contains use ToHashSet to speed up lookups.
  - Short lived variables use ToList. This is because ToArray requires an extra copy to output the final size.
  - Collections persisted into fields or for a long time use ToArray to minimize memory overhead.
2015-01-29 19:20:11 +00:00

65 lines
1.7 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation. For more information,
* see COPYING.
*/
#endregion
using System.Drawing;
using System.Linq;
using OpenRA.Support;
namespace OpenRA.Widgets
{
public class PerfGraphWidget : Widget
{
public override void Draw()
{
var rect = RenderBounds;
var origin = new float2(rect.Right, rect.Bottom);
var basis = new float2(-rect.Width / 100, -rect.Height / 100);
Game.Renderer.LineRenderer.DrawLine(origin, origin + new float2(100, 0) * basis, Color.White, Color.White);
Game.Renderer.LineRenderer.DrawLine(origin + new float2(100, 0) * basis, origin + new float2(100, 100) * basis, Color.White, Color.White);
var k = 0;
foreach (var item in PerfHistory.Items.Values)
{
var n = 0;
item.Samples().Aggregate((a, b) =>
{
Game.Renderer.LineRenderer.DrawLine(
origin + new float2(n, (float)a) * basis,
origin + new float2(n + 1, (float)b) * basis,
item.C, item.C);
++n;
return b;
});
var u = new float2(rect.Left, rect.Top);
Game.Renderer.LineRenderer.DrawLine(
u + new float2(10, 10 * k + 5),
u + new float2(12, 10 * k + 5),
item.C, item.C);
Game.Renderer.LineRenderer.DrawLine(
u + new float2(10, 10 * k + 4),
u + new float2(12, 10 * k + 4),
item.C, item.C);
++k;
}
k = 0;
foreach (var item in PerfHistory.Items.Values)
{
Game.Renderer.Fonts["Tiny"].DrawText(item.Name, new float2(rect.Left, rect.Top) + new float2(18, 10 * k - 3), Color.White);
++k;
}
}
}
}