/** * 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 **Monitor** tab in the editor's **Debugger** panel. By using the [method get_monitor] method of this class, you can access this data from your code. * * **Note:** A few of these monitors are only available in debug mode and will always return 0 when used in a release build. * * **Note:** Many of these monitors are not updated in real-time, so there may be a short delay between changes. * */ declare class PerformanceClass extends Object { /** * 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 **Monitor** tab in the editor's **Debugger** panel. By using the [method get_monitor] method of this class, you can access this data from your code. * * **Note:** A few of these monitors are only available in debug mode and will always return 0 when used in a release build. * * **Note:** Many of these monitors are not updated in real-time, so there may be a short delay between changes. * */ new(): PerformanceClass; static "new"(): PerformanceClass /** * Returns the value of one of the available monitors. You should provide one of the [enum Monitor] constants as the argument, like this: * * @example * * print(Performance.get_monitor(Performance.TIME_FPS)) # Prints the FPS to the console * @summary * * */ get_monitor(monitor: int): float; connect>(signal: T, method: SignalFunction): number; /** * Number of frames per second. * */ static TIME_FPS: any; /** * Time it took to complete one frame, in seconds. * */ static TIME_PROCESS: any; /** * Time it took to complete one physics frame, in seconds. * */ static TIME_PHYSICS_PROCESS: any; /** * Static memory currently used, in bytes. Not available in release builds. * */ static MEMORY_STATIC: any; /** * Dynamic memory currently used, in bytes. Not available in release builds. * */ static MEMORY_DYNAMIC: any; /** * Available static memory. Not available in release builds. * */ static MEMORY_STATIC_MAX: any; /** * Available dynamic memory. Not available in release builds. * */ static MEMORY_DYNAMIC_MAX: any; /** * Largest amount of memory the message queue buffer has used, in bytes. The message queue is used for deferred functions calls and notifications. * */ static MEMORY_MESSAGE_BUFFER_MAX: any; /** * Number of objects currently instanced (including nodes). * */ static OBJECT_COUNT: any; /** * Number of resources currently used. * */ static OBJECT_RESOURCE_COUNT: any; /** * Number of nodes currently instanced in the scene tree. This also includes the root node. * */ static OBJECT_NODE_COUNT: any; /** * Number of orphan nodes, i.e. nodes which are not parented to a node of the scene tree. * */ static OBJECT_ORPHAN_NODE_COUNT: any; /** * 3D objects drawn per frame. * */ static RENDER_OBJECTS_IN_FRAME: any; /** * Vertices drawn per frame. 3D only. * */ static RENDER_VERTICES_IN_FRAME: any; /** * Material changes per frame. 3D only. * */ static RENDER_MATERIAL_CHANGES_IN_FRAME: any; /** * Shader changes per frame. 3D only. * */ static RENDER_SHADER_CHANGES_IN_FRAME: any; /** * Render surface changes per frame. 3D only. * */ static RENDER_SURFACE_CHANGES_IN_FRAME: any; /** * Draw calls per frame. 3D only. * */ static RENDER_DRAW_CALLS_IN_FRAME: any; /** * Items or joined items drawn per frame. * */ static RENDER_2D_ITEMS_IN_FRAME: any; /** * Draw calls per frame. * */ static RENDER_2D_DRAW_CALLS_IN_FRAME: any; /** * The amount of video memory used, i.e. texture and vertex memory combined. * */ static RENDER_VIDEO_MEM_USED: any; /** * The amount of texture memory used. * */ static RENDER_TEXTURE_MEM_USED: any; /** * The amount of vertex memory used. * */ static RENDER_VERTEX_MEM_USED: any; /** * Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0. * */ static RENDER_USAGE_VIDEO_MEM_TOTAL: any; /** * Number of active [RigidBody2D] nodes in the game. * */ static PHYSICS_2D_ACTIVE_OBJECTS: any; /** * Number of collision pairs in the 2D physics engine. * */ static PHYSICS_2D_COLLISION_PAIRS: any; /** * Number of islands in the 2D physics engine. * */ static PHYSICS_2D_ISLAND_COUNT: any; /** * Number of active [RigidBody] and [VehicleBody] nodes in the game. * */ static PHYSICS_3D_ACTIVE_OBJECTS: any; /** * Number of collision pairs in the 3D physics engine. * */ static PHYSICS_3D_COLLISION_PAIRS: any; /** * Number of islands in the 3D physics engine. * */ static PHYSICS_3D_ISLAND_COUNT: any; /** * Output latency of the [AudioServer]. * */ static AUDIO_OUTPUT_LATENCY: any; /** * Represents the size of the [enum Monitor] enum. * */ static MONITOR_MAX: any; }