/*************************************************************************/ /* register_server_types.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "script_debugger_remote.h" #include "visual/shader_types.h" #include "audio/audio_stream.h" #include "audio/audio_effect.h" #include "audio/effects/audio_effect_amplify.h" #include "audio/effects/audio_effect_reverb.h" #include "audio/effects/audio_effect_filter.h" #include "audio/effects/audio_effect_eq.h" #include "audio/effects/audio_effect_distortion.h" #include "audio/effects/audio_effect_stereo_enhance.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; void register_server_types() { GLOBAL_DEF("memory/multithread/thread_rid_pool_prealloc",20); GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("VisualServer",VisualServer::get_singleton()) ); GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("AudioServer",AudioServer::get_singleton()) ); GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("PhysicsServer",PhysicsServer::get_singleton()) ); GlobalConfig::get_singleton()->add_singleton( GlobalConfig::Singleton("Physics2DServer",Physics2DServer::get_singleton()) ); shader_types = memnew( ShaderTypes ); ClassDB::register_virtual_class(); ClassDB::register_virtual_class(); ClassDB::register_virtual_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(){ memdelete( shader_types ); }