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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@@ -6,6 +6,7 @@
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#include "absl/strings/str_format.h"
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#include "absl/strings/string_view.h"
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#include "app/core/performance_monitor.h"
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#include "app/core/platform/file_dialog.h"
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#include "app/core/window.h"
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#include "app/gfx/arena.h"
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@@ -29,6 +30,8 @@ constexpr uint32_t kRedPen = 0xFF0000FF;
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void ScreenEditor::Initialize() {}
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absl::Status ScreenEditor::Load() {
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core::ScopedTimer timer("ScreenEditor::Load");
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ASSIGN_OR_RETURN(dungeon_maps_,
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zelda3::LoadDungeonMaps(*rom(), dungeon_map_labels_));
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RETURN_IF_ERROR(zelda3::LoadDungeonMapTile16(
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