/*************************************************************************/ /* register_server_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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 "project_settings.h" #include "arvr/arvr_interface.h" #include "arvr/arvr_positional_tracker.h" #include "arvr/arvr_script_interface.h" #include "arvr_server.h" #include "audio/audio_effect.h" #include "audio/audio_stream.h" #include "audio/effects/audio_effect_amplify.h" #include "audio/effects/audio_effect_chorus.h" #include "audio/effects/audio_effect_compressor.h" #include "audio/effects/audio_effect_delay.h" #include "audio/effects/audio_effect_distortion.h" #include "audio/effects/audio_effect_eq.h" #include "audio/effects/audio_effect_filter.h" #include "audio/effects/audio_effect_limiter.h" #include "audio/effects/audio_effect_panner.h" #include "audio/effects/audio_effect_phaser.h" #include "audio/effects/audio_effect_pitch_shift.h" #include "audio/effects/audio_effect_reverb.h" #include "audio/effects/audio_effect_stereo_enhance.h" #include "audio_server.h" #include "physics_2d_server.h" #include "physics_server.h" #include "script_debugger_remote.h" #include "visual/shader_types.h" #include "visual_server.h" static void _debugger_get_resource_usage(List *r_usage) { List tinfo; VS::get_singleton()->texture_debug_usage(&tinfo); for (List::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); } } ShaderTypes *shader_types = NULL; ARVRServer *arvr_server = NULL; void register_server_types() { arvr_server = memnew(ARVRServer); ProjectSettings::get_singleton()->add_singleton(ProjectSettings::Singleton("VisualServer", VisualServer::get_singleton())); ProjectSettings::get_singleton()->add_singleton(ProjectSettings::Singleton("AudioServer", AudioServer::get_singleton())); ProjectSettings::get_singleton()->add_singleton(ProjectSettings::Singleton("PhysicsServer", PhysicsServer::get_singleton())); ProjectSettings::get_singleton()->add_singleton(ProjectSettings::Singleton("Physics2DServer", Physics2DServer::get_singleton())); ProjectSettings::get_singleton()->add_singleton(ProjectSettings::Singleton("ARVRServer", ARVRServer::get_singleton())); shader_types = memnew(ShaderTypes); ClassDB::register_virtual_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); ClassDB::register_class(); ClassDB::register_virtual_class(); ClassDB::register_class(); { //audio effects ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); } ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); ScriptDebuggerRemote::resource_usage_func = _debugger_get_resource_usage; } void unregister_server_types() { //@TODO move this into iPhone/Android implementation? just have this here for testing... // mobile_interface = NULL; memdelete(shader_types); memdelete(arvr_server); }