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-rw-r--r--Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs257
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diff --git a/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs
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index 0000000..7d2f4f8
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+++ b/Assets/Packages/Tayx/Graphy - Ultimate Stats Monitor/Scripts/Ram/G_RamGraph.cs
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+/* ---------------------------------------
+ * Author: Martin Pane (martintayx@gmail.com) (@tayx94)
+ * Collaborators: Lars Aalbertsen (@Rockylars)
+ * Project: Graphy - Ultimate Stats Monitor
+ * Date: 15-Dec-17
+ * Studio: Tayx
+ *
+ * This project is released under the MIT license.
+ * Attribution is not required, but it is always welcomed!
+ * -------------------------------------*/
+
+using Tayx.Graphy.Graph;
+using UnityEngine;
+using UnityEngine.UI;
+
+#if UNITY_5_5_OR_NEWER
+using UnityEngine.Profiling;
+#endif
+
+namespace Tayx.Graphy.Ram
+{
+ public class G_RamGraph : G_Graph
+ {
+ /* ----- TODO: ----------------------------
+ * Add summaries to the variables.
+ * Add summaries to the functions.
+ * Check if we should add a "RequireComponent" for "RamMonitor".
+ * --------------------------------------*/
+
+ #region Variables -> Serialized Private
+
+ [SerializeField] private Image m_imageAllocated = null;
+ [SerializeField] private Image m_imageReserved = null;
+ [SerializeField] private Image m_imageMono = null;
+
+ [SerializeField] private Shader ShaderFull = null;
+ [SerializeField] private Shader ShaderLight = null;
+
+ #endregion
+
+ #region Variables -> Private
+
+ private GraphyManager m_graphyManager = null;
+
+ private G_RamMonitor m_ramMonitor = null;
+
+ private int m_resolution = 150;
+
+ private G_GraphShader m_shaderGraphAllocated = null;
+ private G_GraphShader m_shaderGraphReserved = null;
+ private G_GraphShader m_shaderGraphMono = null;
+
+ private float[] m_allocatedArray;
+ private float[] m_reservedArray;
+ private float[] m_monoArray;
+
+ private float m_highestMemory = 0;
+
+ #endregion
+
+ #region Methods -> Unity Callbacks
+
+ private void OnEnable()
+ {
+ Init();
+ }
+
+ private void Update()
+ {
+ UpdateGraph();
+ }
+
+ #endregion
+
+ #region Methods -> Public
+
+ public void UpdateParameters()
+ {
+ if ( m_shaderGraphAllocated == null
+ || m_shaderGraphReserved == null
+ || m_shaderGraphMono == null)
+ {
+ Init();
+ }
+
+ switch (m_graphyManager.GraphyMode)
+ {
+ case GraphyManager.Mode.FULL:
+ m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
+ m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
+ m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeFull;
+
+ m_shaderGraphAllocated .Image.material = new Material(ShaderFull);
+ m_shaderGraphReserved .Image.material = new Material(ShaderFull);
+ m_shaderGraphMono .Image.material = new Material(ShaderFull);
+ break;
+
+ case GraphyManager.Mode.LIGHT:
+ m_shaderGraphAllocated .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
+ m_shaderGraphReserved .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
+ m_shaderGraphMono .ArrayMaxSize = G_GraphShader.ArrayMaxSizeLight;
+
+ m_shaderGraphAllocated .Image.material = new Material(ShaderLight);
+ m_shaderGraphReserved .Image.material = new Material(ShaderLight);
+ m_shaderGraphMono .Image.material = new Material(ShaderLight);
+ break;
+ }
+
+ m_shaderGraphAllocated.InitializeShader();
+ m_shaderGraphReserved.InitializeShader();
+ m_shaderGraphMono.InitializeShader();
+
+ m_resolution = m_graphyManager.RamGraphResolution;
+
+ CreatePoints();
+ }
+
+ #endregion
+
+ #region Methods -> Protected Override
+
