/*************************************************************************/
/*  editor_network_profiler.h                                            */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*************************************************************************/

#ifndef EDITORNETWORKPROFILER_H
#define EDITORNETWORKPROFILER_H

#include "core/debugger/debugger_marshalls.h"
#include "scene/gui/box_container.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/split_container.h"
#include "scene/gui/tree.h"

class EditorNetworkProfiler : public VBoxContainer {
	GDCLASS(EditorNetworkProfiler, VBoxContainer)

private:
	Button *activate;
	Button *clear_button;
	Tree *counters_display;
	LineEdit *incoming_bandwidth_text;
	LineEdit *outgoing_bandwidth_text;

	Timer *frame_delay;

	Map<ObjectID, DebuggerMarshalls::MultiplayerNodeInfo> nodes_data;

	void _update_frame();

	void _activate_pressed();
	void _clear_pressed();

protected:
	void _notification(int p_what);
	static void _bind_methods();

public:
	void add_node_frame_data(const DebuggerMarshalls::MultiplayerNodeInfo p_frame);
	void set_bandwidth(int p_incoming, int p_outgoing);
	bool is_profiling();

	EditorNetworkProfiler();
};

#endif //EDITORNETWORKPROFILER_H