godot/servers/register_server_types.cpp

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/*************************************************************************/
/* register_server_types.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "register_server_types.h"
#include "globals.h"
#include "visual_server.h"
#include "audio_server.h"
#include "physics_server.h"
#include "physics_2d_server.h"
#include "spatial_sound_server.h"
#include "spatial_sound_2d_server.h"
#include "script_debugger_remote.h"
static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsage>* r_usage) {
List<VS::TextureInfo> tinfo;
VS::get_singleton()->texture_debug_usage(&tinfo);
for (List<VS::TextureInfo>::Element *E=tinfo.front();E;E=E->next()) {
ScriptDebuggerRemote::ResourceUsage usage;
usage.path=E->get().path;
usage.vram=E->get().bytes;
usage.id=E->get().texture;
usage.type="Texture";
usage.format=itos(E->get().size.width)+"x"+itos(E->get().size.height)+" "+Image::get_format_name(E->get().format);
r_usage->push_back(usage);
}
}
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void register_server_types() {
Globals::get_singleton()->add_singleton( Globals::Singleton("VisualServer",VisualServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("VS",VisualServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("AudioServer",AudioServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("AS",AudioServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("PhysicsServer",PhysicsServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("PS",PhysicsServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("Physics2DServer",Physics2DServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("PS2D",Physics2DServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("SpatialSoundServer",SpatialSoundServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("SS",SpatialSoundServer::get_singleton()) );
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Globals::get_singleton()->add_singleton( Globals::Singleton("SpatialSound2DServer",SpatialSound2DServer::get_singleton()) );
Globals::get_singleton()->add_singleton( Globals::Singleton("SS2D",SpatialSound2DServer::get_singleton()) );
ObjectTypeDB::register_virtual_type<Physics2DDirectBodyState>();
ObjectTypeDB::register_virtual_type<Physics2DDirectSpaceState>();
ObjectTypeDB::register_virtual_type<Physics2DShapeQueryResult>();
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ObjectTypeDB::register_type<Physics2DTestMotionResult>();
ObjectTypeDB::register_type<Physics2DShapeQueryParameters>();
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Huge Amount of BugFix -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
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ObjectTypeDB::register_type<PhysicsShapeQueryParameters>();
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ObjectTypeDB::register_virtual_type<PhysicsDirectBodyState>();
ObjectTypeDB::register_virtual_type<PhysicsDirectSpaceState>();
ObjectTypeDB::register_virtual_type<PhysicsShapeQueryResult>();
ScriptDebuggerRemote::resource_usage_func=_debugger_get_resource_usage;
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}
void unregister_server_types(){
}