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Merge branch 'master' into Mario/hagar_notfixed
[xonotic/xonotic-data.pk3dir.git] / qcsrc / client / hud / panel / engineinfo.qc
1 #include "engineinfo.qh"
2 // Engine info panel (#13)
3
4 float prevfps;
5 float prevfps_time;
6 int framecounter;
7
8 float frametimeavg;
9 float frametimeavg1; // 1 frame ago
10 float frametimeavg2; // 2 frames ago
11 float autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage;
12 float autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight;
13 float autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_instantupdate_change_threshold;
14 void HUD_EngineInfo()
15 {
16         if(!autocvar__hud_configure)
17         {
18                 if(!autocvar_hud_panel_engineinfo) return;
19         }
20
21         HUD_Panel_UpdateCvars();
22         vector pos, mySize;
23         pos = panel_pos;
24         mySize = panel_size;
25
26         HUD_Panel_DrawBg(1);
27         if(panel_bg_padding)
28         {
29                 pos += '1 1 0' * panel_bg_padding;
30                 mySize -= '2 2 0' * panel_bg_padding;
31         }
32
33         float currentTime = gettime(GETTIME_REALTIME);
34         if(autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage)
35         {
36                 float currentframetime = currentTime - prevfps_time;
37                 frametimeavg = (frametimeavg + frametimeavg1 + frametimeavg2 + currentframetime)/4; // average three frametimes into framecounter for slightly more stable fps readings :P
38                 frametimeavg2 = frametimeavg1;
39                 frametimeavg1 = frametimeavg;
40
41                 float weight;
42                 weight = autocvar_hud_panel_engineinfo_framecounter_exponentialmovingaverage_new_weight;
43                 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.
44                 {
45                         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
46                                 prevfps = (1/currentframetime);
47                         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"
48                 }
49                 prevfps_time = currentTime;
50         }
51         else
52         {
53                 framecounter += 1;
54                 if(currentTime - prevfps_time > autocvar_hud_panel_engineinfo_framecounter_time)
55                 {
56                         prevfps = framecounter/(currentTime - prevfps_time);
57                         framecounter = 0;
58                         prevfps_time = currentTime;
59                 }
60         }
61
62         vector color;
63         color = HUD_Get_Num_Color (prevfps, 100);
64         drawstring_aspect(pos, sprintf(_("FPS: %.*f"), autocvar_hud_panel_engineinfo_framecounter_decimals, prevfps), mySize, color, panel_fg_alpha, DRAWFLAG_NORMAL);
65 }