+ protected override void UpdateGraph()
+ {
+ float allocatedMemory = m_ramMonitor.AllocatedRam;
+ float reservedMemory = m_ramMonitor.ReservedRam;
+ float monoMemory = m_ramMonitor.MonoRam;
+
+ m_highestMemory = 0;
+
+ for (int i = 0; i <= m_resolution - 1; i++)
+ {
+ if (i >= m_resolution - 1)
+ {
+ m_allocatedArray[i] = allocatedMemory;
+ m_reservedArray[i] = reservedMemory;
+ m_monoArray[i] = monoMemory;
+ }
+ else
+ {
+ m_allocatedArray[i] = m_allocatedArray[i + 1];
+ m_reservedArray[i] = m_reservedArray[i + 1];
+ m_monoArray[i] = m_monoArray[i + 1];
+ }
+
+ if (m_highestMemory < m_reservedArray[i])
+ {
+ m_highestMemory = m_reservedArray[i];
+ }
+ }
+
+ for (int i = 0; i <= m_resolution - 1; i++)
+ {
+ m_shaderGraphAllocated.Array[i] = m_allocatedArray[i] / m_highestMemory;
+
+ m_shaderGraphReserved.Array[i] = m_reservedArray[i] / m_highestMemory;
+
+ m_shaderGraphMono.Array[i] = m_monoArray[i] / m_highestMemory;
+ }
+
+ m_shaderGraphAllocated.UpdatePoints();
+ m_shaderGraphReserved.UpdatePoints();
+ m_shaderGraphMono.UpdatePoints();
+ }
+
+ protected override void CreatePoints()
+ {
+
+ m_shaderGraphAllocated.Array = new float[m_resolution];
+ m_shaderGraphReserved.Array = new float[m_resolution];
+ m_shaderGraphMono.Array = new float[m_resolution];
+
+ m_allocatedArray = new float[m_resolution];
+ m_reservedArray = new float[m_resolution];
+ m_monoArray = new float[m_resolution];
+
+ for (int i = 0; i < m_resolution; i++)
+ {
+ m_shaderGraphAllocated.Array[i] = 0;
+ m_shaderGraphReserved.Array[i] = 0;
+ m_shaderGraphMono.Array[i] = 0;
+ }
+
+ // Initialize the material values
+
+ // Colors
+
+ m_shaderGraphAllocated.GoodColor = m_graphyManager.AllocatedRamColor;
+ m_shaderGraphAllocated.CautionColor = m_graphyManager.AllocatedRamColor;
+ m_shaderGraphAllocated.CriticalColor = m_graphyManager.AllocatedRamColor;
+
+ m_shaderGraphAllocated.UpdateColors();
+
+ m_shaderGraphReserved.GoodColor = m_graphyManager.ReservedRamColor;
+ m_shaderGraphReserved.CautionColor = m_graphyManager.ReservedRamColor;
+ m_shaderGraphReserved.CriticalColor = m_graphyManager.ReservedRamColor;
+
+ m_shaderGraphReserved.UpdateColors();
+
+ m_shaderGraphMono.GoodColor = m_graphyManager.MonoRamColor;
+ m_shaderGraphMono.CautionColor = m_graphyManager.MonoRamColor;
+ m_shaderGraphMono.CriticalColor = m_graphyManager.MonoRamColor;
+
+ m_shaderGraphMono.UpdateColors();
+
+ // Thresholds
+
+ m_shaderGraphAllocated.GoodThreshold = 0;
+ m_shaderGraphAllocated.CautionThreshold = 0;
+ m_shaderGraphAllocated.UpdateThresholds();
+
+ m_shaderGraphReserved.GoodThreshold = 0;
+ m_shaderGraphReserved.CautionThreshold = 0;
+ m_shaderGraphReserved.UpdateThresholds();
+
+ m_shaderGraphMono.GoodThreshold = 0;
+ m_shaderGraphMono.CautionThreshold = 0;
+ m_shaderGraphMono.UpdateThresholds();
+
+ m_shaderGraphAllocated.UpdateArray();
+ m_shaderGraphReserved.UpdateArray();
+ m_shaderGraphMono.UpdateArray();
+
+ // Average
+
+ m_shaderGraphAllocated.Average = 0;
+ m_shaderGraphReserved.Average = 0;
+ m_shaderGraphMono.Average = 0;
+
+ m_shaderGraphAllocated.UpdateAverage();
+ m_shaderGraphReserved.UpdateAverage();
+ m_shaderGraphMono.UpdateAverage();
+ }
+
+ #endregion
+
+ #region Methods -> Private
+
+ private void Init()
+ {
+ m_graphyManager = transform.root.GetComponentInChildren<GraphyManager>();
+
+ m_ramMonitor = GetComponent<G_RamMonitor>();
+
+ m_shaderGraphAllocated = new G_GraphShader();
+ m_shaderGraphReserved = new G_GraphShader();
+ m_shaderGraphMono = new G_GraphShader();
+
+ m_shaderGraphAllocated .Image = m_imageAllocated;
+ m_shaderGraphReserved .Image = m_imageReserved;
+ m_shaderGraphMono .Image = m_imageMono;
+
+ UpdateParameters();
+ }
+
+ #endregion
+ }
+} \ No newline at end of file