mirror of
https://github.com/Relintai/pandemonium_engine.git
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173 lines
4.7 KiB
C++
173 lines
4.7 KiB
C++
#ifndef EDITORPROFILER_H
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#define EDITORPROFILER_H
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/*************************************************************************/
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/* editor_profiler.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "scene/gui/box_container.h"
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#include "scene/gui/button.h"
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#include "scene/gui/label.h"
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#include "scene/gui/option_button.h"
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#include "scene/gui/spin_box.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/texture_rect.h"
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#include "scene/gui/tree.h"
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class EditorProfiler : public VBoxContainer {
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GDCLASS(EditorProfiler, VBoxContainer);
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public:
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struct Metric {
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bool valid;
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int frame_number;
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float frame_time;
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float idle_time;
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float physics_time;
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float physics_frame_time;
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struct Category {
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StringName signature;
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String name;
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float total_time; //total for category
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struct Item {
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StringName signature;
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String name;
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String script;
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int line;
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float self;
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float total;
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int calls;
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};
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Vector<Item> items;
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};
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Vector<Category> categories;
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Map<StringName, Category *> category_ptrs;
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Map<StringName, Category::Item *> item_ptrs;
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Metric() {
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valid = false;
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frame_number = 0;
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}
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};
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enum DisplayMode {
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DISPLAY_FRAME_TIME,
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DISPLAY_AVERAGE_TIME,
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DISPLAY_FRAME_PERCENT,
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DISPLAY_PHYSICS_FRAME_PERCENT,
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};
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enum DisplayTime {
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DISPLAY_TOTAL_TIME,
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DISPLAY_SELF_TIME,
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};
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private:
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Button *activate;
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Button *clear_button;
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TextureRect *graph;
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Ref<ImageTexture> graph_texture;
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PoolVector<uint8_t> graph_image;
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Tree *variables;
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HSplitContainer *h_split;
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Set<StringName> plot_sigs;
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OptionButton *display_mode;
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OptionButton *display_time;
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SpinBox *cursor_metric_edit;
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Vector<Metric> frame_metrics;
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int last_metric;
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int max_functions;
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bool updating_frame;
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//int cursor_metric;
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int hover_metric;
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float graph_height;
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bool seeking;
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Timer *frame_delay;
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Timer *plot_delay;
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void _update_frame();
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void _activate_pressed();
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void _clear_pressed();
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String _get_time_as_text(const Metric &m, float p_time, int p_calls);
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void _make_metric_ptrs(Metric &m);
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void _item_edited();
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void _update_plot();
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void _graph_tex_mouse_exit();
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void _graph_tex_draw();
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void _graph_tex_input(const Ref<InputEvent> &p_ev);
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int _get_cursor_index() const;
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Color _get_color_from_signature(const StringName &p_signature) const;
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void _cursor_metric_changed(double);
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void _combo_changed(int);
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protected:
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void _notification(int p_what);
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static void _bind_methods();
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public:
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void add_frame_metric(const Metric &p_metric, bool p_final = false);
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void set_enabled(bool p_enable);
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bool is_profiling();
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bool is_seeking() { return seeking; }
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void disable_seeking();
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void clear();
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Vector<Vector<String>> get_data_as_csv() const;
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EditorProfiler();
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};
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#endif // EDITORPROFILER_H
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