bevy/crates/bevy_dev_tools/src/fps_overlay.rs

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//! 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,
query::With,
schedule::{common_conditions::resource_changed, IntoSystemConfigs},
system::{Commands, Query, Res, Resource},
};
use bevy_hierarchy::{BuildChildren, ChildBuild};
use bevy_render::view::Visibility;
use bevy_text::{Font, Text, TextSection, TextStyle};
use bevy_ui::{
node_bundles::{NodeBundle, TextBundle},
PositionType, Style, ZIndex,
};
use bevy_utils::default;
/// Global [`ZIndex`] 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);
}
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: TextStyle,
/// Displays the FPS overlay if true.
pub enabled: bool,
}
impl Default for FpsOverlayConfig {
fn default() -> Self {
FpsOverlayConfig {
text_config: TextStyle {
font: Handle::<Font>::default(),
font_size: 32.0,
color: Color::WHITE,
},
enabled: true,
}
}
}
#[derive(Component)]
struct FpsText;
fn setup(mut commands: Commands, overlay_config: Res<FpsOverlayConfig>) {
commands
.spawn(NodeBundle {
style: Style {
// We need to make sure the overlay doesn't affect the position of other UI nodes
position_type: PositionType::Absolute,
..default()
},
// Render overlay on top of everything
z_index: ZIndex::Global(FPS_OVERLAY_ZINDEX),
..default()
})
.with_children(|c| {
c.spawn((
TextBundle::from_sections([
TextSection::new("FPS: ", overlay_config.text_config.clone()),
TextSection::from_style(overlay_config.text_config.clone()),
]),
FpsText,
));
});
}
fn update_text(diagnostic: Res<DiagnosticsStore>, mut query: Query<&mut Text, With<FpsText>>) {
for mut text in &mut query {
if let Some(fps) = diagnostic.get(&FrameTimeDiagnosticsPlugin::FPS) {
if let Some(value) = fps.smoothed() {
text.sections[1].value = format!("{value:.2}");
}
}
}
}
fn customize_text(
overlay_config: Res<FpsOverlayConfig>,
mut query: Query<&mut Text, With<FpsText>>,
) {
for mut text in &mut query {
for section in text.sections.iter_mut() {
section.style = overlay_config.text_config.clone();
}
}
}
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,
});
}
}