 f0047899d7
			
		
	
	
		f0047899d7
		
			
		
	
	
	
	
		
			
			# Objective I have an application where I'd like to measure average frame rate over the entire life of the application, and it would be handy if I could just configure this on the existing `FrameTimeDiagnosticsPlugin`. Probably fixes #10948? ## Solution Add `max_history_length` to `FrameTimeDiagnosticsPlugin`, and because `smoothing_factor` seems to be based on history length, add that too. ## Discussion I'm not totally sure that `DEFAULT_MAX_HISTORY_LENGTH` is a great default for `FrameTimeDiagnosticsPlugin` (or any diagnostic?). That's 1/3 of a second at typical game frame rates. Moreover, the default print interval for `LogDiagnosticsPlugin` is 1 second. So when the two are combined, you are printing the average over the last third of the duration between now and the previous print, which seems a bit wonky. (related: #11429) I'm pretty sure this default value discussed and the current value wasn't totally arbitrary though. Maybe it would be nice for `Diagnostic` to have a `with_max_history_length_and_also_calculate_a_good_default_smoothing_factor` method? And then make an explicit smoothing factor in `FrameTimeDiagnosticsPlugin` optional? Or add a `new(max_history_length: usize)` method to `FrameTimeDiagnosticsPlugin` that sets a reasonable default `smoothing_factor`? edit: This one seems like a no-brainer, doing it. ## Alternatives It's really easy to roll your own `FrameTimeDiagnosticsPlugin`, but that might not be super interoperable with, for example, third party FPS overlays. Still, might be the right call. ## Testing `cargo run --example many_sprites` (modified to use a custom `max_history_length`) ## Migration Guide `FrameTimeDiagnosticsPlugin` now contains two fields. Use `FrameTimeDiagnosticsPlugin::default()` to match Bevy's previous behavior or, for example, `FrameTimeDiagnosticsPlugin::new(60)` to configure it.
		
			
				
	
	
		
			147 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			147 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Module containing logic for FPS overlay.
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| 
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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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|     query::With,
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|     schedule::{common_conditions::resource_changed, IntoSystemConfigs},
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|     system::{Commands, Query, Res, Resource},
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| };
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| use bevy_hierarchy::{BuildChildren, ChildBuild};
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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_ui::{
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|     widget::{Text, TextUiWriter},
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|     GlobalZIndex, Node, PositionType,
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| };
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| 
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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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| 
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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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| 
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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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| 
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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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| }
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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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|         }
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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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| 
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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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| 
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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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| ) {
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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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| 
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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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