r2mods/ilspy_dump/ror2_csproj/FPSCounter.cs

236 lines
4.5 KiB
C#

using System;
using RoR2;
using TMPro;
using UnityEngine;
public class FPSCounter : MonoBehaviour
{
private TextMeshProUGUI unityText;
private TextMeshProUGUI unityVarText;
private TextMeshProUGUI cpuText;
private TextMeshProUGUI gpuText;
private TextMeshProUGUI memText;
private static float[] unitySamples;
private static float[] cpuSamples;
private static float[] gpuSamples;
public static int numSamples = 30;
private static int sampleIndex = 0;
private int frameSampleIndex;
public GameObject rootObject;
public float timingCaptureFrequency = 2f;
private float captureTimer;
private char[] tempArray = new char[64];
private uint numTimings = 5u;
private FrameTiming[] outTimings;
private long prevAllocatedBytes;
private static int waitTurn = 0;
private static int waitIndex = 0;
private static int maxWaitIndex = 5;
public static float currentFPS = 30f;
private void Start()
{
RoR2Application.onUpdate += UpdateFPSLimitVars;
unitySamples = new float[numSamples];
base.gameObject.SetActive(value: false);
}
private int PutValue(int value, char[] array, int startIndex, bool addPlusIfPositive = false, bool disableMinusIfNegative = false)
{
if (value >= 0)
{
if (addPlusIfPositive)
{
array[startIndex] = '+';
startIndex++;
}
}
else if (!disableMinusIfNegative)
{
value = -value;
array[startIndex] = '-';
startIndex++;
}
int num = 10;
int num2 = 1;
while (num <= value && num != 0)
{
num *= 10;
num2++;
}
num /= 10;
if (num == 0)
{
num = 1;
}
for (int i = 0; i < num2; i++)
{
int digit = GetDigit(value, num);
num /= 10;
array[startIndex + i] = (char)(digit + 48);
}
return startIndex + num2;
}
private int PutValue(int value, char[] array, int startIndex, int numDigits)
{
int num = 10;
int num2 = 1;
while (num <= value)
{
num *= 10;
num2++;
}
num /= 10;
if (num2 < numDigits)
{
for (int i = num2; i < numDigits; i++)
{
array[startIndex++] = '0';
}
}
for (int j = 0; j < num2; j++)
{
int digit = GetDigit(value, num);
num /= 10;
array[startIndex + j] = (char)(digit + 48);
}
return startIndex + num2;
}
private int PutValue(double value, char[] array, int startIndex, int numDecimalPlaces = 0, bool addPlusIfPositive = false)
{
int value2 = (int)value;
startIndex = PutValue(value2, array, startIndex, addPlusIfPositive);
if (numDecimalPlaces == 0)
{
return startIndex;
}
array[startIndex++] = '.';
double num = 10.0;
for (int i = 1; i < numDecimalPlaces; i++)
{
num *= 10.0;
}
double num2 = Math.Abs(value);
int value3 = (int)((num2 - Math.Floor(num2)) * num);
startIndex = PutValue(value3, array, startIndex, numDecimalPlaces);
return startIndex;
}
private int PutValue(float value, char[] array, int startIndex, int numDecimalPlaces = 0, bool addPlusIfPositive = false)
{
int value2 = (int)value;
startIndex = PutValue(value2, array, startIndex, addPlusIfPositive);
if (numDecimalPlaces == 0)
{
return startIndex;
}
array[startIndex++] = '.';
float num = 10f;
for (int i = 1; i < numDecimalPlaces; i++)
{
num *= 10f;
}
float num2 = Mathf.Abs(value);
int value3 = (int)((num2 - Mathf.Floor(num2)) * num);
startIndex = PutValue(value3, array, startIndex, numDecimalPlaces);
return startIndex;
}
private int PutValue(string value, char[] array, int startIndex)
{
for (int i = 0; i < value.Length; i++)
{
array[startIndex + i] = value[i];
}
return startIndex + value.Length;
}
private int GetDigit(int value, int place)
{
if (place == 1)
{
return value % 10;
}
int num = place * 10;
int num2 = value % num;
int num3 = value % place;
return (num2 - num3) / place;
}
public static int GetWaitIndex()
{
waitIndex++;
if (waitIndex > maxWaitIndex)
{
waitIndex = 0;
}
return waitIndex;
}
public static bool CheckFPSQueue(ref int waitIndex)
{
if (waitIndex == 0)
{
waitIndex = GetWaitIndex();
}
if (currentFPS < 28f && waitIndex != waitTurn)
{
return false;
}
return true;
}
private static void UpdateFPSLimitVars()
{
waitTurn++;
if (waitTurn > maxWaitIndex)
{
waitTurn = 0;
}
CalculateFramerate();
}
private static void CalculateFramerate()
{
unitySamples[sampleIndex++] = 1f / Time.unscaledDeltaTime;
if (sampleIndex == numSamples)
{
sampleIndex = 0;
}
float num = 0f;
for (int i = 0; i < numSamples; i++)
{
num += unitySamples[i];
}
num /= (float)numSamples;
currentFPS = num;
}
private void Update()
{
}
}