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CodenameEngine/source/funkin/backend/system/framerate/FramerateCounter.hx
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Ne_EoandGitHub 9ff4d838df Meow
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2024-07-12 16:24:36 +02:00

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1.6 KiB
Haxe

package funkin.backend.system.framerate;
import haxe.ds.Vector;
import openfl.display.Sprite;
import openfl.text.TextField;
import openfl.text.TextFormat;
inline final FRAME_TIME_HISTORY = 20;
class FramerateCounter extends Sprite {
public var fpsNum:TextField;
public var fpsLabel:TextField;
public var fpsHistoryIndex:Int = 0;
public var fpsHistory:Vector<Float>;
public function new() {
super();
fpsHistory = new Vector(FRAME_TIME_HISTORY);
// Initialize to 60 FPS, so that the initial estimation until we get enough data is always reasonable.
for(i in 0...FRAME_TIME_HISTORY) {
fpsHistory[i] = 1000.0 / 60.0;
}
fpsNum = new TextField();
fpsLabel = new TextField();
for(label in [fpsNum, fpsLabel]) {
label.autoSize = LEFT;
label.x = 0;
label.y = 0;
label.text = "FPS";
label.multiline = label.wordWrap = false;
label.defaultTextFormat = new TextFormat(Framerate.fontName, label == fpsNum ? 18 : 12, -1);
addChild(label);
}
}
public override function __enterFrame(t:Int) {
if (alpha <= 0.05) return;
super.__enterFrame(t);
// todo use gpu time
fpsHistory[fpsHistoryIndex] = FlxG.elapsed * 1000;
fpsHistoryIndex = (fpsHistoryIndex + 1) % FRAME_TIME_HISTORY;
// Calculate average CPU time.
// Code based on Godot's FPS counter.
var cpuTime = 0.0;
for(i in 0...FRAME_TIME_HISTORY) {
cpuTime += fpsHistory[i];
}
cpuTime /= FRAME_TIME_HISTORY;
cpuTime = Math.max(0.01, cpuTime); // Prevent unrealistically low values.
fpsNum.text = Std.string(Math.floor(1000.0 / cpuTime));
fpsLabel.x = fpsNum.x + fpsNum.width;
fpsLabel.y = (fpsNum.y + fpsNum.height) - fpsLabel.height;
}
}