# 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>
		
			
				
	
	
		
			85 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			85 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
//! Showcase how to use and configure FPS overlay.
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use bevy::{
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    dev_tools::fps_overlay::{FpsOverlayConfig, FpsOverlayPlugin},
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    prelude::*,
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    text::FontSmoothing,
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};
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struct OverlayColor;
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impl OverlayColor {
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    const RED: Color = Color::srgb(1.0, 0.0, 0.0);
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    const GREEN: Color = Color::srgb(0.0, 1.0, 0.0);
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}
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fn main() {
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    App::new()
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        .add_plugins((
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            DefaultPlugins,
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            FpsOverlayPlugin {
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                config: FpsOverlayConfig {
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                    text_config: TextFont {
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                        // Here we define size of our overlay
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                        font_size: 42.0,
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                        // If we want, we can use a custom font
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                        font: default(),
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                        // We could also disable font smoothing,
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                        font_smoothing: FontSmoothing::default(),
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                        ..default()
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                    },
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                    // We can also change color of the overlay
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                    text_color: OverlayColor::GREEN,
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                    // We can also set the refresh interval for the FPS counter
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                    refresh_interval: core::time::Duration::from_millis(100),
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                    enabled: true,
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                },
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            },
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        ))
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        .add_systems(Startup, setup)
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        .add_systems(Update, customize_config)
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        .run();
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}
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fn setup(mut commands: Commands) {
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    // We need to spawn a camera (2d or 3d) to see the overlay
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    commands.spawn(Camera2d);
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    // Instruction text
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    commands.spawn((
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        Text::new(concat!(
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            "Press 1 to toggle the overlay color.\n",
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            "Press 2 to decrease the overlay size.\n",
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            "Press 3 to increase the overlay size.\n",
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            "Press 4 to toggle the overlay visibility."
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        )),
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        Node {
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            position_type: PositionType::Absolute,
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            bottom: Val::Px(12.),
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            left: Val::Px(12.),
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            ..default()
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        },
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    ));
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}
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fn customize_config(input: Res<ButtonInput<KeyCode>>, mut overlay: ResMut<FpsOverlayConfig>) {
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    if input.just_pressed(KeyCode::Digit1) {
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        // Changing resource will affect overlay
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        if overlay.text_color == OverlayColor::GREEN {
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            overlay.text_color = OverlayColor::RED;
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        } else {
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            overlay.text_color = OverlayColor::GREEN;
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        }
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    }
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    if input.just_pressed(KeyCode::Digit2) {
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        overlay.text_config.font_size -= 2.0;
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    }
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    if input.just_pressed(KeyCode::Digit3) {
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        overlay.text_config.font_size += 2.0;
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    }
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    if input.just_pressed(KeyCode::Digit4) {
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        overlay.enabled = !overlay.enabled;
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    }
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}
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