/**************************************************************************/ /* editor_performance_profiler.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 EDITOR_PERFORMANCE_PROFILER_H #define EDITOR_PERFORMANCE_PROFILER_H #include "core/templates/hash_map.h" #include "core/templates/rb_map.h" #include "main/performance.h" #include "scene/gui/control.h" #include "scene/gui/label.h" #include "scene/gui/split_container.h" #include "scene/gui/tree.h" class EditorPerformanceProfiler : public HSplitContainer { GDCLASS(EditorPerformanceProfiler, HSplitContainer); private: class Monitor { public: String name; String base; List<float> history; float max = 0.0f; TreeItem *item = nullptr; Performance::MonitorType type = Performance::MONITOR_TYPE_QUANTITY; int frame_index = 0; Monitor(); Monitor(String p_name, String p_base, int p_frame_index, Performance::MonitorType p_type, TreeItem *p_item); void update_value(float p_value); void reset(); }; HashMap<StringName, Monitor> monitors; HashMap<StringName, TreeItem *> base_map; Tree *monitor_tree = nullptr; Control *monitor_draw = nullptr; Label *info_message = nullptr; StringName marker_key; int marker_frame = 0; const int MARGIN = 4; const int POINT_SEPARATION = 5; const int MARKER_MARGIN = 2; static String _create_label(float p_value, Performance::MonitorType p_type); void _monitor_select(); void _monitor_draw(); void _build_monitor_tree(); TreeItem *_get_monitor_base(const StringName &p_base_name); TreeItem *_create_monitor_item(const StringName &p_monitor_name, TreeItem *p_base); void _marker_input(const Ref<InputEvent> &p_event); public: void reset(); void update_monitors(const Vector<StringName> &p_names); void add_profile_frame(const Vector<float> &p_values); List<float> *get_monitor_data(const StringName &p_name); EditorPerformanceProfiler(); }; #endif // EDITOR_PERFORMANCE_PROFILER_H