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Happy new year to the wonderful Godot community!
91 lines
3.9 KiB
C++
91 lines
3.9 KiB
C++
/*************************************************************************/
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/* editor_performance_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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#ifndef EDITOR_PERFORMANCE_PROFILER_H
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#define EDITOR_PERFORMANCE_PROFILER_H
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#include "core/templates/map.h"
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#include "core/templates/ordered_hash_map.h"
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#include "main/performance.h"
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#include "scene/gui/control.h"
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#include "scene/gui/label.h"
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#include "scene/gui/split_container.h"
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#include "scene/gui/tree.h"
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class EditorPerformanceProfiler : public HSplitContainer {
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GDCLASS(EditorPerformanceProfiler, HSplitContainer);
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private:
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class Monitor {
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public:
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String name;
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String base;
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List<float> history;
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float max = 0.0f;
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TreeItem *item = nullptr;
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Performance::MonitorType type = Performance::MONITOR_TYPE_QUANTITY;
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int frame_index = 0;
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Monitor();
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Monitor(String p_name, String p_base, int p_frame_index, Performance::MonitorType p_type, TreeItem *p_item);
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void update_value(float p_value);
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void reset();
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};
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OrderedHashMap<StringName, Monitor> monitors;
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Map<StringName, TreeItem *> base_map;
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Tree *monitor_tree;
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Control *monitor_draw;
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Label *info_message;
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StringName marker_key;
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int marker_frame;
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const int MARGIN = 4;
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const int POINT_SEPARATION = 5;
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const int MARKER_MARGIN = 2;
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static String _create_label(float p_value, Performance::MonitorType p_type);
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void _monitor_select();
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void _monitor_draw();
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void _build_monitor_tree();
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TreeItem *_get_monitor_base(const StringName &p_base_name);
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TreeItem *_create_monitor_item(const StringName &p_monitor_name, TreeItem *p_base);
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void _marker_input(const Ref<InputEvent> &p_event);
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public:
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void reset();
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void update_monitors(const Vector<StringName> &p_names);
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void add_profile_frame(const Vector<float> &p_values);
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List<float> *get_monitor_data(const StringName &p_name);
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EditorPerformanceProfiler();
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};
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#endif // EDITOR_PERFORMANCE_PROFILER_H
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