Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
224 lines
10 KiB
C++
224 lines
10 KiB
C++
/*************************************************************************/
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/* register_server_types.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "register_server_types.h"
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#include "core/engine.h"
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#include "core/project_settings.h"
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#include "audio/audio_effect.h"
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#include "audio/audio_stream.h"
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#include "audio/effects/audio_effect_amplify.h"
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#include "audio/effects/audio_effect_chorus.h"
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#include "audio/effects/audio_effect_compressor.h"
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#include "audio/effects/audio_effect_delay.h"
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#include "audio/effects/audio_effect_distortion.h"
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#include "audio/effects/audio_effect_eq.h"
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#include "audio/effects/audio_effect_filter.h"
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#include "audio/effects/audio_effect_limiter.h"
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#include "audio/effects/audio_effect_panner.h"
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#include "audio/effects/audio_effect_phaser.h"
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#include "audio/effects/audio_effect_pitch_shift.h"
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#include "audio/effects/audio_effect_record.h"
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#include "audio/effects/audio_effect_reverb.h"
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#include "audio/effects/audio_effect_spectrum_analyzer.h"
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#include "audio/effects/audio_effect_stereo_enhance.h"
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#include "audio/effects/audio_stream_generator.h"
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#include "audio_server.h"
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#include "camera/camera_feed.h"
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#include "camera_server.h"
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#include "display_server.h"
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#include "navigation_server_2d.h"
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#include "navigation_server_3d.h"
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#include "physics_2d/physics_server_2d_sw.h"
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#include "physics_2d/physics_server_2d_wrap_mt.h"
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#include "physics_3d/physics_server_3d_sw.h"
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#include "physics_server_2d.h"
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#include "physics_server_3d.h"
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#include "rendering/rasterizer.h"
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#include "rendering/rendering_device.h"
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#include "rendering/rendering_device_binds.h"
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#include "rendering_server.h"
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#include "servers/rendering/shader_types.h"
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#include "xr/xr_interface.h"
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#include "xr/xr_positional_tracker.h"
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#include "xr_server.h"
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ShaderTypes *shader_types = nullptr;
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PhysicsServer3D *_createGodotPhysics3DCallback() {
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return memnew(PhysicsServer3DSW);
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}
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PhysicsServer2D *_createGodotPhysics2DCallback() {
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return PhysicsServer2DWrapMT::init_server<PhysicsServer2DSW>();
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}
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static bool has_server_feature_callback(const String &p_feature) {
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if (RenderingServer::get_singleton()) {
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if (RenderingServer::get_singleton()->has_os_feature(p_feature)) {
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return true;
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}
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}
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return false;
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}
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void preregister_server_types() {
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shader_types = memnew(ShaderTypes);
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}
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void register_server_types() {
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OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
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ClassDB::register_virtual_class<DisplayServer>();
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ClassDB::register_virtual_class<RenderingServer>();
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ClassDB::register_class<AudioServer>();
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ClassDB::register_virtual_class<PhysicsServer2D>();
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ClassDB::register_virtual_class<PhysicsServer3D>();
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ClassDB::register_virtual_class<NavigationServer2D>();
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ClassDB::register_virtual_class<NavigationServer3D>();
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ClassDB::register_class<XRServer>();
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ClassDB::register_class<CameraServer>();
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ClassDB::register_virtual_class<RenderingDevice>();
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ClassDB::register_virtual_class<XRInterface>();
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ClassDB::register_class<XRPositionalTracker>();
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ClassDB::register_virtual_class<AudioStream>();
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ClassDB::register_virtual_class<AudioStreamPlayback>();
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ClassDB::register_virtual_class<AudioStreamPlaybackResampled>();
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ClassDB::register_class<AudioStreamMicrophone>();
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ClassDB::register_class<AudioStreamRandomPitch>();
