
# Objective Fixes #17487 - Adds a new field `refresh_interval` to `FpsOverlayConfig` to allow the user setting a minimum time before each refresh of the FPS display ## Solution - Add `refresh_interval` to `FpsOverlayConfig` - When updating the on screen text, check a duration of `refresh_interval` has passed, if not, don't update the FPS counter ## Testing - Created a new bevy project - Included the `FpsOverlayPlugin` with the default `refresh_interval` (100 ms) - Included the `FpsOverlayPlugin` with an obnoxious `refresh_interval` (2 seconds) --- --------- Co-authored-by: Benjamin Brienen <benjamin.brienen@outlook.com> Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
162 lines
5.1 KiB
Rust
162 lines
5.1 KiB
Rust
//! Module containing logic for FPS overlay.
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use bevy_app::{Plugin, Startup, Update};
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use bevy_asset::Handle;
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use bevy_color::Color;
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use bevy_diagnostic::{DiagnosticsStore, FrameTimeDiagnosticsPlugin};
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use bevy_ecs::{
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change_detection::DetectChangesMut,
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component::Component,
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entity::Entity,
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prelude::Local,
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query::With,
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resource::Resource,
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schedule::{common_conditions::resource_changed, IntoSystemConfigs},
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system::{Commands, Query, Res},
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};
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use bevy_render::view::Visibility;
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use bevy_text::{Font, TextColor, TextFont, TextSpan};
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use bevy_time::Time;
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use bevy_ui::{
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widget::{Text, TextUiWriter},
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GlobalZIndex, Node, PositionType,
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};
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use core::time::Duration;
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/// [`GlobalZIndex`] used to render the fps overlay.
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///
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/// We use a number slightly under `i32::MAX` so you can render on top of it if you really need to.
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pub const FPS_OVERLAY_ZINDEX: i32 = i32::MAX - 32;
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/// A plugin that adds an FPS overlay to the Bevy application.
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///
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/// This plugin will add the [`FrameTimeDiagnosticsPlugin`] if it wasn't added before.
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///
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/// Note: It is recommended to use native overlay of rendering statistics when possible for lower overhead and more accurate results.
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/// The correct way to do this will vary by platform:
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/// - **Metal**: setting env variable `MTL_HUD_ENABLED=1`
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#[derive(Default)]
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pub struct FpsOverlayPlugin {
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/// Starting configuration of overlay, this can be later be changed through [`FpsOverlayConfig`] resource.
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pub config: FpsOverlayConfig,
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}
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impl Plugin for FpsOverlayPlugin {
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fn build(&self, app: &mut bevy_app::App) {
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// TODO: Use plugin dependencies, see https://github.com/bevyengine/bevy/issues/69
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if !app.is_plugin_added::<FrameTimeDiagnosticsPlugin>() {
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app.add_plugins(FrameTimeDiagnosticsPlugin::default());
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}
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app.insert_resource(self.config.clone())
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.add_systems(Startup, setup)
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.add_systems(
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Update,
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(
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(customize_text, toggle_display).run_if(resource_changed::<FpsOverlayConfig>),
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update_text,
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),
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);
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}
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}
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/// Configuration options for the FPS overlay.
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#[derive(Resource, Clone)]
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pub struct FpsOverlayConfig {
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/// Configuration of text in the overlay.
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pub text_config: TextFont,
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/// Color of text in the overlay.
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pub text_color: Color,
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/// Displays the FPS overlay if true.
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pub enabled: bool,
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/// The period after which the FPS overlay re-renders.
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///
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/// Defaults to once every 100 ms.
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pub refresh_interval: Duration,
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}
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impl Default for FpsOverlayConfig {
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fn default() -> Self {
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FpsOverlayConfig {
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text_config: TextFont {
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font: Handle::<Font>::default(),
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font_size: 32.0,
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..Default::default()
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},
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text_color: Color::WHITE,
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enabled: true,
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refresh_interval: Duration::from_millis(100),
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}
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}
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}
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#[derive(Component)]
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struct FpsText;
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fn setup(mut commands: Commands, overlay_config: Res<FpsOverlayConfig>) {
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commands
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.spawn((
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Node {
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// We need to make sure the overlay doesn't affect the position of other UI nodes
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position_type: PositionType::Absolute,
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..Default::default()
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},
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// Render overlay on top of everything
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GlobalZIndex(FPS_OVERLAY_ZINDEX),
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))
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.with_children(|p| {
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p.spawn((
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Text::new("FPS: "),
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overlay_config.text_config.clone(),
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TextColor(overlay_config.text_color),
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FpsText,
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))
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.with_child((TextSpan::default(), overlay_config.text_config.clone()));
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});
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}
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fn update_text(
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diagnostic: Res<DiagnosticsStore>,
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query: Query<Entity, With<FpsText>>,
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mut writer: TextUiWriter,
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time: Res<Time>,
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config: Res<FpsOverlayConfig>,
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mut time_since_rerender: Local<Duration>,
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) {
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*time_since_rerender += time.delta();
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if *time_since_rerender >= config.refresh_interval {
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*time_since_rerender = Duration::ZERO;
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for entity in &query {
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if let Some(fps) = diagnostic.get(&FrameTimeDiagnosticsPlugin::FPS) {
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if let Some(value) = fps.smoothed() {
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*writer.text(entity, 1) = format!("{value:.2}");
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}
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}
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}
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}
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}
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fn customize_text(
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overlay_config: Res<FpsOverlayConfig>,
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query: Query<Entity, With<FpsText>>,
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mut writer: TextUiWriter,
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) {
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for entity in &query {
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writer.for_each_font(entity, |mut font| {
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*font = overlay_config.text_config.clone();
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});
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writer.for_each_color(entity, |mut color| color.0 = overlay_config.text_color);
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}
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}
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fn toggle_display(
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overlay_config: Res<FpsOverlayConfig>,
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mut query: Query<&mut Visibility, With<FpsText>>,
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) {
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for mut visibility in &mut query {
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visibility.set_if_neq(match overlay_config.enabled {
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true => Visibility::Visible,
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false => Visibility::Hidden,
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});
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}
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}
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