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Merge branch 'DefaultUser/gametype_votescreen' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / engineinfo.qc
1 #include "engineinfo.qh"
2
3 // Engine info (#13)
4
5 float prevfps;
6 float prevfps_time;
7 int framecounter;
8
9 float frametimeavg;
10 float frametimeavg1; // 1 frame ago
11 float frametimeavg2; // 2 frames ago
12 float autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage;
13 float autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight;
14 float autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold;
15 void HUD_EngineInfo()
16 {
17         if(!autocvar__hud_configure)
18         {
19                 if(!autocvar_hud_panel_engineinfo) return;
20         }
21
22         HUD_Panel_LoadCvars();
23         vector pos, mySize;
24         pos = panel_pos;
25         mySize = panel_size;
26
27         if (autocvar_hud_panel_engineinfo_dynamichud)
28                 HUD_Scale_Enable();
29         else
30                 HUD_Scale_Disable();
31         HUD_Panel_DrawBg();
32         if(panel_bg_padding)
33         {
34                 pos += '1 1 0' * panel_bg_padding;
35                 mySize -= '2 2 0' * panel_bg_padding;
36         }
37
38         float currentTime = gettime(GETTIME_REALTIME);
39         if(autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage)
40         {
41                 float currentframetime = currentTime - prevfps_time;
42                 frametimeavg = (frametimeavg + frametimeavg1 + frametimeavg2 + currentframetime)/4; // average three frametimes into framecounter for slightly more stable fps readings :P
43                 frametimeavg2 = frametimeavg1;
44                 frametimeavg1 = frametimeavg;
45
46                 float weight;
47                 weight = autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight;
48                 if(currentframetime > 0.0001) // filter out insane values which sometimes seem to occur and throw off the average? If you are getting 10,000 fps or more, then you don't need a framerate counter.
49                 {
50                         if(fabs(prevfps - (1/frametimeavg)) > prevfps * autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold) // if there was a big jump in fps, just force prevfps at current (1/currentframetime) to make big updates instant
51                                 prevfps = (1/currentframetime);
52                         prevfps = (1 - weight) * prevfps + weight * (1/frametimeavg); // framecounter just used so there's no need for a new variable, think of it as "frametime average"
53                 }
54                 prevfps_time = currentTime;
55         }
56         else
57         {
58                 framecounter += 1;
59                 if(currentTime - prevfps_time > autocvar_hud_panel_engineinfo_framecounter_time)
60                 {
61                         prevfps = framecounter/(currentTime - prevfps_time);
62                         framecounter = 0;
63                         prevfps_time = currentTime;
64                 }
65         }
66
67         vector color;
68         color = HUD_Get_Num_Color (prevfps, 100);
69         drawstring_aspect(pos, sprintf(_("FPS: %.*f"), autocvar_hud_panel_engineinfo_framecounter_decimals, prevfps), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
70 }