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path: root/editor/debugger/editor_performance_profiler.cpp
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* Add a new HashMap implementationreduz2022-05-121-36/+46
| | | | | | | | | | | | | | | | | Adds a new, cleaned up, HashMap implementation. * Uses Robin Hood Hashing (https://en.wikipedia.org/wiki/Hash_table#Robin_Hood_hashing). * Keeps elements in a double linked list for simpler, ordered, iteration. * Allows keeping iterators for later use in removal (Unlike Map<>, it does not do much for performance vs keeping the key, but helps replace old code). * Uses a more modern C++ iterator API, deprecates the old one. * Supports custom allocator (in case there is a wish to use a paged one). This class aims to unify all the associative template usage and replace it by this one: * Map<> (whereas key order does not matter, which is 99% of cases) * HashMap<> * OrderedHashMap<> * OAHashMap<>
* Capitalize names in the debuggerFireForge2022-03-291-2/+3
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* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* align to horizontal_alignment, valign to vertical_alignment, relatedNathan Franke2021-12-091-7/+7
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* Use "enum class" for input enumsAaron Franke2021-11-121-1/+1
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* Optimize StringName usagereduz2021-07-181-5/+5
| | | | | | | | | | | * Added a new macro SNAME() that constructs and caches a local stringname. * Subsequent usages use the cached version. * Since these use a global static variable, a second refcounter of static usages need to be kept for cleanup time. * Replaced all theme usages by this new macro. * Replace all signal emission usages by this new macro. * Replace all call_deferred usages by this new macro. This is part of ongoing work to optimize GUI and the editor.
* Improvements to Label's layout optionsHendrik Brucker2021-07-041-1/+1
| | | | | | - Added options to trim the text in case it overruns - Added more autowrap modes - Improved line breaking, which ignores trailing spaces
* Rename ButtonList enum and members to MouseButtonAaron Franke2021-03-231-1/+1
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* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-2/+2
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* Rename Control margin to offsetMarcel Admiraal2020-12-231-1/+1
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* [Complex Text Layouts] Refactor Font class, default themes and controls to ↵bruvzg2020-11-261-12/+13
| | | | | | | | use Text Server interface. Implement interface mirroring. Add TextLine and TextParagraph classes. Handle UTF-16 input on macOS and Windows.
* Added Custom Performance Monitor and feature to read intermediate values of ↵simpu2020-06-291-0/+394
Monitor Custom monitors can be added/removed/checked using `Performance.add_custom_monitor`/`Performance.remove_custom_monitor`/`Performance.has_custom_monitor` The value can be viewed in the `Monitor` tab of Debugger. Text before `/` is used to categorize the custom monitor. `EditorPerformanceProfiler` class is created to separate logic from `ScriptEditorDebugger` User can click on the graph of monitors to read the value at that point. Graph includes intermediate base lines.