/*************************************************************************/
/*  performance.h                                                        */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
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/* "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    */
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/*************************************************************************/

#ifndef PERFORMANCE_H
#define PERFORMANCE_H

#include "core/object.h"

#define PERF_WARN_OFFLINE_FUNCTION
#define PERF_WARN_PROCESS_SYNC

class Performance : public Object {

	GDCLASS(Performance, Object);

	static Performance *singleton;
	static void _bind_methods();

	float _get_node_count() const;

	float _process_time;
	float _physics_process_time;

public:
	enum Monitor {

		TIME_FPS,
		TIME_PROCESS,
		TIME_PHYSICS_PROCESS,
		MEMORY_STATIC,
		MEMORY_DYNAMIC,
		MEMORY_STATIC_MAX,
		MEMORY_DYNAMIC_MAX,
		MEMORY_MESSAGE_BUFFER_MAX,
		OBJECT_COUNT,
		OBJECT_RESOURCE_COUNT,
		OBJECT_NODE_COUNT,
		OBJECT_ORPHAN_NODE_COUNT,
		RENDER_OBJECTS_IN_FRAME,
		RENDER_VERTICES_IN_FRAME,
		RENDER_MATERIAL_CHANGES_IN_FRAME,
		RENDER_SHADER_CHANGES_IN_FRAME,
		RENDER_SURFACE_CHANGES_IN_FRAME,
		RENDER_DRAW_CALLS_IN_FRAME,
		RENDER_2D_ITEMS_IN_FRAME,
		RENDER_2D_DRAW_CALLS_IN_FRAME,
		RENDER_VIDEO_MEM_USED,
		RENDER_TEXTURE_MEM_USED,
		RENDER_VERTEX_MEM_USED,
		RENDER_USAGE_VIDEO_MEM_TOTAL,
		PHYSICS_2D_ACTIVE_OBJECTS,
		PHYSICS_2D_COLLISION_PAIRS,
		PHYSICS_2D_ISLAND_COUNT,
		PHYSICS_3D_ACTIVE_OBJECTS,
		PHYSICS_3D_COLLISION_PAIRS,
		PHYSICS_3D_ISLAND_COUNT,
		//physics
		AUDIO_OUTPUT_LATENCY,
		MONITOR_MAX
	};

	enum MonitorType {
		MONITOR_TYPE_QUANTITY,
		MONITOR_TYPE_MEMORY,
		MONITOR_TYPE_TIME
	};

	float get_monitor(Monitor p_monitor) const;
	String get_monitor_name(Monitor p_monitor) const;

	MonitorType get_monitor_type(Monitor p_monitor) const;

	void set_process_time(float p_pt);
	void set_physics_process_time(float p_pt);

	static Performance *get_singleton() { return singleton; }

	Performance();
};

VARIANT_ENUM_CAST(Performance::Monitor);

#endif // PERFORMANCE_H
