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