bevy/examples/stress_tests/many_buttons.rs
Rob Parrett cbadc31d19
Use a consistent scale factor and resolution in stress tests (#10474)
# Objective

Related to #10472.

Not having a hardcoded scale factor makes comparing results from these
stress tests difficult.

Contributors using high dpi screens may be rendering 4x as many pixels
as others (or more). Stress tests may have different behavior when moved
from one monitor in a dual setup to another. At very high resolutions,
different parts of the engine / hardware are being stressed.

1080p is also a far more common resolution for gaming.

## Solution

Use a consistent 1080p with `scale_factor_override: 1.0` everywhere.

In #9903, this sort of change was added specifically to `bevymark` and
`many_cubes` but it makes sense to do it everywhere.

## Discussion

- Maybe we should have a command line option, environment variable, or
`CI_TESTING_CONFIG` option for 1080p / 1440p / 4k.

- Will these look odd (small text?) when screenshotted and shown in the
example showcase? The aspect ratio is the same, but they will be
downscaled from 1080p instead of ~720p.

- Maybe there are other window properties that should be consistent
across stress tests. e.g. `resizable: false`.

- Should we add a `stress_test_window(title)` helper or something?

- Bevymark (pre-10472) was intentionally 800x600 to match "bunnymark", I
believe. I don't personally think this is very important.
2023-11-09 22:05:32 +00:00

259 lines
7.8 KiB
Rust

/// General UI benchmark that stress tests layouting, text, interaction and rendering
use argh::FromArgs;
use bevy::{
diagnostic::{FrameTimeDiagnosticsPlugin, LogDiagnosticsPlugin},
prelude::*,
window::{PresentMode, WindowPlugin, WindowResolution},
};
const FONT_SIZE: f32 = 7.0;
#[derive(FromArgs, Resource)]
/// `many_buttons` general UI benchmark that stress tests layouting, text, interaction and rendering
struct Args {
/// whether to add text to each button
#[argh(switch)]
no_text: bool,
/// whether to add borders to each button
#[argh(switch)]
no_borders: bool,
/// whether to perform a full relayout each frame
#[argh(switch)]
relayout: bool,
/// whether to recompute all text each frame
#[argh(switch)]
recompute_text: bool,
/// how many buttons per row and column of the grid.
#[argh(option, default = "110")]
buttons: usize,
/// give every nth button an image
#[argh(option, default = "4")]
image_freq: usize,
/// use the grid layout model
#[argh(switch)]
grid: bool,
}
/// This example shows what happens when there is a lot of buttons on screen.
fn main() {
let args: Args = argh::from_env();
let mut app = App::new();
app.add_plugins((
DefaultPlugins.set(WindowPlugin {
primary_window: Some(Window {
present_mode: PresentMode::AutoNoVsync,
resolution: WindowResolution::new(1920.0, 1080.0).with_scale_factor_override(1.0),
..default()
}),
..default()
}),
FrameTimeDiagnosticsPlugin,
LogDiagnosticsPlugin::default(),
))
.add_systems(Update, button_system);
if args.grid {
app.add_systems(Startup, setup_grid);
} else {
app.add_systems(Startup, setup_flex);
}
if args.relayout {
app.add_systems(Update, |mut style_query: Query<&mut Style>| {
style_query.for_each_mut(|mut style| style.set_changed());
});
}
if args.recompute_text {
app.add_systems(Update, |mut text_query: Query<&mut Text>| {
text_query.for_each_mut(|mut text| text.set_changed());
});
}
app.insert_resource(args).run();
}
#[derive(Component)]
struct IdleColor(BackgroundColor);
fn button_system(
mut interaction_query: Query<
(&Interaction, &mut BackgroundColor, &IdleColor),
Changed<Interaction>,
>,
) {
for (interaction, mut button_color, IdleColor(idle_color)) in interaction_query.iter_mut() {
*button_color = match interaction {
Interaction::Hovered => Color::ORANGE_RED.into(),
_ => *idle_color,
};
}
}
fn setup_flex(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
warn!(include_str!("warning_string.txt"));
let image = if 0 < args.image_freq {
Some(asset_server.load("branding/icon.png"))
} else {
None
};
let buttons_f = args.buttons as f32;
let border = if args.no_borders {
UiRect::ZERO
} else {
UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
};
let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
width: Val::Percent(100.),
height: Val::Percent(100.),
..default()
},
..default()
})
.with_children(|commands| {
for column in 0..args.buttons {
commands
.spawn(NodeBundle::default())
.with_children(|commands| {
for row in 0..args.buttons {
let color = as_rainbow(row % column.max(1)).into();
let border_color = Color::WHITE.with_a(0.5).into();
spawn_button(
commands,
color,
buttons_f,
column,
row,
!args.no_text,
border,
border_color,
image
.as_ref()
.filter(|_| (column + row) % args.image_freq == 0)
.cloned(),
);
}
});
}
});
}
fn setup_grid(mut commands: Commands, asset_server: Res<AssetServer>, args: Res<Args>) {
warn!(include_str!("warning_string.txt"));
let image = if 0 < args.image_freq {
Some(asset_server.load("branding/icon.png"))
} else {
None
};
let buttons_f = args.buttons as f32;
let border = if args.no_borders {
UiRect::ZERO
} else {
UiRect::all(Val::VMin(0.05 * 90. / buttons_f))
};
let as_rainbow = |i: usize| Color::hsl((i as f32 / buttons_f) * 360.0, 0.9, 0.8);
commands.spawn(Camera2dBundle::default());
commands
.spawn(NodeBundle {
style: Style {
display: Display::Grid,
width: Val::Percent(100.),
height: Val::Percent(100.0),
grid_template_columns: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
grid_template_rows: RepeatedGridTrack::flex(args.buttons as u16, 1.0),
..default()
},
..default()
})
.with_children(|commands| {
for column in 0..args.buttons {
for row in 0..args.buttons {
let color = as_rainbow(row % column.max(1)).into();
let border_color = Color::WHITE.with_a(0.5).into();
spawn_button(
commands,
color,
buttons_f,
column,
row,
!args.no_text,
border,
border_color,
image
.as_ref()
.filter(|_| (column + row) % args.image_freq == 0)
.cloned(),
);
}
}
});
}
#[allow(clippy::too_many_arguments)]
fn spawn_button(
commands: &mut ChildBuilder,
background_color: BackgroundColor,
buttons: f32,
column: usize,
row: usize,
spawn_text: bool,
border: UiRect,
border_color: BorderColor,
image: Option<Handle<Image>>,
) {
let width = Val::Vw(90.0 / buttons);
let height = Val::Vh(90.0 / buttons);
let margin = UiRect::axes(width * 0.05, height * 0.05);
let mut builder = commands.spawn((
ButtonBundle {
style: Style {
width,
height,
margin,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
border,
..default()
},
background_color,
border_color,
..default()
},
IdleColor(background_color),
));
if let Some(image) = image {
builder.insert(UiImage::new(image));
}
if spawn_text {
builder.with_children(|parent| {
parent.spawn(TextBundle::from_section(
format!("{column}, {row}"),
TextStyle {
font_size: FONT_SIZE,
color: Color::rgb(0.2, 0.2, 0.2),
..default()
},
));
});
}
}