Integrate performance monitoring across various editors
- Added performance monitoring capabilities using ScopedTimer in the DungeonEditor, PaletteEditor, ScreenEditor, MessageEditor, MusicEditor, SpriteEditor, and SettingsEditor classes to track loading times. - Enhanced the Load methods in each editor to include timing for critical operations, improving performance analysis and optimization. - Removed unnecessary debug output in the Sprite class to clean up the codebase.
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@@ -2,6 +2,7 @@
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#include "absl/status/status.h"
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#include "absl/strings/str_cat.h"
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#include "app/core/performance_monitor.h"
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#include "app/gfx/snes_palette.h"
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#include "app/gui/color.h"
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#include "imgui/imgui.h"
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@@ -171,6 +172,8 @@ absl::Status DisplayPalette(gfx::SnesPalette& palette, bool loaded) {
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void PaletteEditor::Initialize() {}
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absl::Status PaletteEditor::Load() {
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core::ScopedTimer timer("PaletteEditor::Load");
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if (rom()->is_loaded()) {
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// Initialize the labels
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for (int i = 0; i < kNumPalettes; i++) {
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