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/*
* Copyright (c) 2020,2021 Panasonic Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
import QtQuick 2.14
import QtQuick.Window 2.14
Rectangle {
id: root
property int frameCounter: 0
property int frameCounterAvg: 0
property int counter: 0
property int fps: 0
property int fpsAvg: 0
property string part
property int maxFPS: 0
property int minFPS: 60
property real dp:Screen.pixelDensity * 25.4/160
color: "black"
width: spinnerImage.width + 10*dp;
height: spinnerImage.height + 10*dp;
Image {
id: spinnerImage
anchors.verticalCenter: parent.verticalCenter
x: 4 * dp
width: 36 * dp
height: 36 * dp
source: "qrc:/FPSItem/spinner.png"
NumberAnimation on rotation {
from:0
to: 360
duration: 800
loops: Animation.Infinite
}
onRotationChanged: frameCounter++;
}
Text {
id: text1
anchors.left: spinnerImage.right
anchors.leftMargin: 8 * dp
anchors.verticalCenter: spinnerImage.verticalCenter
color: "#c0c0c0"
font.pixelSize: 25 * dp
text: "Ø " + root.part + " | fps " + root.fps + " | Avg (/10s) " + root.fpsAvg +" | MAX " + root.maxFPS + " | MIN " + root.minFPS
}
Timer {
interval: 1000
repeat: true
running: true
onTriggered: {
frameCounterAvg += frameCounter;
// console.info("frameCounter = ",frameCounter);
// console.info(childrenRect.width, childrenRect.height);
root.fps = frameCounter;
counter++;
frameCounter = 0;
if (counter >= 10) {
root.fpsAvg = frameCounterAvg/(counter)
frameCounterAvg = 0;
counter = 0;
}
if (root.maxFPS <= root.fps){
root.maxFPS = root.fps
}
if (root.fps != 0){
if(root.minFPS >= root.fps){
root.minFPS = root.fps
}
}
}
}
}
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