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2dd99ef1fd
While on the surface this looks harmless (ignoring allocations), `Scheduler` doesn't clear cancelled tasks until they reach their execution time. This can cause an increase in time spent processing the scheduler itself. I don't think a per-frame updating component should use scheduled tasks in this way in the first place, so I've just rewritten the logic to avoid that overhead altogether.
280 lines
10 KiB
C#
280 lines
10 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Platform;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Graphics.Sprites;
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using osuTK;
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namespace osu.Game.Graphics.UserInterface
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{
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public class FPSCounter : VisibilityContainer, IHasCustomTooltip
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{
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private OsuSpriteText counterUpdateFrameTime = null!;
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private OsuSpriteText counterDrawFPS = null!;
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private Container mainContent = null!;
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private Container background = null!;
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private Container counters = null!;
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private const double min_time_between_updates = 10;
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private const double spike_time_ms = 20;
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private const float idle_background_alpha = 0.4f;
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private readonly BindableBool showFpsDisplay = new BindableBool(true);
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private double displayedFpsCount;
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private double displayedFrameTime;
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private bool isDisplayed;
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private double aimDrawFPS;
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private double aimUpdateFPS;
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private double lastUpdate;
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private ThrottledFrameClock drawClock = null!;
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private ThrottledFrameClock updateClock = null!;
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private ThrottledFrameClock inputClock = null!;
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/// <summary>
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/// The last time value where the display was required (due to a significant change or hovering).
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/// </summary>
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private double lastDisplayRequiredTime;
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[Resolved]
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private OsuColour colours { get; set; } = null!;
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public FPSCounter()
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{
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AutoSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, GameHost gameHost)
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{
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InternalChildren = new Drawable[]
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{
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mainContent = new Container
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{
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Alpha = 0,
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Height = 26,
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Children = new Drawable[]
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{
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background = new Container
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{
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RelativeSizeAxes = Axes.Both,
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CornerRadius = 5,
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CornerExponent = 5f,
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Masking = true,
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Alpha = idle_background_alpha,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = colours.Gray0,
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RelativeSizeAxes = Axes.Both,
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},
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}
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},
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counters = new Container
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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counterUpdateFrameTime = new OsuSpriteText
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(1),
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Font = OsuFont.Default.With(fixedWidth: true, size: 16, weight: FontWeight.SemiBold),
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Spacing = new Vector2(-1),
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Y = -2,
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},
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counterDrawFPS = new OsuSpriteText
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Margin = new MarginPadding(2),
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Font = OsuFont.Default.With(fixedWidth: true, size: 13, weight: FontWeight.SemiBold),
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Spacing = new Vector2(-2),
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Y = 10,
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}
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}
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},
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}
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},
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};
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config.BindWith(OsuSetting.ShowFpsDisplay, showFpsDisplay);
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drawClock = gameHost.DrawThread.Clock;
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updateClock = gameHost.UpdateThread.Clock;
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inputClock = gameHost.InputThread.Clock;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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requestDisplay();
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showFpsDisplay.BindValueChanged(showFps =>
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{
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State.Value = showFps.NewValue ? Visibility.Visible : Visibility.Hidden;
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if (showFps.NewValue)
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requestDisplay();
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}, true);
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State.BindValueChanged(state => showFpsDisplay.Value = state.NewValue == Visibility.Visible);
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}
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protected override void PopIn() => this.FadeIn(100);
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protected override void PopOut() => this.FadeOut(100);
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protected override bool OnHover(HoverEvent e)
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{
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background.FadeTo(1, 200);
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requestDisplay();
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return base.OnHover(e);
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}
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protected override void OnHoverLost(HoverLostEvent e)
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{
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background.FadeTo(idle_background_alpha, 200);
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requestDisplay();
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base.OnHoverLost(e);
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}
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protected override void Update()
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{
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base.Update();
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mainContent.Width = Math.Max(mainContent.Width, counters.DrawWidth);
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// Handle the case where the window has become inactive or the user changed the
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// frame limiter (we want to show the FPS as it's changing, even if it isn't an outlier).
