/**************************************************************************/ /* performance.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #ifndef PERFORMANCE_H #define PERFORMANCE_H #include "core/object.h" #define PERF_WARN_OFFLINE_FUNCTION #define PERF_WARN_PROCESS_SYNC class Performance : public Object { GDCLASS(Performance, Object); static Performance *singleton; static void _bind_methods(); float _get_node_count() const; float _process_time; float _physics_process_time; public: enum Monitor { TIME_FPS, TIME_PROCESS, TIME_PHYSICS_PROCESS, MEMORY_STATIC, MEMORY_DYNAMIC, MEMORY_STATIC_MAX, MEMORY_DYNAMIC_MAX, MEMORY_MESSAGE_BUFFER_MAX, OBJECT_COUNT, OBJECT_RESOURCE_COUNT, OBJECT_NODE_COUNT, OBJECT_ORPHAN_NODE_COUNT, RENDER_OBJECTS_IN_FRAME, RENDER_VERTICES_IN_FRAME, RENDER_MATERIAL_CHANGES_IN_FRAME, RENDER_SHADER_CHANGES_IN_FRAME, RENDER_SURFACE_CHANGES_IN_FRAME, RENDER_DRAW_CALLS_IN_FRAME, RENDER_2D_ITEMS_IN_FRAME, RENDER_2D_DRAW_CALLS_IN_FRAME, RENDER_VIDEO_MEM_USED, RENDER_TEXTURE_MEM_USED, RENDER_VERTEX_MEM_USED, RENDER_USAGE_VIDEO_MEM_TOTAL, PHYSICS_2D_ACTIVE_OBJECTS, PHYSICS_2D_COLLISION_PAIRS, PHYSICS_2D_ISLAND_COUNT, PHYSICS_3D_ACTIVE_OBJECTS, PHYSICS_3D_COLLISION_PAIRS, PHYSICS_3D_ISLAND_COUNT, //physics AUDIO_OUTPUT_LATENCY, MONITOR_MAX }; enum MonitorType { MONITOR_TYPE_QUANTITY, MONITOR_TYPE_MEMORY, MONITOR_TYPE_TIME }; float get_monitor(Monitor p_monitor) const; String get_monitor_name(Monitor p_monitor) const; MonitorType get_monitor_type(Monitor p_monitor) const; void set_process_time(float p_pt); void set_physics_process_time(float p_pt); static Performance *get_singleton() { return singleton; } Performance(); }; VARIANT_ENUM_CAST(Performance::Monitor); #endif // PERFORMANCE_H