bevy/crates/bevy_dev_tools/src/fps_overlay.rs
newclarityex ecccd57417
Generic system config (#17962)
# Objective
Prevents duplicate implementation between IntoSystemConfigs and
IntoSystemSetConfigs using a generic, adds a NodeType trait for more
config flexibility (opening the door to implement
https://github.com/bevyengine/bevy/issues/14195?).

## Solution
Followed writeup by @ItsDoot:
https://hackmd.io/@doot/rJeefFHc1x

Removes IntoSystemConfigs and IntoSystemSetConfigs, instead using
IntoNodeConfigs with generics.

## Testing
Pending

---

## Showcase
N/A

## Migration Guide
SystemSetConfigs -> NodeConfigs<InternedSystemSet>
SystemConfigs -> NodeConfigs<ScheduleSystem>
IntoSystemSetConfigs -> IntoNodeConfigs<InternedSystemSet, M>
IntoSystemConfigs -> IntoNodeConfigs<ScheduleSystem, M>

---------

Co-authored-by: Christian Hughes <9044780+ItsDoot@users.noreply.github.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2025-03-12 00:12:30 +00:00

162 lines
5.1 KiB
Rust

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