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bool aimRatesChanged = updateAimFPS();
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bool hasUpdateSpike = displayedFrameTime < spike_time_ms && updateClock.ElapsedFrameTime > spike_time_ms;
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// use elapsed frame time rather then FramesPerSecond to better catch stutter frames.
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bool hasDrawSpike = displayedFpsCount > (1000 / spike_time_ms) && drawClock.ElapsedFrameTime > spike_time_ms;
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// note that we use an elapsed time here of 1 intentionally.
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// this weights all updates equally. if we passed in the elapsed time, longer frames would be weighted incorrectly lower.
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displayedFrameTime = Interpolation.DampContinuously(displayedFrameTime, updateClock.ElapsedFrameTime, hasUpdateSpike ? 0 : 100, 1);
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if (hasDrawSpike)
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// show spike time using raw elapsed value, to account for `FramesPerSecond` being so averaged spike frames don't show.
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displayedFpsCount = 1000 / drawClock.ElapsedFrameTime;
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else
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displayedFpsCount = Interpolation.DampContinuously(displayedFpsCount, drawClock.FramesPerSecond, 100, Time.Elapsed);
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if (Time.Current - lastUpdate > min_time_between_updates)
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{
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updateFpsDisplay();
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updateFrameTimeDisplay();
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lastUpdate = Time.Current;
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}
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bool hasSignificantChanges = aimRatesChanged
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|| hasDrawSpike
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|| hasUpdateSpike
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|| displayedFpsCount < aimDrawFPS * 0.8
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|| 1000 / displayedFrameTime < aimUpdateFPS * 0.8;
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if (hasSignificantChanges)
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requestDisplay();
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else if (isDisplayed && Time.Current - lastDisplayRequiredTime > 2000)
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{
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mainContent.FadeTo(0, 300, Easing.OutQuint);
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isDisplayed = false;
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}
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}
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private void requestDisplay()
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{
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lastDisplayRequiredTime = Time.Current;
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if (!isDisplayed)
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{
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mainContent.FadeTo(1, 300, Easing.OutQuint);
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isDisplayed = true;
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}
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}
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private void updateFpsDisplay()
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{
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counterDrawFPS.Colour = getColour(displayedFpsCount / aimDrawFPS);
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counterDrawFPS.Text = $"{displayedFpsCount:#,0}fps";
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}
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private void updateFrameTimeDisplay()
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{
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counterUpdateFrameTime.Text = displayedFrameTime < 5
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? $"{displayedFrameTime:N1}ms"
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: $"{displayedFrameTime:N0}ms";
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counterUpdateFrameTime.Colour = getColour((1000 / displayedFrameTime) / aimUpdateFPS);
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}
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private bool updateAimFPS()
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{
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if (updateClock.Throttling)
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{
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double newAimDrawFPS = drawClock.MaximumUpdateHz;
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double newAimUpdateFPS = updateClock.MaximumUpdateHz;
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if (aimDrawFPS != newAimDrawFPS || aimUpdateFPS != newAimUpdateFPS)
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{
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aimDrawFPS = newAimDrawFPS;
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aimUpdateFPS = newAimUpdateFPS;
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return true;
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}
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}
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else
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{
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double newAimFPS = inputClock.MaximumUpdateHz;
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if (aimDrawFPS != newAimFPS || aimUpdateFPS != newAimFPS)
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{
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aimUpdateFPS = aimDrawFPS = newAimFPS;
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return true;
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}
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}
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return false;
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}
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private ColourInfo getColour(double performanceRatio)
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{
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if (performanceRatio < 0.5f)
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return Interpolation.ValueAt(performanceRatio, colours.Red, colours.Orange2, 0, 0.5);
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return Interpolation.ValueAt(performanceRatio, colours.Orange2, colours.Lime0, 0.5, 0.9);
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}
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public ITooltip GetCustomTooltip() => new FPSCounterTooltip();
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public object TooltipContent => this;
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}
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}
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