/**
* eAdventure (formerly <e-Adventure> and <e-Game>) is a research project of the
* <e-UCM> research group.
*
* Copyright 2005-2010 <e-UCM> research group.
*
* You can access a list of all the contributors to eAdventure at:
* http://e-adventure.e-ucm.es/contributors
*
* <e-UCM> is a research group of the Department of Software Engineering
* and Artificial Intelligence at the Complutense University of Madrid
* (School of Computer Science).
*
* C Profesor Jose Garcia Santesmases sn,
* 28040 Madrid (Madrid), Spain.
*
* For more info please visit: <http://e-adventure.e-ucm.es> or
* <http://www.e-ucm.es>
*
* ****************************************************************************
*
* This file is part of eAdventure, version 2.0
*
* eAdventure is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* eAdventure is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with eAdventure. If not, see <http://www.gnu.org/licenses/>.
*/
package es.eucm.ead.engine.gameobjects.debuggers;
import com.badlogic.gdx.Gdx;
import com.google.inject.Inject;
import es.eucm.ead.engine.assets.AssetHandler;
import es.eucm.ead.engine.factories.EventFactory;
import es.eucm.ead.engine.factories.SceneElementFactory;
import es.eucm.ead.engine.game.Game;
import es.eucm.ead.engine.gameobjects.sceneelements.GroupElementGO;
import es.eucm.ead.model.elements.operations.SystemFields;
public class ProfilerDebuggerGO extends GroupElementGO {
@Inject
public ProfilerDebuggerGO(AssetHandler assetHandler,
SceneElementFactory sceneElementFactory, Game game,
EventFactory eventFactory) {
super(assetHandler, sceneElementFactory, game, eventFactory);
}
public void act(float delta) {
super.act(delta);
gameState.setValue(SystemFields.DEBUG_HEAP_SIZE,
Gdx.app.getJavaHeap() / 1048576);
gameState.setValue(SystemFields.DEBUG_NATIVE_SIZE, Gdx.app
.getNativeHeap() / 1048576);
gameState.setValue(SystemFields.DEBUG_ASSETS, assetHandler
.getCacheSize());
gameState.setValue(SystemFields.DEBUG_GAME_OBJECTS, sceneElementFactory
.getCacheSize());
}
}