/*************************************************************************/ /* editor_network_profiler.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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 EDITORNETWORKPROFILER_H #define EDITORNETWORKPROFILER_H #include "core/debugger/debugger_marshalls.h" #include "scene/gui/box_container.h" #include "scene/gui/button.h" #include "scene/gui/label.h" #include "scene/gui/split_container.h" #include "scene/gui/tree.h" class EditorNetworkProfiler : public VBoxContainer { GDCLASS(EditorNetworkProfiler, VBoxContainer) private: Button *activate; Button *clear_button; Tree *counters_display; LineEdit *incoming_bandwidth_text; LineEdit *outgoing_bandwidth_text; Timer *frame_delay; Map nodes_data; void _update_frame(); void _activate_pressed(); void _clear_pressed(); protected: void _notification(int p_what); static void _bind_methods(); public: void add_node_frame_data(const DebuggerMarshalls::MultiplayerNodeInfo p_frame); void set_bandwidth(int p_incoming, int p_outgoing); bool is_profiling(); EditorNetworkProfiler(); }; #endif //EDITORNETWORKPROFILER_H