#ifndef EDITORPROFILER_H #define EDITORPROFILER_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "scene/gui/box_container.h" #include "core/color.h" #include "core/map.h" #include "core/object.h" #include "core/pool_vector.h" #include "core/reference.h" #include "core/set.h" #include "core/string_name.h" #include "core/typedefs.h" #include "core/ustring.h" #include "core/vector.h" #include "scene/resources/texture.h" class Button; class HSplitContainer; class InputEvent; class OptionButton; class SpinBox; class TextureRect; class Timer; class Tree; class EditorProfiler : public VBoxContainer { GDCLASS(EditorProfiler, VBoxContainer); public: struct Metric { bool valid; int frame_number; float frame_time; float idle_time; float physics_time; float physics_frame_time; struct Category { StringName signature; String name; float total_time; //total for category struct Item { StringName signature; String name; String script; int line; float self; float total; int calls; }; Vector items; }; Vector categories; Map category_ptrs; Map item_ptrs; Metric() { valid = false; frame_number = 0; } }; 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; Button *clear_button; TextureRect *graph; Ref graph_texture; PoolVector graph_image; Tree *variables; HSplitContainer *h_split; Set plot_sigs; OptionButton *display_mode; OptionButton *display_time; SpinBox *cursor_metric_edit; Vector frame_metrics; int last_metric; int max_functions; bool updating_frame; //int cursor_metric; int hover_metric; float graph_height; bool seeking; Timer *frame_delay; Timer *plot_delay; void _update_frame(); void _activate_pressed(); 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 &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, bool p_final = false); void set_enabled(bool p_enable); bool is_profiling(); bool is_seeking() { return seeking; } void disable_seeking(); void clear(); Vector> get_data_as_csv() const; EditorProfiler(); }; #endif // EDITORPROFILER_H