feat: Add comprehensive profiling system with F3 overlay
Add real-time performance profiling infrastructure to monitor frame times, render performance, and identify bottlenecks. Features: - Profiler.h: ScopedTimer RAII helper for automatic timing measurements - ProfilerOverlay: F3-togglable overlay displaying real-time metrics - Detailed timing breakdowns: grid rendering, entity rendering, FOV, Python callbacks, and animation updates - Per-frame counters: cells rendered, entities rendered, draw calls - Performance color coding: green (<16ms), yellow (<33ms), red (>33ms) - Benchmark suite: static grid and moving entities performance tests Integration: - GameEngine: Integrated profiler overlay with F3 toggle - UIGrid: Added timing instrumentation for grid and entity rendering - Metrics tracked in ProfilingMetrics struct with 60-frame averaging Usage: - Press F3 in-game to toggle profiler overlay - Run benchmarks with tests/benchmark_*.py scripts - ScopedTimer automatically measures code block execution time This addresses issue #104 (Basic profiling/metrics). 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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8 changed files with 715 additions and 29 deletions
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@ -42,8 +42,11 @@ GameEngine::GameEngine(const McRogueFaceConfig& cfg)
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updateViewport();
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scene = "uitest";
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scenes["uitest"] = new UITestScene(this);
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McRFPy_API::game = this;
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// Initialize profiler overlay
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profilerOverlay = new ProfilerOverlay(Resources::font);
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// Only load game.py if no custom script/command/module/exec is specified
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bool should_load_game = config.script_path.empty() &&
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@ -85,6 +88,7 @@ GameEngine::~GameEngine()
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for (auto& [name, scene] : scenes) {
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delete scene;
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}
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delete profilerOverlay;
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}
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void GameEngine::cleanup()
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@ -199,10 +203,14 @@ void GameEngine::run()
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testTimers();
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// Update Python scenes
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McRFPy_API::updatePythonScenes(frameTime);
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{
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ScopedTimer pyTimer(metrics.pythonScriptTime);
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McRFPy_API::updatePythonScenes(frameTime);
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}
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// Update animations (only if frameTime is valid)
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if (frameTime > 0.0f && frameTime < 1.0f) {
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ScopedTimer animTimer(metrics.animationTime);
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AnimationManager::getInstance().update(frameTime);
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}
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@ -240,6 +248,12 @@ void GameEngine::run()
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currentScene()->render();
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}
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// Update and render profiler overlay (if enabled)
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if (profilerOverlay && !headless) {
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profilerOverlay->update(metrics);
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profilerOverlay->render(*render_target);
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}
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// Display the frame
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if (headless) {
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headless_renderer->display();
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@ -330,6 +344,14 @@ void GameEngine::processEvent(const sf::Event& event)
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int actionCode = 0;
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if (event.type == sf::Event::Closed) { running = false; return; }
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// Handle F3 for profiler overlay toggle
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if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::F3) {
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if (profilerOverlay) {
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profilerOverlay->toggle();
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}
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return;
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}
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// Handle window resize events
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else if (event.type == sf::Event::Resized) {
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// Update the viewport to handle the new window size
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