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.
Fields§
§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§
Source§impl Component for StatHud
impl Component for StatHud
Source§fn from_baked(bytes: &[u8]) -> Result<Self, CnResult>
fn from_baked(bytes: &[u8]) -> Result<Self, CnResult>
Source§fn inject_locator(&mut self, _locator: PayloadLocator)
fn inject_locator(&mut self, _locator: PayloadLocator)
Source§fn inject_name(&mut self, _id: AssetId)
fn inject_name(&mut self, _id: AssetId)
Source§impl ComponentSlot for StatHud
impl ComponentSlot for StatHud
Source§const DISCRIMINANT: u8
const DISCRIMINANT: u8
ComponentId.