blender/source/gameengine/GameLogic/SCA_IScene.h
HG1 984d6c8677 BGE debug API and actuator
This patch adds some new debug methods to the KX_GameObject for manually adding the debug list and bge.render for controlling the debug visualization.
It also adds a new debug actuator, which allows to control the same functions.

This patch is a updated version of T33701.

Thread on Blenderartists:
http://blenderartists.org/forum/showthread.php?264745-Debug-proerties-for-added-objects-patch&p=2256018&viewfull=1#post2256018

Reviewers: moguri

Reviewed By: moguri

Differential Revision: https://developer.blender.org/D635
2014-07-11 16:00:14 -07:00

88 lines
2.6 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file SCA_IScene.h
* \ingroup gamelogic
*/
#ifndef __SCA_ISCENE_H__
#define __SCA_ISCENE_H__
#include <vector>
#include "STR_String.h"
#include "RAS_2DFilterManager.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
#define DEBUG_MAX_DISPLAY 100
struct SCA_DebugProp
{
class CValue* m_obj;
STR_String m_name;
SCA_DebugProp();
~SCA_DebugProp();
};
class SCA_IScene
{
std::vector<SCA_DebugProp*> m_debugList;
public:
SCA_IScene();
virtual ~SCA_IScene();
virtual class SCA_IObject* AddReplicaObject(class CValue* gameobj,
class CValue* locationobj,
int lifespan=0)=0;
virtual void RemoveObject(class CValue* gameobj)=0;
virtual void DelayedRemoveObject(class CValue* gameobj)=0;
//virtual void DelayedReleaseObject(class CValue* gameobj)=0;
virtual void ReplaceMesh(class CValue* gameobj,
void* meshobj, bool use_gfx, bool use_phys)=0;
std::vector<SCA_DebugProp*>& GetDebugProperties();
bool PropertyInDebugList(class CValue *gameobj, const STR_String &name);
bool ObjectInDebugList(class CValue *gameobj);
void RemoveAllDebugProperties();
void AddDebugProperty(class CValue* debugprop, const STR_String &name);
void RemoveDebugProperty(class CValue *gameobj, const STR_String &name);
void RemoveObjectDebugProperties(class CValue* gameobj);
virtual void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj,
RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode,
int pass, STR_String& text) {}
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IScene")
#endif
};
#endif /* __SCA_ISCENE_H__ */