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TimelineItem class is basically an expansion of the previous VisData structure. After the transition process is finished the VisData map will be removed, as it will no longer have any function.
73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
#ifndef __TRACYTIMELINECONTROLLER_HPP__
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#define __TRACYTIMELINECONTROLLER_HPP__
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#include <vector>
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#include "../public/common/TracyForceInline.hpp"
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#include "tracy_robin_hood.h"
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#include "TracyTimelineItem.hpp"
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namespace tracy
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{
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class TimelineController
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{
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struct VisData
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{
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bool visible = true;
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bool showFull = true;
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bool ghost = false;
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int offset = 0;
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int height = 0;
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};
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public:
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TimelineController( View& view, const Worker& worker );
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void FirstFrameExpired();
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void End( float offset );
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template<class T, class U>
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void AddItem( U* data )
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{
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auto it = m_itemMap.find( data );
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if( it == m_itemMap.end() ) it = m_itemMap.emplace( data, std::make_unique<T>( m_view, m_worker, data ) ).first;
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m_items.emplace_back( it->second.get() );
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}
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float GetHeight() const { return m_height; }
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const unordered_flat_map<const void*, VisData>& GetVisData() const { return m_visData; }
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void AdjustThreadHeight( VisData& vis, int oldOffset, int& offset );
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float AdjustThreadPosition( VisData& vis, float wy, int& offset );
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tracy_force_inline VisData& Vis( const void* ptr )
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{
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auto it = m_visData.find( ptr );
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if( it == m_visData.end() )
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{
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it = m_visData.emplace( ptr, VisData {} ).first;
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}
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return it->second;
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}
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private:
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std::vector<TimelineItem*> m_items;
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unordered_flat_map<const void*, std::unique_ptr<TimelineItem>> m_itemMap;
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unordered_flat_map<const void*, VisData> m_visData;
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float m_height;
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float m_offset;
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float m_scroll;
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bool m_firstFrame;
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View& m_view;
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const Worker& m_worker;
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};
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}
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#endif
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