Documentation
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Overview ¶
This class can be used to implement custom profilers that are able to interact with the engine and editor debugger.
See graphics.gd/classdb/EngineDebugger and graphics.gd/classdb/EditorDebuggerPlugin for more information.
Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this [Extension]See Interface for methods that can be overridden by T.
func (*Extension[T]) AsEngineProfiler ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Implementation ¶
type Implementation = implementation
Implementation implements Interface with empty methods.
type Instance ¶
type Instance [1]gdclass.EngineProfiler
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsEngineProfiler ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
type Interface ¶
type Interface interface { // Called when the profiler is enabled/disabled, along with a set of 'options'. Toggle(enable bool, options []any) // Called when data is added to profiler using [graphics.gd/classdb/EngineDebugger.ProfilerAddFrameData]. AddFrame(data []any) // Called once every engine iteration when the profiler is active with information about the current frame. All time values are in seconds. Lower values represent faster processing times and are therefore considered better. Tick(frame_time Float.X, process_time Float.X, physics_time Float.X, physics_frame_time Float.X) }