mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 11:37:28 +08:00
Always show counter temporarily when aim FPS changes
This commit is contained in:
parent
705ff06ea5
commit
311a0a3de0
@ -127,6 +127,9 @@ namespace osu.Game.Graphics.UserInterface
|
||||
|
||||
private ScheduledDelegate? fadeOutDelegate;
|
||||
|
||||
private double aimDrawFPS;
|
||||
private double aimUpdateFPS;
|
||||
|
||||
private void displayTemporarily()
|
||||
{
|
||||
if (!isDisplayed)
|
||||
@ -155,13 +158,9 @@ namespace osu.Game.Graphics.UserInterface
|
||||
{
|
||||
base.Update();
|
||||
|
||||
double aimDrawFPS = gameHost.DrawThread.Clock.MaximumUpdateHz;
|
||||
double aimUpdateFPS = gameHost.UpdateThread.Clock.MaximumUpdateHz;
|
||||
|
||||
if (!gameHost.UpdateThread.Clock.Throttling)
|
||||
{
|
||||
aimUpdateFPS = aimDrawFPS = gameHost.InputThread.Clock.MaximumUpdateHz;
|
||||
}
|
||||
// Handle the case where the window has become inactive or the user changed the
|
||||
// frame limiter (we want to show the FPS as it's changing, even if it isn't an outlier).
|
||||
bool aimRatesChanged = updateAimFPS();
|
||||
|
||||
// TODO: this is wrong (elapsed clock time, not actual run time).
|
||||
double newUpdateFrameTime = gameHost.UpdateThread.Clock.ElapsedFrameTime;
|
||||
@ -189,7 +188,8 @@ namespace osu.Game.Graphics.UserInterface
|
||||
double displayedUpdateFPS = 1000 / counterUpdateFrameTime.DisplayedCount;
|
||||
counterUpdateFrameTime.Colour = getColour(displayedUpdateFPS / aimUpdateFPS);
|
||||
|
||||
bool hasSignificantChanges = hasDrawSpike
|
||||
bool hasSignificantChanges = aimRatesChanged
|
||||
|| hasDrawSpike
|
||||
|| hasUpdateSpike
|
||||
|| counterDrawFPS.DisplayedCount < aimDrawFPS * 0.8
|
||||
|| displayedUpdateFPS < aimUpdateFPS * 0.8;
|
||||
@ -198,6 +198,34 @@ namespace osu.Game.Graphics.UserInterface
|
||||
displayTemporarily();
|
||||
}
|
||||
|
||||
private bool updateAimFPS()
|
||||
{
|
||||
if (gameHost.UpdateThread.Clock.Throttling)
|
||||
{
|
||||
double newAimDrawFPS = gameHost.DrawThread.Clock.MaximumUpdateHz;
|
||||
double newAimUpdateFPS = gameHost.UpdateThread.Clock.MaximumUpdateHz;
|
||||
|
||||
if (aimDrawFPS != newAimDrawFPS || aimUpdateFPS != newAimUpdateFPS)
|
||||
{
|
||||
aimDrawFPS = newAimDrawFPS;
|
||||
aimUpdateFPS = newAimUpdateFPS;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
double newAimFPS = gameHost.InputThread.Clock.MaximumUpdateHz;
|
||||
|
||||
if (aimDrawFPS != newAimFPS || aimUpdateFPS != newAimFPS)
|
||||
{
|
||||
aimUpdateFPS = aimDrawFPS = newAimFPS;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private ColourInfo getColour(double performanceRatio)
|
||||
{
|
||||
if (performanceRatio < 0.5f)
|
||||
|
Loading…
Reference in New Issue
Block a user