forked from bartvdbraak/blender
984d6c8677
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
146 lines
3.1 KiB
C++
146 lines
3.1 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file gameengine/GameLogic/SCA_IScene.cpp
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* \ingroup gamelogic
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*/
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#include "SCA_IScene.h"
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#include "Value.h"
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SCA_DebugProp::SCA_DebugProp(): m_obj(NULL)
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{
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}
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SCA_DebugProp::~SCA_DebugProp()
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{
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if (m_obj)
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m_obj->Release();
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}
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SCA_IScene::SCA_IScene()
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{
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}
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void SCA_IScene::RemoveAllDebugProperties()
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{
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for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
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!(it==m_debugList.end());++it)
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{
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delete (*it);
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}
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m_debugList.clear();
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}
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SCA_IScene::~SCA_IScene()
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{
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RemoveAllDebugProperties();
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}
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std::vector<SCA_DebugProp*>& SCA_IScene::GetDebugProperties()
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{
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return m_debugList;
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}
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bool SCA_IScene::PropertyInDebugList( class CValue *gameobj, const STR_String &name )
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{
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for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
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!(it==m_debugList.end());++it) {
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STR_String debugname = (*it)->m_name;
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CValue *debugobj = (*it)->m_obj;
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if (debugobj == gameobj && debugname == name)
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return true;
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}
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return false;
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}
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bool SCA_IScene::ObjectInDebugList( class CValue *gameobj )
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{
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for (std::vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
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!(it==m_debugList.end());++it) {
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CValue* debugobj = (*it)->m_obj;
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if (debugobj == gameobj)
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return true;
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}
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return false;
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}
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void SCA_IScene::AddDebugProperty(class CValue* debugprop,
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const STR_String &name)
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{
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if (m_debugList.size() < DEBUG_MAX_DISPLAY) {
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SCA_DebugProp* dprop = new SCA_DebugProp();
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dprop->m_obj = debugprop;
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debugprop->AddRef();
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dprop->m_name = name;
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m_debugList.push_back(dprop);
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}
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}
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void SCA_IScene::RemoveDebugProperty(class CValue *gameobj,
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const STR_String &name)
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{
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vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
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while(it != m_debugList.end()) {
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STR_String debugname = (*it)->m_name;
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CValue *debugobj = (*it)->m_obj;
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if (debugobj == gameobj && debugname == name) {
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delete (*it);
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m_debugList.erase(it);
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break;
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}
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++it;
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}
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}
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void SCA_IScene::RemoveObjectDebugProperties(class CValue* gameobj)
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{
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vector<SCA_DebugProp*>::iterator it = m_debugList.begin();
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while (it != m_debugList.end()) {
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CValue* debugobj = (*it)->m_obj;
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if (debugobj == gameobj) {
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delete (*it);
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m_debugList.erase(it);
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continue;
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}
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++it;
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}
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}
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