tldraw
Version:
A tiny little drawing editor.
8 lines (7 loc) • 4.41 kB
Source Map (JSON)
{
"version": 3,
"sources": ["../../../../src/lib/ui/components/DefaultDebugPanel.tsx"],
"sourcesContent": ["import { debugFlags, track, useEditor, usePassThroughWheelEvents, useValue } from '@tldraw/editor'\nimport { memo, useEffect, useRef } from 'react'\nimport { useTldrawUiComponents } from '../context/components'\n\n/** @internal */\nexport const DefaultDebugPanel = memo(function DefaultDebugPanel() {\n\tconst { DebugMenu } = useTldrawUiComponents()\n\n\tconst ref = useRef<HTMLDivElement>(null)\n\tusePassThroughWheelEvents(ref)\n\n\treturn (\n\t\t<footer ref={ref} className=\"tlui-debug-panel\">\n\t\t\t<CurrentState />\n\t\t\t<FPS />\n\t\t\t{DebugMenu && <DebugMenu />}\n\t\t</footer>\n\t)\n})\n\nconst CurrentState = track(function CurrentState() {\n\tconst editor = useEditor()\n\tconst path = editor.getPath()\n\treturn <div className=\"tlui-debug-panel__current-state\">{`${path}`}</div>\n})\n\nfunction FPS() {\n\tconst editor = useEditor()\n\tconst showFps = useValue('show_fps', () => debugFlags.showFps.get(), [debugFlags])\n\n\tconst fpsRef = useRef<HTMLDivElement>(null)\n\n\tuseEffect(() => {\n\t\tif (!showFps) return\n\n\t\tconst TICK_LENGTH = 250\n\t\tlet maxKnownFps = 0\n\t\tlet raf = -1\n\n\t\tlet start = performance.now()\n\t\tlet currentTickLength = 0\n\t\tlet framesInCurrentTick = 0\n\t\tlet isSlow = false\n\n\t\t// A \"tick\" is the amount of time between renders. Even though\n\t\t// we'll loop on every frame, we will only paint when the time\n\t\t// since the last paint is greater than the tick length.\n\n\t\t// When we paint, we'll calculate the FPS based on the number\n\t\t// of frames that we've seen since the last time we rendered,\n\t\t// and the actual time since the last render.\n\t\tfunction loop() {\n\t\t\t// Count the frame\n\t\t\tframesInCurrentTick++\n\n\t\t\t// Check if we should render\n\t\t\tcurrentTickLength = performance.now() - start\n\n\t\t\tif (currentTickLength > TICK_LENGTH) {\n\t\t\t\t// Calculate the FPS and paint it\n\t\t\t\tconst fps = Math.round(\n\t\t\t\t\tframesInCurrentTick * (TICK_LENGTH / currentTickLength) * (1000 / TICK_LENGTH)\n\t\t\t\t)\n\n\t\t\t\tif (fps > maxKnownFps) {\n\t\t\t\t\tmaxKnownFps = fps\n\t\t\t\t}\n\n\t\t\t\tconst slowFps = maxKnownFps * 0.75\n\t\t\t\tif ((fps < slowFps && !isSlow) || (fps >= slowFps && isSlow)) {\n\t\t\t\t\tisSlow = !isSlow\n\t\t\t\t}\n\n\t\t\t\tfpsRef.current!.innerHTML = `FPS ${fps.toString()} (max: ${maxKnownFps})`\n\t\t\t\tfpsRef.current!.className =\n\t\t\t\t\t`tlui-debug-panel__fps` + (isSlow ? ` tlui-debug-panel__fps__slow` : ``)\n\n\t\t\t\t// Reset the values\n\t\t\t\tcurrentTickLength -= TICK_LENGTH\n\t\t\t\tframesInCurrentTick = 0\n\t\t\t\tstart = performance.now()\n\t\t\t}\n\n\t\t\traf = editor.timers.requestAnimationFrame(loop)\n\t\t}\n\n\t\tloop()\n\n\t\treturn () => {\n\t\t\tcancelAnimationFrame(raf)\n\t\t}\n\t}, [showFps, editor])\n\n\tif (!showFps) return null\n\n\treturn <div ref={fpsRef} />\n}\n"],
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"names": ["DefaultDebugPanel", "CurrentState"]
}