godot/core/script_debugger_local.h
Rémi Verschelde c7bc44d5ad Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
2017-01-01 22:03:33 +01:00

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2.9 KiB
C++

/*************************************************************************/
/* script_debugger_local.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 SCRIPT_DEBUGGER_LOCAL_H
#define SCRIPT_DEBUGGER_LOCAL_H
#include "script_language.h"
class ScriptDebuggerLocal : public ScriptDebugger {
bool profiling;
float frame_time,idle_time,fixed_time,fixed_frame_time;
uint64_t idle_accum;
Vector<ScriptLanguage::ProfilingInfo> pinfo;
public:
void debug(ScriptLanguage *p_script,bool p_can_continue);
virtual void send_message(const String& p_message, const Array& p_args);
virtual bool is_profiling() const { return profiling; }
virtual void add_profiling_frame_data(const StringName& p_name,const Array& p_data) {}
virtual void idle_poll();
virtual void profiling_start();
virtual void profiling_end();
virtual void profiling_set_frame_times(float p_frame_time,float p_idle_time,float p_fixed_time,float p_fixed_frame_time);
ScriptDebuggerLocal();
};
#endif // SCRIPT_DEBUGGER_LOCAL_H