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:
swipelab
2026-06-06 11:46:51 +03:00
parent d0c90a6833
commit ff88e4ab87
4 changed files with 93 additions and 2 deletions

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@@ -344,6 +344,36 @@ env SIMCTL_CHILD_M3TE_FX=11 SIMCTL_CHILD_M3TE_ANIM_TIME=3.0 \
The change is render-only — no `board.sx` model change, and normal play is
byte-identical apart from the fall's per-column timing.
### FPS counter — dev overlay (P20.1)
A small FPS readout for gauging frame cost while tuning the animations. It is a
**dev overlay, OFF by default**: only the `M3TE_FPS` env pin turns it on, so default
play and every committed golden stay byte-identical (with `M3TE_FPS` unset the
rendered scene is unchanged — `goldens/p6_idle_t0.png` reproduces exactly).
- `M3TE_FPS=<non-zero>` renders the FPS counter in the **top-left corner** (inside
the safe area, clear of the centered notch / Dynamic Island and the centered HUD).
The rate is computed from the per-frame `delta_time` as an exponential moving
average (`FPS_DT_SMOOTH = 0.9`) so the digits don't jitter. Read once at startup
like every other `M3TE_*` pin; `=0` or unset leaves it off. Purely a render
overlay — no board / score / move / animation state changes, and it never gates
input. `delta_time` is real wall-clock even when `M3TE_ANIM_TIME` pins the
animation, so the counter stays live while the rest of the scene is frozen.
```bash
# FPS counter over the resting board: goldens/p20_fps.png
# (the FPS digits are DYNAMIC — only the FPS text varies run-to-run; the rest of the
# scene is pinned at M3TE_ANIM_TIME=0, byte-identical to goldens/p6_idle_t0.png)
env SIMCTL_CHILD_M3TE_FPS=1 SIMCTL_CHILD_M3TE_ANIM_TIME=0 \
xcrun simctl launch --terminate-running-process booted co.swipelab.m3te
# On device, pass the same flag through devicectl's environment instead:
# xcrun devicectl device process launch --environment M3TE_FPS=1 ... co.swipelab.m3te
```
`goldens/p20_fps.png` is the only golden that captures this overlay; because the FPS
digits are dynamic, compare the FPS text's PRESENCE in the top-left corner, not its
exact value. Every other golden is captured with `M3TE_FPS` unset and is unaffected.
## Audio bank (P10) — final model
The SFX bank (`audio.sx`) is a purely additive layer over iOS **System Sound
@@ -470,5 +500,5 @@ sips -z 128 768 --setProperty format png <generated>.png --out assets/gems/gems.
After any art change, re-capture the affected goldens with the deterministic hooks
above (`M3TE_ANIM_TIME` / `M3TE_SELECT` / `M3TE_FX` / `M3TE_BADSWAP` / `M3TE_TARGET` /
`M3TE_MOVE_LIMIT` / `M3TE_RESTART`) and state per golden whether it was refreshed,
`M3TE_MOVE_LIMIT` / `M3TE_RESTART` / `M3TE_FPS`) and state per golden whether it was refreshed,
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
HUD_PANEL_HI :: Color.{ r = 196, g = 138, b = 240, a = 92 }; // glossy top sheen
HUD_PANEL_RIM:: Color.{ r = 236, g = 204, b = 255, a = 150 }; // bright candy rim
// FPS dev overlay (P20.1): a small corner readout, OFF unless M3TE_FPS pins it on
// (so default play + every golden are unchanged). Pinned to the top-left of the
// safe area — clear of the centered notch / Dynamic Island and the centered HUD.
// Dark grape text over a bright halo keeps it legible on the light lavender art.
FPS_FONT :f32: 22.0;
FPS_PAD :f32: 8.0;
FPS_TEXT :: Color.{ r = 40, g = 16, b = 64, a = 235 }; // dark grape, readable on lavender
FPS_TEXT_SH:: Color.{ r = 255, g = 255, b = 255, a = 170 }; // bright halo for contrast
// Win/lose banner (P12.2): a warm dim over the board, a glossy candy panel, the
// win/lose headline, and a playful restart button. Built from text + rects only —
// the engine's image path can't tint/fade at draw time (issue 0002), but rects and
@@ -229,6 +238,11 @@ BoardView :: struct {
// Seed for `restart`: the same fixed seed main seeded the board with, so the
// restart button reproduces the identical starting level.
seed: s64;
// FPS dev overlay (P20.1). `fps_on` gates the corner readout (off by default,
// set only by the M3TE_FPS env pin); `fps` is the smoothed reciprocal frame
// rate computed in the frame loop. Purely a render overlay.
fps_on: bool;
fps: f32;
// Where the grid sits + the touch↔cell mapping. Recomputed each render /
// event from the current frame so the hit-test matches what was drawn.
