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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="Performance" inherits="Object" version="4.0">
- <brief_description>
- Exposes performance-related data.
- </brief_description>
- <description>
- This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
- You can add custom monitors using the [method add_custom_monitor] method. Custom monitors are available in [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel together with built-in monitors.
- [b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build.
- [b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
- [b]Note:[/b] Custom monitors do not support negative values. Negative values are clamped to 0.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- <method name="add_custom_monitor">
- <return type="void" />
- <argument index="0" name="id" type="StringName" />
- <argument index="1" name="callable" type="Callable" />
- <argument index="2" name="arguments" type="Array" default="[]" />
- <description>
- Adds a custom monitor with name same as id. You can specify the category of monitor using '/' in id. If there are more than one '/' then default category is used. Default category is "Custom".
- [codeblocks]
- [gdscript]
- func _ready():
- var monitor_value = Callable(self, "get_monitor_value")
- # Adds monitor with name "MyName" to category "MyCategory".
- Performance.add_custom_monitor("MyCategory/MyMonitor", monitor_value)
- # Adds monitor with name "MyName" to category "Custom".
- # Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
- Performance.add_custom_monitor("MyMonitor", monitor_value)
- # Adds monitor with name "MyName" to category "Custom".
- # Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
- Performance.add_custom_monitor("Custom/MyMonitor", monitor_value)
- # Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
- Performance.add_custom_monitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitor_value)
- func get_monitor_value():
- return randi() % 25
- [/gdscript]
- [csharp]
- public override void _Ready()
- {
- var monitorValue = new Callable(this, nameof(GetMonitorValue));
- // Adds monitor with name "MyName" to category "MyCategory".
- Performance.AddCustomMonitor("MyCategory/MyMonitor", monitorValue);
- // Adds monitor with name "MyName" to category "Custom".
- // Note: "MyCategory/MyMonitor" and "MyMonitor" have same name but different ids so the code is valid.
- Performance.AddCustomMonitor("MyMonitor", monitorValue);
- // Adds monitor with name "MyName" to category "Custom".
- // Note: "MyMonitor" and "Custom/MyMonitor" have same name and same category but different ids so the code is valid.
- Performance.AddCustomMonitor("Custom/MyMonitor", monitorValue);
- // Adds monitor with name "MyCategoryOne/MyCategoryTwo/MyMonitor" to category "Custom".
- Performance.AddCustomMonitor("MyCategoryOne/MyCategoryTwo/MyMonitor", monitorValue);
- }
- public int GetMonitorValue()
- {
- return GD.Randi() % 25;
- }
- [/csharp]
- [/codeblocks]
- The debugger calls the callable to get the value of custom monitor. The callable must return a number.
- Callables are called with arguments supplied in argument array.
- [b]Note:[/b] It throws an error if given id is already present.
- </description>
- </method>
- <method name="get_custom_monitor">
- <return type="Variant" />
- <argument index="0" name="id" type="StringName" />
- <description>
- Returns the value of custom monitor with given id. The callable is called to get the value of custom monitor.
- [b]Note:[/b] It throws an error if the given id is absent.
- </description>
- </method>
- <method name="get_custom_monitor_names">
- <return type="Array" />
- <description>
- Returns the names of active custom monitors in an array.
- </description>
- </method>
- <method name="get_monitor" qualifiers="const">
- <return type="float" />
- <argument index="0" name="monitor" type="int" enum="Performance.Monitor" />
- <description>
- Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
- [codeblocks]
- [gdscript]
- print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console.
- [/gdscript]
- [csharp]
- GD.Print(Performance.GetMonitor(Performance.Monitor.TimeFps)); // Prints the FPS to the console.
- [/csharp]
- [/codeblocks]
- </description>
- </method>
- <method name="get_monitor_modification_time">
- <return type="int" />
- <description>
- Returns the last tick in which custom monitor was added/removed.
- </description>
- </method>
- <method name="has_custom_monitor">
- <return type="bool" />
- <argument index="0" name="id" type="StringName" />
- <description>
- Returns true if custom monitor with the given id is present otherwise returns false.
- </description>
- </method>
- <method name="remove_custom_monitor">
- <return type="void" />
- <argument index="0" name="id" type="StringName" />
- <description>
- Removes the custom monitor with given id.
- [b]Note:[/b] It throws an error if the given id is already absent.
- </description>
- </method>
- </methods>
- <constants>
- <constant name="TIME_FPS" value="0" enum="Monitor">
- Number of frames per second.
- </constant>
- <constant name="TIME_PROCESS" value="1" enum="Monitor">
- Time it took to complete one frame, in seconds.
- </constant>
- <constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor">
- Time it took to complete one physics frame, in seconds.
- </constant>
- <constant name="MEMORY_STATIC" value="3" enum="Monitor">
- Static memory currently used, in bytes. Not available in release builds.
- </constant>
- <constant name="MEMORY_STATIC_MAX" value="4" enum="Monitor">
- Available static memory. Not available in release builds.
- </constant>
- <constant name="MEMORY_MESSAGE_BUFFER_MAX" value="5" enum="Monitor">
- Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
- </constant>
- <constant name="OBJECT_COUNT" value="6" enum="Monitor">
- Number of objects currently instantiated (including nodes).
- </constant>
- <constant name="OBJECT_RESOURCE_COUNT" value="7" enum="Monitor">
- Number of resources currently used.
- </constant>
- <constant name="OBJECT_NODE_COUNT" value="8" enum="Monitor">
- Number of nodes currently instantiated in the scene tree. This also includes the root node.
- </constant>
- <constant name="OBJECT_ORPHAN_NODE_COUNT" value="9" enum="Monitor">
- Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
- </constant>
- <constant name="RENDER_TOTAL_OBJECTS_IN_FRAME" value="10" enum="Monitor">
- </constant>
- <constant name="RENDER_TOTAL_PRIMITIVES_IN_FRAME" value="11" enum="Monitor">
- </constant>
- <constant name="RENDER_TOTAL_DRAW_CALLS_IN_FRAME" value="12" enum="Monitor">
- </constant>
- <constant name="RENDER_VIDEO_MEM_USED" value="13" enum="Monitor">
- The amount of video memory used, i.e. texture and vertex memory combined.
- </constant>
- <constant name="RENDER_TEXTURE_MEM_USED" value="14" enum="Monitor">
- The amount of texture memory used.
- </constant>
- <constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor">
- </constant>
- <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor">
- Number of active [RigidDynamicBody2D] nodes in the game.
- </constant>
- <constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor">
- Number of collision pairs in the 2D physics engine.
- </constant>
- <constant name="PHYSICS_2D_ISLAND_COUNT" value="18" enum="Monitor">
- Number of islands in the 2D physics engine.
- </constant>
- <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor">
- Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game.
- </constant>
- <constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor">
- Number of collision pairs in the 3D physics engine.
- </constant>
- <constant name="PHYSICS_3D_ISLAND_COUNT" value="21" enum="Monitor">
- Number of islands in the 3D physics engine.
- </constant>
- <constant name="AUDIO_OUTPUT_LATENCY" value="22" enum="Monitor">
- Output latency of the [AudioServer].
- </constant>
- <constant name="MONITOR_MAX" value="23" enum="Monitor">
- Represents the size of the [enum Monitor] enum.
- </constant>
- </constants>
- </class>
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