P20.1: FPS counter — env-gated dev overlay (M3TE_FPS), off by default
Add a small top-left FPS readout for gauging frame cost while tuning the organic animations. Gated behind the M3TE_FPS startup env pin (read like the other M3TE_* hooks); unset/=0 renders nothing, so default play and every committed golden stay byte-identical. - main.sx: g_fps_on (from M3TE_FPS) + g_fps_avg_dt, an EMA of delta_time (FPS_DT_SMOOTH=0.9) advanced only on the gated path; build_ui passes the smoothed FPS + flag into BoardView. delta_time is real wall-clock even when M3TE_ANIM_TIME pins the scene, so the counter stays live while frozen. - board_view.sx: BoardView.fps_on/fps fields + render_fps_overlay — "FPS n" in the top-left safe-area corner (clear of notch/Dynamic Island + the HUD), dark grape text over a bright halo. Drawn last, only when fps_on. - README.md: document M3TE_FPS (sim SIMCTL_CHILD_ + device devicectl env). - goldens/p20_fps.png: FPS overlay over the resting board (M3TE_FPS=1, M3TE_ANIM_TIME=0); FPS digits are dynamic, rest pinned == p6_idle_t0 region. Verified: ios-sim build + 22 logic tests green. Unset capture's board+HUD region is byte-identical to goldens/p6_idle_t0.png; the only ON-vs-OFF delta is the top-left FPS text box.
This commit is contained in:
32
README.md
32
README.md
@@ -344,6 +344,36 @@ env SIMCTL_CHILD_M3TE_FX=11 SIMCTL_CHILD_M3TE_ANIM_TIME=3.0 \
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The change is render-only — no `board.sx` model change, and normal play is
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byte-identical apart from the fall's per-column timing.
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### FPS counter — dev overlay (P20.1)
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A small FPS readout for gauging frame cost while tuning the animations. It is a
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**dev overlay, OFF by default**: only the `M3TE_FPS` env pin turns it on, so default
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play and every committed golden stay byte-identical (with `M3TE_FPS` unset the
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rendered scene is unchanged — `goldens/p6_idle_t0.png` reproduces exactly).
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- `M3TE_FPS=<non-zero>` renders the FPS counter in the **top-left corner** (inside
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the safe area, clear of the centered notch / Dynamic Island and the centered HUD).
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The rate is computed from the per-frame `delta_time` as an exponential moving
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average (`FPS_DT_SMOOTH = 0.9`) so the digits don't jitter. Read once at startup
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like every other `M3TE_*` pin; `=0` or unset leaves it off. Purely a render
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overlay — no board / score / move / animation state changes, and it never gates
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input. `delta_time` is real wall-clock even when `M3TE_ANIM_TIME` pins the
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animation, so the counter stays live while the rest of the scene is frozen.
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```bash
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# FPS counter over the resting board: goldens/p20_fps.png
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# (the FPS digits are DYNAMIC — only the FPS text varies run-to-run; the rest of the
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# scene is pinned at M3TE_ANIM_TIME=0, byte-identical to goldens/p6_idle_t0.png)
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env SIMCTL_CHILD_M3TE_FPS=1 SIMCTL_CHILD_M3TE_ANIM_TIME=0 \
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xcrun simctl launch --terminate-running-process booted co.swipelab.m3te
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# On device, pass the same flag through devicectl's environment instead:
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# xcrun devicectl device process launch --environment M3TE_FPS=1 ... co.swipelab.m3te
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```
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`goldens/p20_fps.png` is the only golden that captures this overlay; because the FPS
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digits are dynamic, compare the FPS text's PRESENCE in the top-left corner, not its
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exact value. Every other golden is captured with `M3TE_FPS` unset and is unaffected.
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## Audio bank (P10) — final model
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The SFX bank (`audio.sx`) is a purely additive layer over iOS **System Sound
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@@ -470,5 +500,5 @@ sips -z 128 768 --setProperty format png <generated>.png --out assets/gems/gems.
