<?xml version="1.0" encoding="UTF-8" ?>
<class name="Performance" inherits="Object" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		Exposes performance-related data.
	</brief_description>
	<description>
		This class provides access to a number of different monitors related to performance, such as memory usage, draw calls, and FPS. These are the same as the values displayed in the [b]Monitor[/b] tab in the editor's [b]Debugger[/b] panel. By using the [method get_monitor] method of this class, you can access this data from your code.
		[b]Note:[/b] A few of these monitors are only available in debug mode and will always return 0 when used in a release build.
		[b]Note:[/b] Many of these monitors are not updated in real-time, so there may be a short delay between changes.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="get_monitor" qualifiers="const">
			<return type="float" />
			<argument index="0" name="monitor" type="int" enum="Performance.Monitor" />
			<description>
				Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this:
				[codeblock]
				print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console
				[/codeblock]
			</description>
		</method>
	</methods>
	<constants>
		<constant name="TIME_FPS" value="0" enum="Monitor">
			Number of frames per second.
		</constant>
		<constant name="TIME_PROCESS" value="1" enum="Monitor">
			Time it took to complete one frame, in seconds.
		</constant>
		<constant name="TIME_PHYSICS_PROCESS" value="2" enum="Monitor">
			Time it took to complete one physics frame, in seconds.
		</constant>
		<constant name="MEMORY_STATIC" value="3" enum="Monitor">
			Static memory currently used, in bytes. Not available in release builds.
		</constant>
		<constant name="MEMORY_DYNAMIC" value="4" enum="Monitor">
			Dynamic memory currently used, in bytes. Not available in release builds.
		</constant>
		<constant name="MEMORY_STATIC_MAX" value="5" enum="Monitor">
			Available static memory. Not available in release builds.
		</constant>
		<constant name="MEMORY_DYNAMIC_MAX" value="6" enum="Monitor">
			Available dynamic memory. Not available in release builds.
		</constant>
		<constant name="MEMORY_MESSAGE_BUFFER_MAX" value="7" enum="Monitor">
			Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications.
		</constant>
		<constant name="OBJECT_COUNT" value="8" enum="Monitor">
			Number of objects currently instanced (including nodes).
		</constant>
		<constant name="OBJECT_RESOURCE_COUNT" value="9" enum="Monitor">
			Number of resources currently used.
		</constant>
		<constant name="OBJECT_NODE_COUNT" value="10" enum="Monitor">
			Number of nodes currently instanced in the scene tree. This also includes the root node.
		</constant>
		<constant name="OBJECT_ORPHAN_NODE_COUNT" value="11" enum="Monitor">
			Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree.
		</constant>
		<constant name="RENDER_OBJECTS_IN_FRAME" value="12" enum="Monitor">
			3D objects drawn per frame.
		</constant>
		<constant name="RENDER_VERTICES_IN_FRAME" value="13" enum="Monitor">
			Vertices drawn per frame. 3D only.
		</constant>
		<constant name="RENDER_MATERIAL_CHANGES_IN_FRAME" value="14" enum="Monitor">
			Material changes per frame. 3D only.
		</constant>
		<constant name="RENDER_SHADER_CHANGES_IN_FRAME" value="15" enum="Monitor">
			Shader changes per frame. 3D only.
		</constant>
		<constant name="RENDER_SURFACE_CHANGES_IN_FRAME" value="16" enum="Monitor">
			Render surface changes per frame. 3D only.
		</constant>
		<constant name="RENDER_DRAW_CALLS_IN_FRAME" value="17" enum="Monitor">
			Draw calls per frame. 3D only.
		</constant>
		<constant name="RENDER_2D_ITEMS_IN_FRAME" value="18" enum="Monitor">
			Items or joined items drawn per frame.
		</constant>
		<constant name="RENDER_2D_DRAW_CALLS_IN_FRAME" value="19" enum="Monitor">
			Draw calls per frame.
		</constant>
		<constant name="RENDER_VIDEO_MEM_USED" value="20" enum="Monitor">
			The amount of video memory used, i.e. texture and vertex memory combined.
		</constant>
		<constant name="RENDER_TEXTURE_MEM_USED" value="21" enum="Monitor">
			The amount of texture memory used.
		</constant>
		<constant name="RENDER_VERTEX_MEM_USED" value="22" enum="Monitor">
			The amount of vertex memory used.
		</constant>
		<constant name="RENDER_USAGE_VIDEO_MEM_TOTAL" value="23" enum="Monitor">
			Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
		</constant>
		<constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="24" enum="Monitor">
			Number of active [RigidBody2D] nodes in the game.
		</constant>
		<constant name="PHYSICS_2D_COLLISION_PAIRS" value="25" enum="Monitor">
			Number of collision pairs in the 2D physics engine.
		</constant>
		<constant name="PHYSICS_2D_ISLAND_COUNT" value="26" enum="Monitor">
			Number of islands in the 2D physics engine.
		</constant>
		<constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="27" enum="Monitor">
			Number of active [RigidBody] and [VehicleBody] nodes in the game.
		</constant>
		<constant name="PHYSICS_3D_COLLISION_PAIRS" value="28" enum="Monitor">
			Number of collision pairs in the 3D physics engine.
		</constant>
		<constant name="PHYSICS_3D_ISLAND_COUNT" value="29" enum="Monitor">
			Number of islands in the 3D physics engine.
		</constant>
		<constant name="AUDIO_OUTPUT_LATENCY" value="30" enum="Monitor">
			Output latency of the [AudioServer]. Equivalent to calling [method AudioServer.get_output_latency], it is not recommended to call this every frame.
		</constant>
		<constant name="MONITOR_MAX" value="31" enum="Monitor">
			Represents the size of the [enum Monitor] enum.
		</constant>
	</constants>
</class>
