godot/editor/plugins/debugger_editor_plugin.h
Juan Linietsky 407b16ab00
Debug CanvasItem redraw
I wanted to add this tool for years and always forget. This command line option:

```
$ godot.exe -e --debug-canvas-item-redraw
```

Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:

* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.

To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.
2023-08-28 12:53:56 +02:00

75 lines
3.2 KiB
C++

/**************************************************************************/
/* debugger_editor_plugin.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 */
/* 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 DEBUGGER_EDITOR_PLUGIN_H
#define DEBUGGER_EDITOR_PLUGIN_H
#include "editor/editor_plugin.h"
class EditorFileServer;
class MenuButton;
class PopupMenu;
class DebuggerEditorPlugin : public EditorPlugin {
GDCLASS(DebuggerEditorPlugin, EditorPlugin);
private:
PopupMenu *debug_menu = nullptr;
EditorFileServer *file_server = nullptr;
PopupMenu *instances_menu = nullptr;
enum MenuOptions {
RUN_FILE_SERVER,
RUN_LIVE_DEBUG,
RUN_DEBUG_COLLISIONS,
RUN_DEBUG_PATHS,
RUN_DEBUG_NAVIGATION,
RUN_DEBUG_AVOIDANCE,
RUN_DEBUG_CANVAS_REDRAW,
RUN_DEPLOY_REMOTE_DEBUG,
RUN_RELOAD_SCRIPTS,
SERVER_KEEP_OPEN,
};
void _update_debug_options();
void _notification(int p_what);
void _select_run_count(int p_index);
void _menu_option(int p_option);
public:
virtual String get_name() const override { return "Debugger"; }
bool has_main_screen() const override { return false; }
DebuggerEditorPlugin(PopupMenu *p_menu);
~DebuggerEditorPlugin();
};
#endif // DEBUGGER_EDITOR_PLUGIN_H