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After any art change, re-capture the affected goldens with the deterministic hooks
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above (`M3TE_ANIM_TIME` / `M3TE_SELECT` / `M3TE_FX` / `M3TE_BADSWAP` / `M3TE_TARGET` /
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`M3TE_MOVE_LIMIT` / `M3TE_RESTART`) and state per golden whether it was refreshed,
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`M3TE_MOVE_LIMIT` / `M3TE_RESTART` / `M3TE_FPS`) and state per golden whether it was refreshed,
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left unchanged, or removed.
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@@ -60,6 +60,15 @@ HUD_PANEL :: Color.{ r = 92, g = 46, b = 150, a = 224 }; // bright grape ca
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HUD_PANEL_HI :: Color.{ r = 196, g = 138, b = 240, a = 92 }; // glossy top sheen
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HUD_PANEL_RIM:: Color.{ r = 236, g = 204, b = 255, a = 150 }; // bright candy rim
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// FPS dev overlay (P20.1): a small corner readout, OFF unless M3TE_FPS pins it on
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// (so default play + every golden are unchanged). Pinned to the top-left of the
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// safe area — clear of the centered notch / Dynamic Island and the centered HUD.
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// Dark grape text over a bright halo keeps it legible on the light lavender art.
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FPS_FONT :f32: 22.0;
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FPS_PAD :f32: 8.0;
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FPS_TEXT :: Color.{ r = 40, g = 16, b = 64, a = 235 }; // dark grape, readable on lavender
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FPS_TEXT_SH:: Color.{ r = 255, g = 255, b = 255, a = 170 }; // bright halo for contrast
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// Win/lose banner (P12.2): a warm dim over the board, a glossy candy panel, the
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// win/lose headline, and a playful restart button. Built from text + rects only —
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// the engine's image path can't tint/fade at draw time (issue 0002), but rects and
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@@ -229,6 +238,11 @@ BoardView :: struct {
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// Seed for `restart`: the same fixed seed main seeded the board with, so the
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// restart button reproduces the identical starting level.
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seed: s64;
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// FPS dev overlay (P20.1). `fps_on` gates the corner readout (off by default,
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// set only by the M3TE_FPS env pin); `fps` is the smoothed reciprocal frame
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// rate computed in the frame loop. Purely a render overlay.
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fps_on: bool;
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fps: f32;
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// Where the grid sits + the touch↔cell mapping. Recomputed each render /
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// event from the current frame so the hit-test matches what was drawn.
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@@ -601,6 +615,21 @@ BoardView :: struct {
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ctx.add_text(bfr, btxt, bfont, BANNER_BTN_TEXT);
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}
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// FPS dev overlay (P20.1): a small "FPS n" readout pinned to the top-left of
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// the safe area, on top of everything. Drawn only when fps_on (the M3TE_FPS
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// pin) is set, so the unset render path is byte-identical. A bright halo under
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// the dark text keeps the digits legible over the light background art.
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render_fps_overlay :: (self: *BoardView, ctx: *RenderContext, frame: Frame) {
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n := cast(s64) (self.fps + 0.5);
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txt := format("FPS {}", n);
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sz := measure_text(txt, FPS_FONT);
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x := frame.origin.x + self.safe.left + FPS_PAD;
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y := frame.origin.y + self.safe.top + FPS_PAD;
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f := Frame.make(x, y, sz.width, sz.height);
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ctx.add_text(Frame.make(f.origin.x + 1.0, f.origin.y + 1.5, f.size.width, f.size.height), txt, FPS_FONT, FPS_TEXT_SH);
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ctx.add_text(f, txt, FPS_FONT, FPS_TEXT);
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}
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// Restart action behind the banner's button: reseed the SAME starting level
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// through the model (board.restart) and drop every transient view layer
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// (selection, in-flight drag, move animation, FX, and the per-gem landing
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@@ -694,6 +723,12 @@ impl View for BoardView {
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if self.banner_up() {
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self.render_banner(ctx, level_status(self.board));
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}
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// 7. FPS dev overlay (P20.1), on top of everything. Off by default; only
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// renders when M3TE_FPS pinned it on, so the unset path is unchanged.
