godot/editor/debugger/editor_profiler.h

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/*************************************************************************/
/* editor_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 EDITORPROFILER_H
#define EDITORPROFILER_H
#include "scene/gui/box_container.h"
#include "scene/gui/button.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 EditorProfiler : public VBoxContainer {
GDCLASS(EditorProfiler, VBoxContainer);
public:
struct Metric {
bool valid = false;
int frame_number = 0;
float frame_time = 0;
float process_time = 0;
float physics_time = 0;
float physics_frame_time = 0;
struct Category {
StringName signature;
String name;
float total_time = 0; //total for category
struct Item {
StringName signature;
String name;
String script;
int line = 0;
float self = 0;
float total = 0;
int calls = 0;
};
Vector<Item> items;
};
Vector<Category> categories;
Map<StringName, Category *> category_ptrs;
Map<StringName, Category::Item *> item_ptrs;
};
enum DisplayMode {
DISPLAY_FRAME_TIME,
DISPLAY_AVERAGE_TIME,
DISPLAY_FRAME_PERCENT,
DISPLAY_PHYSICS_FRAME_PERCENT,
};
enum DisplayTime {
DISPLAY_TOTAL_TIME,
DISPLAY_SELF_TIME,
};
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;
Set<StringName> plot_sigs;
OptionButton *display_mode = nullptr;
OptionButton *display_time = nullptr;
SpinBox *cursor_metric_edit = nullptr;
Vector<Metric> frame_metrics;
int total_metrics = 0;
int last_metric = -1;
int max_functions = 0;
bool updating_frame = false;
int hover_metric = -1;
float graph_height = 1.0f;
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bool seeking = false;
Timer *frame_delay = nullptr;
Timer *plot_delay = nullptr;
void _update_frame();
void _activate_pressed();
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void _clear_pressed();
String _get_time_as_text(const Metric &m, float p_time, int p_calls);
void _make_metric_ptrs(Metric &m);
void _item_edited();
void _update_plot();
void _graph_tex_mouse_exit();
void _graph_tex_draw();
void _graph_tex_input(const Ref<InputEvent> &p_ev);
Color _get_color_from_signature(const StringName &p_signature) const;
void _cursor_metric_changed(double);
void _combo_changed(int);
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Metric _get_frame_metric(int index);
protected:
void _notification(int p_what);
static void _bind_methods();
public:
void add_frame_metric(const Metric &p_metric, bool p_final = false);
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;
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EditorProfiler();
};
#endif // EDITORPROFILER_H