// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Cursor; using osu.Framework.Graphics.Shapes; using osu.Framework.Input.Events; using osu.Framework.Platform; using osu.Framework.Threading; using osu.Framework.Utils; using osu.Game.Configuration; using osu.Game.Graphics.Sprites; using osuTK; namespace osu.Game.Graphics.UserInterface { public class FPSCounter : VisibilityContainer, IHasCustomTooltip { private OsuSpriteText counterUpdateFrameTime = null!; private OsuSpriteText counterDrawFPS = null!; private Container mainContent = null!; private Container background = null!; private Container counters = null!; private const float idle_background_alpha = 0.4f; private readonly BindableBool showFpsDisplay = new BindableBool(true); private double displayedFpsCount; private double displayedFrameTime; [Resolved] private OsuColour colours { get; set; } = null!; public FPSCounter() { AutoSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { InternalChildren = new Drawable[] { mainContent = new Container { Alpha = 0, Height = 26, Children = new Drawable[] { background = new Container { RelativeSizeAxes = Axes.Both, CornerRadius = 5, CornerExponent = 5f, Masking = true, Alpha = idle_background_alpha, Children = new Drawable[] { new Box { Colour = colours.Gray0, RelativeSizeAxes = Axes.Both, }, } }, counters = new Container { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, AutoSizeAxes = Axes.Both, Children = new Drawable[] { counterUpdateFrameTime = new OsuSpriteText { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Margin = new MarginPadding(1), Font = OsuFont.Default.With(fixedWidth: true, size: 16, weight: FontWeight.SemiBold), Spacing = new Vector2(-1), Y = -2, }, counterDrawFPS = new OsuSpriteText { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Margin = new MarginPadding(2), Font = OsuFont.Default.With(fixedWidth: true, size: 13, weight: FontWeight.SemiBold), Spacing = new Vector2(-2), Y = 10, } } }, } }, }; config.BindWith(OsuSetting.ShowFpsDisplay, showFpsDisplay); } protected override void LoadComplete() { base.LoadComplete(); displayTemporarily(); showFpsDisplay.BindValueChanged(showFps => { State.Value = showFps.NewValue ? Visibility.Visible : Visibility.Hidden; if (showFps.NewValue) displayTemporarily(); }, true); State.BindValueChanged(state => showFpsDisplay.Value = state.NewValue == Visibility.Visible); } protected override void PopIn() => this.FadeIn(100); protected override void PopOut() => this.FadeOut(100); protected override bool OnHover(HoverEvent e) { background.FadeTo(1, 200); displayTemporarily(); return base.OnHover(e); } protected override void OnHoverLost(HoverLostEvent e) { background.FadeTo(idle_background_alpha, 200); displayTemporarily(); base.OnHoverLost(e); } private bool isDisplayed; private ScheduledDelegate? fadeOutDelegate; private double aimDrawFPS; private double aimUpdateFPS; private void displayTemporarily() { if (!isDisplayed) { mainContent.FadeTo(1, 300, Easing.OutQuint); isDisplayed = true; } fadeOutDelegate?.Cancel(); fadeOutDelegate = null; if (!IsHovered) { fadeOutDelegate = Scheduler.AddDelayed(() => { mainContent.FadeTo(0, 300, Easing.OutQuint); isDisplayed = false; }, 2000); } } [Resolved] private GameHost gameHost { get; set; } = null!; protected override void Update() { base.Update(); mainContent.Width = Math.Max(mainContent.Width, counters.DrawWidth); // 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; double newDrawFrameTime = gameHost.DrawThread.Clock.ElapsedFrameTime; double newDrawFps = gameHost.DrawThread.Clock.FramesPerSecond; const double spike_time_ms = 20; bool hasUpdateSpike = displayedFrameTime < spike_time_ms && newUpdateFrameTime > spike_time_ms; // use elapsed frame time rather then FramesPerSecond to better catch stutter frames. bool hasDrawSpike = displayedFpsCount > (1000 / spike_time_ms) && newDrawFrameTime > spike_time_ms; // note that we use an elapsed time here of 1 intentionally. // this weights all updates equally. if we passed in the elapsed time, longer frames would be weighted incorrectly lower. displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, newUpdateFrameTime, hasUpdateSpike ? 0 : 100, 1); if (hasDrawSpike) // show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show. displayedFpsCount = 1000 / newDrawFrameTime; else displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, newDrawFps, 100, Time.Elapsed); updateFpsDisplay(); updateFrameTimeDisplay(); bool hasSignificantChanges = aimRatesChanged || hasDrawSpike || hasUpdateSpike || displayedFpsCount < aimDrawFPS * 0.8 || 1000 / displayedFrameTime < aimUpdateFPS * 0.8; if (hasSignificantChanges) displayTemporarily(); } private void updateFpsDisplay() { counterDrawFPS.Colour = getColour(displayedFpsCount / aimDrawFPS); counterDrawFPS.Text = $"{displayedFpsCount:#,0}fps"; } private void updateFrameTimeDisplay() { counterUpdateFrameTime.Text = displayedFrameTime < 5 ? $"{displayedFrameTime:N1}ms" : $"{displayedFrameTime:N0}ms"; counterUpdateFrameTime.Colour = getColour((1000 / displayedFrameTime) / aimUpdateFPS); } 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) return Interpolation.ValueAt(performanceRatio, colours.Red, colours.Orange2, 0, 0.5); return Interpolation.ValueAt(performanceRatio, colours.Orange2, colours.Lime0, 0.5, 0.9); } public ITooltip GetCustomTooltip() => new FPSCounterTooltip(); public object TooltipContent => this; } }