godot/core/debugger/engine_profiler.h
Hugo Locurcio 79be2c7b75
Rename profiler "Idle Time" to "Process Time"
References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
2022-05-05 20:23:47 +02:00

66 lines
3.0 KiB
C++

/*************************************************************************/
/* engine_profiler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 ENGINE_PROFILER_H
#define ENGINE_PROFILER_H
#include "core/object/ref_counted.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/script_language.h"
class EngineProfiler : public RefCounted {
GDCLASS(EngineProfiler, RefCounted);
private:
String registration;
protected:
static void _bind_methods();
public:
virtual void toggle(bool p_enable, const Array &p_opts);
virtual void add(const Array &p_data);
virtual void tick(double p_frame_time, double p_process_time, double p_physics_time, double p_physics_frame_time);
Error bind(const String &p_name);
Error unbind();
bool is_bound() const { return registration.length() > 0; }
GDVIRTUAL2(_toggle, bool, Array);
GDVIRTUAL1(_add_frame, Array);
GDVIRTUAL4(_tick, double, double, double, double);
EngineProfiler() {}
virtual ~EngineProfiler();
};
#endif // ENGINE_PROFILER_H