Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorJoshua Leung <aligorith@gmail.com>2010-02-12 03:44:26 +0300
committerJoshua Leung <aligorith@gmail.com>2010-02-12 03:44:26 +0300
commitb482b8543eb10102c6c09756e08977a3b69ff633 (patch)
tree4532177f73045cc5cdb3582766d1e121604a53a1 /source/blender/editors/space_view3d
parentf0e873cabe0797c74fba440c8b11b4e2c038f791 (diff)
Bugfix #21051: Restored 'Playback FPS'
This commit restores the 'Playback FPS' option which showed an indicator of the frame rate of animation playback in the 3D-View. The info for this is now stored in a temp struct in scene data, with the status info being updated by the "animation step" operator instead of relying on globals as the old code did. This seems a lot more stable than in 2.49, but the accuracy is still questionable.
Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/space_view3d.c2
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c59
2 files changed, 59 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/space_view3d.c b/source/blender/editors/space_view3d/space_view3d.c
index 97ae94cae26..594eff2c0a0 100644
--- a/source/blender/editors/space_view3d/space_view3d.c
+++ b/source/blender/editors/space_view3d/space_view3d.c
@@ -612,6 +612,8 @@ static void view3d_main_area_listener(ARegion *ar, wmNotifier *wmn)
case NC_SCREEN:
if(wmn->data == ND_GPENCIL)
ED_region_tag_redraw(ar);
+ else if(wmn->data==ND_ANIMPLAY)
+ ED_region_tag_redraw(ar);
break;
}
}
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index 3c5b8c0abc7..855da0eefcf 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -74,6 +74,7 @@
#include "BIF_glutil.h"
#include "WM_api.h"
+#include "WM_types.h"
#include "BLF_api.h"
#include "ED_armature.h"
@@ -82,6 +83,7 @@
#include "ED_mesh.h"
#include "ED_screen.h"
#include "ED_space_api.h"
+#include "ED_screen_types.h"
#include "ED_util.h"
#include "ED_transform.h"
#include "ED_types.h"
@@ -1989,6 +1991,57 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
glPopMatrix();
}
+/* NOTE: the info that this uses is updated in ED_refresh_viewport_fps(),
+ * which currently gets called during SCREEN_OT_animation_step.
+ */
+static void draw_viewport_fps(Scene *scene, ARegion *ar)
+{
+ ScreenFrameRateInfo *fpsi= scene->fps_info;
+ float fps;
+ char printable[16];
+ int i, tot;
+
+ if (!fpsi || !fpsi->lredrawtime || !fpsi->redrawtime)
+ return;
+
+ printable[0] = '\0';
+
+#if 0
+ /* this is too simple, better do an average */
+ fps = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime))
+#else
+ fpsi->redrawtimes_fps[fpsi->redrawtime_index] = (float)(1.0/(fpsi->lredrawtime-fpsi->redrawtime));
+
+ for (i=0, tot=0, fps=0.0f ; i < REDRAW_FRAME_AVERAGE ; i++) {
+ if (fpsi->redrawtimes_fps[i]) {
+ fps += fpsi->redrawtimes_fps[i];
+ tot++;
+ }
+ }
+ if (tot) {
+ fpsi->redrawtime_index = (fpsi->redrawtime_index + 1) % REDRAW_FRAME_AVERAGE;
+
+ //fpsi->redrawtime_index++;
+ //if (fpsi->redrawtime >= REDRAW_FRAME_AVERAGE)
+ // fpsi->redrawtime = 0;
+
+ fps = fps / tot;
+ }
+#endif
+
+ /* is this more then half a frame behind? */
+ if (fps+0.5 < FPS) {
+ UI_ThemeColor(TH_REDALERT);
+ sprintf(printable, "fps: %.2f", (float)fps);
+ }
+ else {
+ UI_ThemeColor(TH_TEXT_HI);
+ sprintf(printable, "fps: %i", (int)(fps+0.5));
+ }
+
+ BLF_draw_default(22, ar->winy-17, 0.0f, printable);
+}
+
void view3d_main_area_draw(const bContext *C, ARegion *ar)
{
Scene *scene= CTX_data_scene(C);
@@ -2176,8 +2229,10 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
else
draw_view_icon(rv3d);
- /* XXX removed viewport fps */
- if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
+ if((U.uiflag & USER_SHOW_FPS) && (CTX_wm_screen(C)->animtimer)) {
+ draw_viewport_fps(scene, ar);
+ }
+ else if(U.uiflag & USER_SHOW_VIEWPORTNAME) {
draw_viewport_name(ar, v3d);
}
if (grid_unit) { /* draw below the viewport name */