don't try to render fps counter on no data scene
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cb95db1e89
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212d7b915b
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@ -151,11 +151,12 @@ pub struct Fps {
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pub tick_count: u32,
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pub tick_count: u32,
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pub tps: u32,
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pub tps: u32,
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last_capture: u128,
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last_capture: u128,
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should_draw: bool,
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}
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}
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impl Fps {
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impl Fps {
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pub fn new() -> Fps {
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pub fn new() -> Fps {
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Fps { frame_count: 0, fps: 0, tick_count: 0, tps: 0, last_capture: 0 }
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Fps { frame_count: 0, fps: 0, tick_count: 0, tps: 0, last_capture: 0, should_draw: true }
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}
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}
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pub fn act(&mut self, state: &mut SharedGameState, ctx: &mut Context, time: u128) -> GameResult {
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pub fn act(&mut self, state: &mut SharedGameState, ctx: &mut Context, time: u128) -> GameResult {
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@ -168,8 +169,13 @@ impl Fps {
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} else {
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} else {
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self.frame_count = self.frame_count.saturating_add(1);
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self.frame_count = self.frame_count.saturating_add(1);
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}
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}
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draw_number(state.canvas_size.0 - 8.0, 8.0, self.fps as usize, Alignment::Right, state, ctx)?;
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draw_number(state.canvas_size.0 - 8.0, 16.0, self.tps as usize, Alignment::Right, state, ctx)?;
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if self.should_draw {
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let first = draw_number(state.canvas_size.0 - 8.0, 8.0, self.fps as usize, Alignment::Right, state, ctx);
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let second = draw_number(state.canvas_size.0 - 8.0, 16.0, self.tps as usize, Alignment::Right, state, ctx);
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self.should_draw = first.is_ok() && second.is_ok();
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}
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Ok(())
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Ok(())
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}
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}
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}
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}
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