/**************************************************************************/
/*  performance.h                                                         */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* 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  */
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/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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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