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if self.fps_on {
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self.render_fps_overlay(ctx, frame);
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}
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}
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// Touch input. A press records the drag start; the release resolves the
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BIN
goldens/p20_fps.png
Normal file
BIN
goldens/p20_fps.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 3.2 MiB |
28
main.sx
28
main.sx
@@ -45,6 +45,15 @@ g_viewport_w : f32 = 800.0;
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g_viewport_h : f32 = 600.0;
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g_safe_insets : EdgeInsets = .{};
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// FPS dev overlay (P20.1). OFF unless the M3TE_FPS env pin is set, so default
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// play and every committed golden stay byte-identical. `g_fps_avg_dt` is an
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// exponential moving average of the per-frame delta, smoothed so the readout
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// doesn't jitter wildly; the displayed FPS is its reciprocal. Both are only
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// touched on the gated path, so the unset path is unchanged.
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FPS_DT_SMOOTH :f32: 0.9; // weight on the running average vs. this frame's delta
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g_fps_on : bool = false;
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g_fps_avg_dt : f32 = 0.016;
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// iOS-only concrete handles kept alongside the boxed `g_plat` so the frame loop
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// can reach the CAMetalLayer pointer / pixel dims without going through the
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// protocol box.
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@@ -96,7 +105,8 @@ g_banner_prev_up : bool = false;
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// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
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// insets so the grid stays inside the notch / home-indicator region.
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build_ui :: () -> View {
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BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, anim = g_anim, fx = g_fx, fxassets = g_fxassets, motion = g_motion, safe = g_safe_insets, seed = BOARD_SEED }
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fps : f32 = if g_fps_avg_dt > 0.0 then 1.0 / g_fps_avg_dt else 0.0;
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BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, anim = g_anim, fx = g_fx, fxassets = g_fxassets, motion = g_motion, safe = g_safe_insets, seed = BOARD_SEED, fps_on = g_fps_on, fps = fps }
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}
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// Deterministic capture (P6.3). The idle loop is always-on, so a live screenshot
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@@ -200,6 +210,14 @@ frame :: () {
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g_viewport_h = fc.viewport_h;
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g_safe_insets = g_plat.safe_insets();
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// FPS dev overlay (P20.1): advance the smoothed frame-time average ONLY when
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// the env pin enabled it, so an unset run never touches this and renders
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// byte-identically. delta_time is real wall-clock even when M3TE_ANIM_TIME
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// pins the animation clock, so the readout is live while the scene is frozen.
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if g_fps_on and g_delta_time > 0.0 {
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g_fps_avg_dt = g_fps_avg_dt * FPS_DT_SMOOTH + g_delta_time * (1.0 - FPS_DT_SMOOTH);
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}
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if fc.viewport_w != g_pipeline.screen_width or fc.viewport_h != g_pipeline.screen_height {
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g_pipeline.resize(fc.viewport_w, fc.viewport_h);
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}
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@@ -380,6 +398,14 @@ main :: () -> void {
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}
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}
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// FPS dev-overlay hook (P20.1): a non-zero M3TE_FPS turns on the corner FPS
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// readout. Default (unset / =0) leaves it off, so normal play and every
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// committed golden stay byte-identical. Purely a render overlay — no board /
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// score / move / animation state changes and it never gates input.
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if fp := read_env("M3TE_FPS") {
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if parse_s64(fp) != 0 { g_fps_on = true; }
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}
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// Match-FX capture hook (P11.1). The bursts/popups spawn off a committed move,
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// which the sim can't script (no public touch injection), so M3TE_FX forces a
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// representative match at startup the same way a swipe would: it commits the
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