godot/editor/debugger/editor_visual_profiler.h

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/*************************************************************************/
/* editor_visual_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 EDITOR_VISUAL_PROFILER_H
#define EDITOR_VISUAL_PROFILER_H
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/check_box.h"
#include "scene/gui/label.h"
#include "scene/gui/option_button.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/split_container.h"
#include "scene/gui/texture_rect.h"
#include "scene/gui/tree.h"
class EditorVisualProfiler : public VBoxContainer {
GDCLASS(EditorVisualProfiler, VBoxContainer);
public:
struct Metric {
bool valid = false;
uint64_t frame_number = 0;
struct Area {
String name;
Color color_cache;
StringName fullpath_cache;
float cpu_time = 0;
float gpu_time = 0;
};
Vector<Area> areas;
};
enum DisplayTimeMode {
DISPLAY_FRAME_TIME,
DISPLAY_FRAME_PERCENT,
};
private:
Button *activate = nullptr;
Button *clear_button = nullptr;
TextureRect *graph = nullptr;
Ref<ImageTexture> graph_texture;
Vector<uint8_t> graph_image;
Tree *variables = nullptr;
HSplitContainer *h_split = nullptr;
CheckBox *frame_relative = nullptr;
CheckBox *linked = nullptr;
OptionButton *display_mode = nullptr;
SpinBox *cursor_metric_edit = nullptr;
Vector<Metric> frame_metrics;
int last_metric = -1;
int hover_metric = -1;
StringName selected_area;
bool updating_frame = false;
float graph_height_cpu = 1.0f;
float graph_height_gpu = 1.0f;
float graph_limit = 1000.0f / 60;
bool seeking = false;
Timer *frame_delay = nullptr;
Timer *plot_delay = nullptr;
void _update_frame(bool p_focus_selected = false);
void _activate_pressed();
void _clear_pressed();
String _get_time_as_text(float p_time);
//void _make_metric_ptrs(Metric &m);
void _item_selected();
void _update_plot();
void _graph_tex_mouse_exit();
void _graph_tex_draw();
void _graph_tex_input(const Ref<InputEvent> &p_ev);
int _get_cursor_index() const;
Color _get_color_from_signature(const StringName &p_signature) const;
void _cursor_metric_changed(double);
void _combo_changed(int);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void add_frame_metric(const Metric &p_metric);
void set_enabled(bool p_enable);
bool is_profiling();
bool is_seeking() { return seeking; }
void disable_seeking();
void clear();
Vector<Vector<String>> get_data_as_csv() const;
EditorVisualProfiler();
};
#endif // EDITOR_VISUAL_PROFILER_H