Struct godot::classes::performance::Monitor
pub struct Monitor { /* private fields */ }
Implementations§
§impl Monitor
impl Monitor
pub const TIME_FPS: Monitor = _
pub const TIME_PROCESS: Monitor = _
pub const TIME_PHYSICS_PROCESS: Monitor = _
pub const TIME_NAVIGATION_PROCESS: Monitor = _
pub const MEMORY_STATIC: Monitor = _
pub const MEMORY_STATIC_MAX: Monitor = _
pub const MEMORY_MESSAGE_BUFFER_MAX: Monitor = _
pub const OBJECT_COUNT: Monitor = _
pub const OBJECT_RESOURCE_COUNT: Monitor = _
pub const OBJECT_NODE_COUNT: Monitor = _
pub const OBJECT_ORPHAN_NODE_COUNT: Monitor = _
pub const RENDER_TOTAL_OBJECTS_IN_FRAME: Monitor = _
pub const RENDER_TOTAL_PRIMITIVES_IN_FRAME: Monitor = _
pub const RENDER_TOTAL_DRAW_CALLS_IN_FRAME: Monitor = _
pub const RENDER_VIDEO_MEM_USED: Monitor = _
pub const RENDER_TEXTURE_MEM_USED: Monitor = _
pub const RENDER_BUFFER_MEM_USED: Monitor = _
pub const PHYSICS_2D_ACTIVE_OBJECTS: Monitor = _
pub const PHYSICS_2D_COLLISION_PAIRS: Monitor = _
pub const PHYSICS_2D_ISLAND_COUNT: Monitor = _
pub const PHYSICS_3D_ACTIVE_OBJECTS: Monitor = _
pub const PHYSICS_3D_COLLISION_PAIRS: Monitor = _
pub const PHYSICS_3D_ISLAND_COUNT: Monitor = _
pub const AUDIO_OUTPUT_LATENCY: Monitor = _
pub const NAVIGATION_ACTIVE_MAPS: Monitor = _
pub const NAVIGATION_REGION_COUNT: Monitor = _
pub const NAVIGATION_AGENT_COUNT: Monitor = _
pub const NAVIGATION_LINK_COUNT: Monitor = _
pub const NAVIGATION_POLYGON_COUNT: Monitor = _
pub const NAVIGATION_EDGE_COUNT: Monitor = _
pub const NAVIGATION_EDGE_MERGE_COUNT: Monitor = _
pub const NAVIGATION_EDGE_CONNECTION_COUNT: Monitor = _
pub const NAVIGATION_EDGE_FREE_COUNT: Monitor = _
Trait Implementations§
§impl EngineEnum for Monitor
impl EngineEnum for Monitor
§impl FromGodot for Monitor
impl FromGodot for Monitor
§fn try_from_godot(
via: <Monitor as GodotConvert>::Via,
) -> Result<Monitor, ConvertError>
fn try_from_godot( via: <Monitor as GodotConvert>::Via, ) -> Result<Monitor, ConvertError>
Converts the Godot representation to this type, returning
Err
on failure.§fn from_godot(via: Self::Via) -> Self
fn from_godot(via: Self::Via) -> Self
⚠️ Converts the Godot representation to this type. Read more
§fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
fn try_from_variant(variant: &Variant) -> Result<Self, ConvertError>
Performs the conversion from a
Variant
, returning Err
on failure.§fn from_variant(variant: &Variant) -> Self
fn from_variant(variant: &Variant) -> Self
§impl ToGodot for Monitor
impl ToGodot for Monitor
§fn to_godot(&self) -> <Monitor as GodotConvert>::Via
fn to_godot(&self) -> <Monitor as GodotConvert>::Via
Converts this type to the Godot type by reference, usually by cloning.
§fn into_godot(self) -> Self::Via
fn into_godot(self) -> Self::Via
Converts this type to the Godot type. Read more
§fn to_variant(&self) -> Variant
fn to_variant(&self) -> Variant
Converts this type to a Variant.
impl Copy for Monitor
impl Eq for Monitor
impl StructuralPartialEq for Monitor
Auto Trait Implementations§
impl Freeze for Monitor
impl RefUnwindSafe for Monitor
impl Send for Monitor
impl Sync for Monitor
impl Unpin for Monitor
impl UnwindSafe for Monitor
Blanket Implementations§
source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
source§impl<T> CloneToUninit for Twhere
T: Clone,
impl<T> CloneToUninit for Twhere
T: Clone,
source§default unsafe fn clone_to_uninit(&self, dst: *mut T)
default unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)source§impl<T> CloneToUninit for Twhere
T: Copy,
impl<T> CloneToUninit for Twhere
T: Copy,
source§unsafe fn clone_to_uninit(&self, dst: *mut T)
unsafe fn clone_to_uninit(&self, dst: *mut T)
🔬This is a nightly-only experimental API. (
clone_to_uninit
)