godot/editor/debugger/editor_performance_profiler.h

91 lines
3.9 KiB
C++

/*************************************************************************/
/* editor_performance_profiler.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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_PERFORMANCE_PROFILER_H
#define EDITOR_PERFORMANCE_PROFILER_H
#include "core/templates/map.h"
#include "core/templates/ordered_hash_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();
};
OrderedHashMap<StringName, Monitor> monitors;
Map<StringName, TreeItem *> base_map;
Tree *monitor_tree;
Control *monitor_draw;
Label *info_message;
StringName marker_key;
int marker_frame;
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