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Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
178 lines
4.7 KiB
C++
178 lines
4.7 KiB
C++
/*************************************************************************/
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/* editor_profiler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef EDITORPROFILER_H
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#define EDITORPROFILER_H
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/label.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
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class EditorProfiler : public VBoxContainer {
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GDCLASS(EditorProfiler, VBoxContainer);
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public:
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struct Metric {
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bool valid;
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int frame_number;
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float frame_time;
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float idle_time;
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float physics_time;
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float physics_frame_time;
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struct Category {
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StringName signature;
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String name;
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float total_time; //total for category
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struct Item {
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StringName signature;
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String name;
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String script;
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int line;
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float self;
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float total;
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int calls;
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};
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Vector<Item> items;
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};
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Vector<Category> categories;
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Map<StringName, Category *> category_ptrs;
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Map<StringName, Category::Item *> item_ptrs;
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Metric() {
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valid = false;
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frame_number = 0;
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}
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};
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enum DisplayMode {
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DISPLAY_FRAME_TIME,
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DISPLAY_AVERAGE_TIME,
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DISPLAY_FRAME_PERCENT,
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DISPLAY_PHYSICS_FRAME_PERCENT,
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};
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enum DisplayTime {
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DISPLAY_TOTAL_TIME,
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DISPLAY_SELF_TIME,
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};
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private:
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Button *activate;
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Button *clear_button;
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TextureRect *graph;
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Ref<ImageTexture> graph_texture;
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PoolVector<uint8_t> graph_image;
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Tree *variables;
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HSplitContainer *h_split;
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Set<StringName> plot_sigs;
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OptionButton *display_mode;
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OptionButton *display_time;
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SpinBox *cursor_metric_edit;
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Vector<Metric> frame_metrics;
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int last_metric;
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int max_functions;
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bool updating_frame;
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//int cursor_metric;
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int hover_metric;
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float graph_height;
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bool seeking;
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Timer *frame_delay;
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Timer *plot_delay;
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void _update_frame();
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void _activate_pressed();
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void _clear_pressed();
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String _get_time_as_text(const Metric &m, float p_time, int p_calls);
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void _make_metric_ptrs(Metric &m);
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void _item_edited();
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void _update_plot();
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void _graph_tex_mouse_exit();
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void _graph_tex_draw();
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void _graph_tex_input(const Ref<InputEvent> &p_ev);
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int _get_cursor_index() const;
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Color _get_color_from_signature(const StringName &p_signature) const;
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void _cursor_metric_changed(double);
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void _combo_changed(int);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_frame_metric(const Metric &p_metric, bool p_final = false);
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void set_enabled(bool p_enable);
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bool is_profiling();
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bool is_seeking() { return seeking; }
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void disable_seeking();
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void clear();
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Vector<Vector<String> > get_data_as_csv() const;
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EditorProfiler();
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};
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#endif // EDITORPROFILER_H
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