@@ -601,6 +615,21 @@ BoardView :: struct {
ctx.add_text(bfr, btxt, bfont, BANNER_BTN_TEXT);
}
// FPS dev overlay (P20.1): a small "FPS n" readout pinned to the top-left of
// the safe area, on top of everything. Drawn only when fps_on (the M3TE_FPS
// pin) is set, so the unset render path is byte-identical. A bright halo under
// the dark text keeps the digits legible over the light background art.
render_fps_overlay :: (self: *BoardView, ctx: *RenderContext, frame: Frame) {
n := cast(s64) (self.fps + 0.5);
txt := format("FPS {}", n);
sz := measure_text(txt, FPS_FONT);
x := frame.origin.x + self.safe.left + FPS_PAD;
y := frame.origin.y + self.safe.top + FPS_PAD;
f := Frame.make(x, y, sz.width, sz.height);
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);
ctx.add_text(f, txt, FPS_FONT, FPS_TEXT);
}
// Restart action behind the banner's button: reseed the SAME starting level
// through the model (board.restart) and drop every transient view layer
// (selection, in-flight drag, move animation, FX, and the per-gem landing
@@ -694,6 +723,12 @@ impl View for BoardView {
if self.banner_up() {
self.render_banner(ctx, level_status(self.board));
}
// 7. FPS dev overlay (P20.1), on top of everything. Off by default; only
// renders when M3TE_FPS pinned it on, so the unset path is unchanged.
if self.fps_on {
self.render_fps_overlay(ctx, frame);
}
}
// Touch input. A press records the drag start; the release resolves the

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@@ -45,6 +45,15 @@ g_viewport_w : f32 = 800.0;
g_viewport_h : f32 = 600.0;
g_safe_insets : EdgeInsets = .{};
// FPS dev overlay (P20.1). OFF unless the M3TE_FPS env pin is set, so default
// play and every committed golden stay byte-identical. `g_fps_avg_dt` is an
// exponential moving average of the per-frame delta, smoothed so the readout
// doesn't jitter wildly; the displayed FPS is its reciprocal. Both are only
// touched on the gated path, so the unset path is unchanged.
FPS_DT_SMOOTH :f32: 0.9; // weight on the running average vs. this frame's delta
g_fps_on : bool = false;
g_fps_avg_dt : f32 = 0.016;
// iOS-only concrete handles kept alongside the boxed `g_plat` so the frame loop
// can reach the CAMetalLayer pointer / pixel dims without going through the
// protocol box.
@@ -96,7 +105,8 @@ g_banner_prev_up : bool = false;
// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
// insets so the grid stays inside the notch / home-indicator region.
build_ui :: () -> View {
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 : f32 = if g_fps_avg_dt > 0.0 then 1.0 / g_fps_avg_dt else 0.0;
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 }
}
// Deterministic capture (P6.3). The idle loop is always-on, so a live screenshot
@@ -200,6 +210,14 @@ frame :: () {
g_viewport_h = fc.viewport_h;
g_safe_insets = g_plat.safe_insets();
// FPS dev overlay (P20.1): advance the smoothed frame-time average ONLY when
// the env pin enabled it, so an unset run never touches this and renders
// byte-identically. delta_time is real wall-clock even when M3TE_ANIM_TIME
// pins the animation clock, so the readout is live while the scene is frozen.
if g_fps_on and g_delta_time > 0.0 {
g_fps_avg_dt = g_fps_avg_dt * FPS_DT_SMOOTH + g_delta_time * (1.0 - FPS_DT_SMOOTH);
}
if fc.viewport_w != g_pipeline.screen_width or fc.viewport_h != g_pipeline.screen_height {
g_pipeline.resize(fc.viewport_w, fc.viewport_h);
}
@@ -380,6 +398,14 @@ main :: () -> void {
}
}
// FPS dev-overlay hook (P20.1): a non-zero M3TE_FPS turns on the corner FPS
// readout. Default (unset / =0) leaves it off, so normal play and every
// committed golden stay byte-identical. Purely a render overlay — no board /
// score / move / animation state changes and it never gates input.
if fp := read_env("M3TE_FPS") {
if parse_s64(fp) != 0 { g_fps_on = true; }
}
// Match-FX capture hook (P11.1). The bursts/popups spawn off a committed move,
// which the sim can't script (no public touch injection), so M3TE_FX forces a
// representative match at startup the same way a swipe would: it commits the