Files
RobustToolbox/Robust.Client/UserInterface/CustomControls/FrameGraph.cs
T
Jan NekvapilandGitHub 5bf4e9ae1a Scale frame debug into control boundaries (#1305)
* Scale frame debug into control boundaries

* Remove unnecessary  cache
2020-10-06 09:47:50 +02:00

96 lines
3.3 KiB
C#

using Robust.Client.Graphics.Drawing;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.Maths;
using Robust.Shared.Timing;
namespace Robust.Client.UserInterface.CustomControls
{
public sealed class FrameGraph : Control
{
private readonly IGameTiming _gameTiming;
/// <summary>
/// How many frames we show at once.
/// </summary>
private const int TrackedFrames = 120;
/// <summary>
/// The width of a single frame on the bar chart, in pixels.
/// </summary>
private const int FrameWidth = 4;
/// <summary>
/// The height of a single frame in pixels to the target <see cref="TargetFrameRate"/> FPS.
/// If the frame takes say 1/30 seconds to complete (30 FPS) it would be twice this value.
/// </summary>
private const int FrameHeight = 60;
/// <summary>
/// The target frame rate at which we are "good".
/// </summary>
private const int TargetFrameRate = 60;
// We keep track of frame times in a ring buffer.
private readonly float[] _frameTimes = new float[TrackedFrames];
// Position of the last frame in the ring buffer.
private int _frameIndex;
public FrameGraph(IGameTiming gameTiming)
{
_gameTiming = gameTiming;
SizeFlagsHorizontal = SizeFlags.None;
}
protected override Vector2 CalculateMinimumSize()
{
return (TrackedFrames * FrameWidth, FrameHeight * 2);
}
protected override void FrameUpdate(FrameEventArgs args)
{
_frameTimes[_frameIndex] = (float)_gameTiming.RealFrameTime.TotalSeconds;
_frameIndex = (_frameIndex + 1) % TrackedFrames;
}
protected internal override void Draw(DrawingHandleScreen handle)
{
base.Draw(handle);
float maxHeight = 0;
for (var i = 0; i < _frameTimes.Length; i++)
{
var currentFrameIndex = MathHelper.Mod(_frameIndex - 1 - i, TrackedFrames);
var frameTime = _frameTimes[currentFrameIndex];
maxHeight = System.Math.Max(maxHeight, FrameHeight * (frameTime * TargetFrameRate));
}
float ratio = maxHeight > PixelHeight ? PixelHeight / maxHeight : 1;
for(int i = 0; i < _frameTimes.Length; i++)
{
var currentFrameIndex = MathHelper.Mod(_frameIndex - 1 - i, TrackedFrames);
var frameTime = _frameTimes[currentFrameIndex];
var frameHeight = FrameHeight * (frameTime * TargetFrameRate);
var x = FrameWidth * UserInterfaceManager.UIScale * (TrackedFrames - 1 - i);
var rect = new UIBox2(x, PixelHeight - (frameHeight * ratio), x + FrameWidth * UserInterfaceManager.UIScale, PixelHeight);
Color color;
if (frameTime > 1f / (TargetFrameRate / 2 - 1))
{
color = Color.Red;
}
else if (frameTime > 1f / (TargetFrameRate - 1))
{
color = Color.Yellow;
}
else
{
color = Color.Lime;
}
handle.DrawRect(rect, color);
}
}
}
}