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