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First version of Profiler

It is now possible to profile GDScript as well as some parts of Godot
internals.
This commit is contained in:
Juan Linietsky
2016-05-21 21:18:16 -03:00
parent c195c0df6b
commit a75f896338
35 changed files with 2245 additions and 180 deletions

View File

@@ -34,6 +34,7 @@
#include "core/io/tcp_server.h"
#include "core/io/packet_peer.h"
class Tree;
class PropertyEditor;
class EditorNode;
@@ -46,6 +47,7 @@ class AcceptDialog;
class TreeItem;
class HSplitContainer;
class ItemList;
class EditorProfiler;
class ScriptEditorDebugger : public Control {
@@ -93,6 +95,8 @@ class ScriptEditorDebugger : public Control {
Vector<float> perf_max;
Vector<TreeItem*> perf_items;
Map<int,String> profiler_signature;
Tree *perf_monitors;
Control *perf_draw;
@@ -115,6 +119,7 @@ class ScriptEditorDebugger : public Control {
int last_path_id;
Map<String,int> res_path_cache;
EditorProfiler *profiler;
EditorNode *editor;
@@ -148,6 +153,13 @@ class ScriptEditorDebugger : public Control {
void _error_selected(int p_idx);
void _error_stack_selected(int p_idx);
void _profiler_activate(bool p_enable);
void _profiler_seeked();
void _paused();
protected:
void _notification(int p_what);