blender/source/gameengine/GameLogic/SCA_IScene.cpp
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

146 lines
3.1 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 gameengine/GameLogic/SCA_IScene.cpp
* \ingroup gamelogic
*/
#include "SCA_IScene.h"
#include "Value.h"
SCA_DebugProp::SCA_DebugProp(): m_obj(NULL)
{
}
SCA_DebugProp::~SCA_DebugProp()
{
if (m_obj)
m_obj->Release();
}
SCA_IScene::SCA_IScene()
{
}
void SCA_IScene::RemoveAllDebugProperties()
{
for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
!(it==m_debugList.end());++it)
{
delete (*it);
}
m_debugList.clear();
}
SCA_IScene::~SCA_IScene()
{
RemoveAllDebugProperties();
}
std::vector<SCA_DebugProp*>& SCA_IScene::GetDebugProperties()
{
return m_debugList;
}
bool SCA_IScene::PropertyInDebugList( class CValue *gameobj, const STR_String &name )
{
for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
!(it==m_debugList.end());++it) {
STR_String debugname = (*it)->m_name;
CValue *debugobj = (*it)->m_obj;
if (debugobj == gameobj && debugname == name)
return true;
}
return false;
}
bool SCA_IScene::ObjectInDebugList( class CValue *gameobj )
{
for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
!(it==m_debugList.end());++it) {
CValue* debugobj = (*it)->m_obj;
if (debugobj == gameobj)
return true;
}
return false;
}
void SCA_IScene::AddDebugProperty(class CValue* debugprop,
const STR_String &name)
{
if (m_debugList.size() < DEBUG_MAX_DISPLAY) {
SCA_DebugProp* dprop = new SCA_DebugProp();
dprop->m_obj = debugprop;
debugprop->AddRef();
dprop->m_name = name;
m_debugList.push_back(dprop);
}
}
void SCA_IScene::RemoveDebugProperty(class CValue *gameobj,
const STR_String &name)
{
vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
while(it != m_debugList.end()) {
STR_String debugname = (*it)->m_name;
CValue *debugobj = (*it)->m_obj;
if (debugobj == gameobj && debugname == name) {
delete (*it);
m_debugList.erase(it);
break;
}
++it;
}
}
void SCA_IScene::RemoveObjectDebugProperties(class CValue* gameobj)
{
vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
while (it != m_debugList.end()) {
CValue* debugobj = (*it)->m_obj;
if (debugobj == gameobj) {
delete (*it);
m_debugList.erase(it);
continue;
}
++it;
}
}