COSC-3P93-Project/Step 3/include/engine/util/debug.h

85 lines
2.6 KiB
C++

/*
* Created by Brett Terpstra 6920201 on 18/10/22.
* Copyright (c) 2022 Brett Terpstra. All Rights Reserved.
*
* this is a direct one-to-one copy of the profiler class used in my Game Engine
* it functions very well especially when used in a GUI context,
* so why reinvent the wheel right?
* So to avoid any kind of self plagiarism, I fully credit the source which is here:
* https://github.com/Tri11Paragon/Trapdoor-Engine/tree/dev/C%2B%2B%20Engine
*/
#ifndef STEP_2_DEBUG_H
#define STEP_2_DEBUG_H
#include "std.h"
namespace Raytracing {
class profiler;
extern std::unordered_map<std::string, profiler*> profiles;
class DebugTab{
protected:
std::string name;
public:
virtual void render() {}
std::string getName() {
return name;
}
};
class profiler : public DebugTab {
private:
long _start = 0;
long _end = 0;
std::unordered_map<std::string, std::pair<long, long>> timings;
public:
explicit profiler(std::string name);
void start();
void start(const std::string& name);
static void start(const std::string& name, const std::string& tabName) {
auto p = new profiler(name);
profiles.insert(std::pair(name, p));
p->start(tabName);
}
void end();
void end(const std::string& name);
static void end(const std::string& name, const std::string& tabName){
try {
profiles.at(name)->end(tabName);
} catch (std::exception& e){}
}
void print();
static void print(const std::string& name){
try {
profiles.at(name)->print();
delete(profiles.at(name));
} catch (std::exception& e){}
}
void endAndPrint();
static void endAndPrint(const std::string& name, const std::string& tabName){
profiler::end(name, tabName);
profiler::print(name);
}
void render();
static void render(int count) {
for (auto p : profiles)
p.second->render();
}
~profiler();
static void cleanup(){
for (const auto& p : profiles)
delete(p.second);
}
};
}
#endif //STEP_2_DEBUG_H