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
88 lines
2.6 KiB
C++
88 lines
2.6 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 SCA_IScene.h
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* \ingroup gamelogic
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*/
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#ifndef __SCA_ISCENE_H__
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#define __SCA_ISCENE_H__
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#include <vector>
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#include "STR_String.h"
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#include "RAS_2DFilterManager.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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#define DEBUG_MAX_DISPLAY 100
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struct SCA_DebugProp
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{
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class CValue* m_obj;
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STR_String m_name;
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SCA_DebugProp();
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~SCA_DebugProp();
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};
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class SCA_IScene
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{
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std::vector<SCA_DebugProp*> m_debugList;
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public:
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SCA_IScene();
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virtual ~SCA_IScene();
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virtual class SCA_IObject* AddReplicaObject(class CValue* gameobj,
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class CValue* locationobj,
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int lifespan=0)=0;
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virtual void RemoveObject(class CValue* gameobj)=0;
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virtual void DelayedRemoveObject(class CValue* gameobj)=0;
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//virtual void DelayedReleaseObject(class CValue* gameobj)=0;
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virtual void ReplaceMesh(class CValue* gameobj,
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void* meshobj, bool use_gfx, bool use_phys)=0;
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std::vector<SCA_DebugProp*>& GetDebugProperties();
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bool PropertyInDebugList(class CValue *gameobj, const STR_String &name);
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bool ObjectInDebugList(class CValue *gameobj);
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void RemoveAllDebugProperties();
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void AddDebugProperty(class CValue* debugprop, const STR_String &name);
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void RemoveDebugProperty(class CValue *gameobj, const STR_String &name);
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void RemoveObjectDebugProperties(class CValue* gameobj);
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virtual void Update2DFilter(std::vector<STR_String>& propNames, void* gameObj,
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RAS_2DFilterManager::RAS_2DFILTER_MODE filtermode,
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int pass, STR_String& text) {}
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:SCA_IScene")
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#endif
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};
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#endif /* __SCA_ISCENE_H__ */
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