---Profiler API documentation ---Functions for getting profiling data in runtime. ---More detailed profiling and debugging information available in the manuals. ---@class profiler profiler = {} ---pause on current frame profiler.MODE_PAUSE = nil ---start recording profiler.MODE_RECORD = nil ---continously show latest frame profiler.MODE_RUN = nil ---pause at peak frame profiler.MODE_SHOW_PEAK_FRAME = nil ---show full profiler ui profiler.VIEW_MODE_FULL = nil ---show mimimal profiler ui profiler.VIEW_MODE_MINIMIZED = nil ---Creates and shows or hides and destroys the on-sceen profiler ui ---The profiler is a real-time tool that shows the numbers of milliseconds spent ---in each scope per frame as well as counters. The profiler is very useful for ---tracking down performance and resource problems. ---@param enabled boolean # true to enable, false to disable function profiler.enable_ui(enabled) end ---Get the percent of CPU usage by the application, as reported by the OS. --- This function is not available on HTML5. ---For some platforms ( Android, Linux and Windows), this information is only available ---by default in the debug version of the engine. It can be enabled in release version as well ---by checking track_cpu under profiler in the game.project file. ---(This means that the engine will sample the CPU usage in intervalls during execution even in release mode.) ---@return number # of CPU used by the application function profiler.get_cpu_usage() end ---Get the amount of memory used (resident/working set) by the application in bytes, as reported by the OS. --- This function is not available on HTML5. ---The values are gathered from internal OS functions which correspond to the following; --- ---OS Value --- iOS MacOSAndrod Linux Resident memory --- Windows Working set --- HTML5 Not available ---@return number # used by the application function profiler.get_memory_usage() end ---Send a text to the profiler ---@param text string # the string to send to the profiler function profiler.log_text(text) end ---Get the number of recorded frames in the on-screen profiler ui recording buffer ---@return number # the number of recorded frames, zero if on-screen profiler is disabled function profiler.recorded_frame_count() end ---Starts a profile scope. ---@param name string # The name of the scope function profiler.scope_begin(name) end ---End the current profile scope. function profiler.scope_end() end ---Set the on-screen profile mode - run, pause, record or show peak frame ---@param mode constant # the mode to set the ui profiler in function profiler.set_ui_mode(mode) end ---Set the on-screen profile view mode - minimized or expanded ---@param mode constant # the view mode to set the ui profiler in function profiler.set_ui_view_mode(mode) end ---Shows or hides the time the engine waits for vsync in the on-screen profiler ---Each frame the engine waits for vsync and depending on your vsync settings and how much time ---your game logic takes this time can dwarf the time in the game logic making it hard to ---see details in the on-screen profiler graph and lists. ---Also, by hiding this the FPS times in the header show the time spent each time excuding the ---time spent waiting for vsync. This shows you how long time your game is spending actively ---working each frame. ---This setting also effects the display of recorded frames but does not affect the actual ---recorded frames so it is possible to toggle this on and off when viewing recorded frames. ---By default the vsync wait times is displayed in the profiler. ---@param visible boolean # true to include it in the display, false to hide it. function profiler.set_ui_vsync_wait_visible(visible) end ---Pauses and displays a frame from the recording buffer in the on-screen profiler ui ---The frame to show can either be an absolute frame or a relative frame to the current frame. ---@param frame_index table # a table where you specify one of the following parameters: function profiler.view_recorded_frame(frame_index) end return profiler