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StatHud

Struct StatHud 

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pub struct StatHud {
    pub fps_label: Option<AssetId>,
    pub vram_label: Option<AssetId>,
    pub ram_label: Option<AssetId>,
    pub ev_label: Option<AssetId>,
    pub edr_label: Option<AssetId>,
}
Expand description

Requests the default on-screen stats HUD. Drives a set of TextLabel chips with live engine stats, refreshed on a fixed interval.

Each label field, when set, receives one chip: fps_label the averaged frame rate, vram_label the GPU-memory use, ram_label the host process memory (resident set size, against the memory budget when known), ev_label the auto-exposure value, and edr_label the HDR headroom multiplier. Chips whose stat is unavailable stay blank. The frame-rate and GPU-memory chips are shown or hidden from the in-game video settings (“Display performance stats”); the host-memory, exposure, and HDR chips show whenever their reading is available.

The chips are packed into a tight strip anchored at the top-left of the window, left to right in the order fps, vram, ram, ev, edr; a blank chip reserves no width, so hidden readouts leave no gap. Their on-screen position is fixed by the engine rather than the authored coordinates.

Developer-facing readouts (per-pass GPU timings, cursor position, live camera pose) live on the separate DebugHud, toggled with F1.

A world that declares a MainMenu receives a StatHud from the build when it declares none, since the menu’s performance-stats toggles drive the chips, and any label field left unset receives a chip at start. So the example below is only needed to restyle the chips or run a HUD without a menu. Declare an EngineDefaults with "hud": false to leave the chips unfilled.

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§fps_label: Option<AssetId>

TextLabel that receives the frame-rate chip text.

§vram_label: Option<AssetId>

TextLabel that receives the GPU-memory chip text.

§ram_label: Option<AssetId>

TextLabel that receives the host-memory (RSS) chip text.

§ev_label: Option<AssetId>

TextLabel that receives the auto-exposure chip text.

§edr_label: Option<AssetId>

TextLabel that receives the HDR-headroom chip text.

Trait Implementations§

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impl Clone for StatHud

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fn clone(&self) -> StatHud

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Component for StatHud

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const NAME: &'static str = "StatHud"

The registry name a world authors this component under.
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fn from_baked(bytes: &[u8]) -> Result<Self, CnResult>

Reconstruct this component from a blob record, whose bytes are the serialized runtime component (cook already ran the asset -> component translation). The default rejects: runtime-only components are never stored in a blob, so only loadable types provide an implementation.
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fn inject_locator(&mut self, _locator: PayloadLocator)

Called after construction to inject the payload locator from the blob def. Only meaningful for components with a compiled payload. The default implementation does nothing (correct for most components).
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fn inject_name(&mut self, _id: AssetId)

Called after construction to inject the asset’s identity from the blob def. Only meaningful for components that look themselves up by id at runtime. The default implementation does nothing.
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impl ComponentSlot for StatHud

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const DISCRIMINANT: u8

The component type’s stable id, used as its ComponentId.
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fn slot(s: &ComponentStorage) -> &Column<Self>

Borrow this type’s column out of the storage.
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fn slot_mut(s: &mut ComponentStorage) -> &mut Column<Self>

Mutably borrow this type’s column out of the storage.
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impl Debug for StatHud

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for StatHud

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fn default() -> StatHud

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for StatHud

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fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>
where __D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl From<StatHud> for ComponentAsset

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fn from(c: StatHud) -> Self

Converts to this type from the input type.
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impl RuntimeComponent for StatHud

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impl Serialize for StatHud

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fn serialize<__S>(&self, __serializer: __S) -> Result<__S::Ok, __S::Error>
where __S: Serializer,

Serialize this value into the given Serde serializer. Read more

Auto Trait Implementations§

Blanket Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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impl<T> DeserializeOwned for T
where T: for<'de> Deserialize<'de>,

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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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impl<T, U> Into<U> for T
where U: From<T>,

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fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

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impl<T> ToOwned for T
where T: Clone,

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = !

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.