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ClassDB::register_virtual_class<AudioEffect>();
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ClassDB::register_virtual_class<AudioEffectInstance>();
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ClassDB::register_class<AudioEffectEQ>();
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ClassDB::register_class<AudioEffectFilter>();
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ClassDB::register_class<AudioBusLayout>();
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ClassDB::register_class<AudioStreamGenerator>();
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ClassDB::register_virtual_class<AudioStreamGeneratorPlayback>();
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{
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//audio effects
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ClassDB::register_class<AudioEffectAmplify>();
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ClassDB::register_class<AudioEffectReverb>();
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ClassDB::register_class<AudioEffectLowPassFilter>();
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ClassDB::register_class<AudioEffectHighPassFilter>();
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ClassDB::register_class<AudioEffectBandPassFilter>();
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ClassDB::register_class<AudioEffectNotchFilter>();
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ClassDB::register_class<AudioEffectBandLimitFilter>();
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ClassDB::register_class<AudioEffectLowShelfFilter>();
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ClassDB::register_class<AudioEffectHighShelfFilter>();
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ClassDB::register_class<AudioEffectEQ6>();
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ClassDB::register_class<AudioEffectEQ10>();
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ClassDB::register_class<AudioEffectEQ21>();
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ClassDB::register_class<AudioEffectDistortion>();
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ClassDB::register_class<AudioEffectStereoEnhance>();
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ClassDB::register_class<AudioEffectPanner>();
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ClassDB::register_class<AudioEffectChorus>();
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ClassDB::register_class<AudioEffectDelay>();
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ClassDB::register_class<AudioEffectCompressor>();
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ClassDB::register_class<AudioEffectLimiter>();
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ClassDB::register_class<AudioEffectPitchShift>();
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ClassDB::register_class<AudioEffectPhaser>();
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ClassDB::register_class<AudioEffectRecord>();
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ClassDB::register_class<AudioEffectSpectrumAnalyzer>();
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ClassDB::register_virtual_class<AudioEffectSpectrumAnalyzerInstance>();
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}
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ClassDB::register_virtual_class<RenderingDevice>();
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ClassDB::register_class<RDTextureFormat>();
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ClassDB::register_class<RDTextureView>();
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ClassDB::register_class<RDAttachmentFormat>();
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ClassDB::register_class<RDSamplerState>();
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ClassDB::register_class<RDVertexAttribute>();
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ClassDB::register_class<RDUniform>();
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ClassDB::register_class<RDPipelineRasterizationState>();
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ClassDB::register_class<RDPipelineMultisampleState>();
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ClassDB::register_class<RDPipelineDepthStencilState>();
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ClassDB::register_class<RDPipelineColorBlendStateAttachment>();
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ClassDB::register_class<RDPipelineColorBlendState>();
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ClassDB::register_class<RDShaderSource>();
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ClassDB::register_class<RDShaderBytecode>();
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ClassDB::register_class<RDShaderFile>();
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ClassDB::register_class<CameraFeed>();
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ClassDB::register_virtual_class<PhysicsDirectBodyState2D>();
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ClassDB::register_virtual_class<PhysicsDirectSpaceState2D>();
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ClassDB::register_virtual_class<PhysicsShapeQueryResult2D>();
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ClassDB::register_class<PhysicsTestMotionResult2D>();
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ClassDB::register_class<PhysicsShapeQueryParameters2D>();
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ClassDB::register_class<PhysicsShapeQueryParameters3D>();
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ClassDB::register_virtual_class<PhysicsDirectBodyState3D>();
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ClassDB::register_virtual_class<PhysicsDirectSpaceState3D>();
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ClassDB::register_virtual_class<PhysicsShapeQueryResult3D>();
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// Physics 2D
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GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServer2DManager::register_server("GodotPhysics2D", &_createGodotPhysics2DCallback);
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PhysicsServer2DManager::set_default_server("GodotPhysics2D");
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// Physics 3D
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GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT");
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ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"));
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PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
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PhysicsServer3DManager::set_default_server("GodotPhysics3D");
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}
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void unregister_server_types() {
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memdelete(shader_types);
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}
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void register_server_singletons() {
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Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton()));
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}
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