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Refactor: Lift the frame time history data up one level into thin3d
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@@ -115,15 +115,18 @@ static void DrawFrameTiming(UIContext *ctx, const Bounds &bounds) {
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ctx->Draw()->SetFontScale(0.5f, 0.5f);
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snprintf(statBuf, sizeof(statBuf),
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"Present mode (interval): %s (%d)",
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"Mode (interval): %s (%d)",
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Draw::PresentModeToString(g_frameTiming.presentMode),
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g_frameTiming.presentInterval);
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ctx->Draw()->DrawTextRect(ubuntu24, statBuf, bounds.x + 10, bounds.y + 50, bounds.w - 20, bounds.h - 30, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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for (int i = 0; i < 5; i++) {
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FrameTimeData data = ctx->GetDrawContext()->GetFrameTimeData(6 + i);
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FrameTimeData prevData = ctx->GetDrawContext()->GetFrameTimeData(7 + i);
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size_t curIndex = i + 6;
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size_t prevIndex = i + 7;
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FrameTimeData data = ctx->GetDrawContext()->FrameTimeHistory().Back(curIndex);
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FrameTimeData prevData = ctx->GetDrawContext()->FrameTimeHistory().Back(prevIndex);
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if (data.frameBegin == 0.0) {
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snprintf(statBuf, sizeof(statBuf), "(No frame time data)");
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} else {
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