/usr/include/crystalspace-2.0/ivaria/bugplug.h is in libcrystalspace-dev 2.0+dfsg-1build1.
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Copyright (C) 2002 by Jorrit Tyberghein
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifndef __CS_IVARIA_BUGPLUG_H__
#define __CS_IVARIA_BUGPLUG_H__
/**\file
* BugPlug debugging utility plugin interface
*/
#include "csutil/scf.h"
#include "ivideo/graph3d.h"
struct iBugPlug;
struct iMeshObject;
class csBox3;
class csReversibleTransform;
class csVector2;
class csVector3;
/**
* An application/module can implement this interface to render something.
* BugPlug can call the render function when it decides it is time to
* render the object.
*/
struct iBugPlugRenderObject : public virtual iBase
{
SCF_INTERFACE(iBugPlugRenderObject, 2,0,0);
/// Render.
virtual void Render (iGraphics3D* g3d, iBugPlug* bugplug) = 0;
};
/**
* Using this interface you can communicate with the BugPlug plugin.
* This can be useful for specialized debugging operations.
*/
struct iBugPlug : public virtual iBase
{
SCF_INTERFACE(iBugPlug,2,0,1);
//=========================================================================
/**
* Setup the 'debug sector'. The debug sector is a sector which you
* can fill with boxes and other objects. BugPlug can then switch
* the view to that sector so that the objects are rendered. This can
* be useful for debugging complicated systems in a graphical manner.
* This function will clear any previously created debug sector.
*/
virtual void SetupDebugSector () = 0;
/**
* Add a colored filled box to the debug sector. If name is not 0 it
* will be shown in BugPlug when the mouse is over the object. If
* iMeshObject* is not 0 it will be shown inside the box when the mouse
* is over the object.
*/
virtual void DebugSectorBox (const csBox3& box, float r, float g, float b,
const char* name = 0, iMeshObject* mesh = 0,
uint mixmode = CS_FX_COPY) = 0;
/**
* Add a transparent filled triangle to the debug sector.
* The color will be max at s1 and completely black at s2 and s3.
*/
virtual void DebugSectorTriangle (const csVector3& s1, const csVector3& s2,
const csVector3& s3, float r, float g, float b,
uint mixmode = CS_FX_ADD) = 0;
/**
* Switch BugPlug view to the debug sector. The given transform is
* given to the camera.
* If clear is false then the 3D view will not be overwritten. In
* that case the transformation will not be used but the debug sector
* will follow the 3D view.
*/
virtual void SwitchDebugSector (const csReversibleTransform& trans,
bool clear = true) = 0;
/**
* Returns true if the debug sector is currently visible.
*/
virtual bool CheckDebugSector () const = 0;
//=========================================================================
/**
* Setup the 'debug 2dview'. To this view a plugin or application can
* add various 2D objects (lines and points for example).
* This function will clear any previously created debug view.
*/
virtual void SetupDebugView () = 0;
/**
* Add a dragable point. Returns an index that can be used in a line.
*/
virtual int DebugViewPoint (const csVector2& point) = 0;
/**
* Add a line. The two indices are as returned from DebugViewPoint().
*/
virtual void DebugViewLine (int i1, int i2) = 0;
/**
* Add a box. The two indices are as returned from DebugViewPoint().
*/
virtual void DebugViewBox (int i1, int i2) = 0;
/**
* Return the current number of points.
*/
virtual int DebugViewPointCount () const = 0;
/**
* Return a point.
*/
virtual const csVector2& DebugViewGetPoint (int i) const = 0;
/**
* Return the current number of lines.
*/
virtual int DebugViewLineCount () const = 0;
/**
* Return a line.
*/
virtual void DebugViewGetLine (int i, int& i1, int& i2) const = 0;
/**
* Return the current number of boxes.
*/
virtual int DebugViewBoxCount () const = 0;
/**
* Return a box.
*/
virtual void DebugViewGetBox (int i, int& i1, int& i2) const = 0;
/**
* Add some rendering code that will be rendered right before the
* points and lines are rendered. If 0 the current object will be removed.
*/
virtual void DebugViewRenderObject (iBugPlugRenderObject* obj) = 0;
/**
* Indicate if BugPlug should clear the screen before rendering the
* debug view. True by default.
*/
virtual void DebugViewClearScreen (bool cs) = 0;
/**
* Switch BugPlug view to the debug view.
* If clear is false then the 3D view will not be overwritten.
*/
virtual void SwitchDebugView (bool clear = true) = 0;
/**
* Returns true if the debug view is currently visible.
*/
virtual bool CheckDebugView () const = 0;
//=========================================================================
/**
* Add an amount to a counter. Bugplug will automatically clear this counter
* every frame and show the last number, the average, the number of frames,
* and the total for every known counter. You don't have to specficially
* register a counter. Just by using this function BugPlug will know about
* the counter.
*/
virtual void AddCounter (const char* countername, int amount = 1) = 0;
/**
* Add an amount to a enum-counter. This is similar to a regular counter
* except that BugPlug will keep track of how many times every particular
* value is encountered. Enum-counters are displayed differently.
* BugPlug will automatically convert a counter to an enum-counter if you
* use this function on an existing counter and vice versa.
* BugPlug currently only supports enum values between 0 and 9.
*/
virtual void AddCounterEnum (const char* countername, int enumval,
int amount = 1) = 0;
/**
* Reset some counter manually. Normally BugPlug will reset counters
* every frame but you can also reset it manually. If you reset an
* enum-counter all enum types are reset at once.
*/
virtual void ResetCounter (const char* countername, int value = 0) = 0;
/**
* Remove a counter. From this point on BugPlug will no longer show this
* counter (BugPlug will remove the counter internally).
*/
virtual void RemoveCounter (const char* countername) = 0;
//=========================================================================
/**
* Execute a bugplug command. The commands are the same ones you can specify
* in the <tt>bugplug.key</tt> file.
* \param command Command to execute.
* \return Whether the command was executed successfully.
*/
virtual bool ExecCommand (const char* command) = 0;
};
#endif // __CS_IVARIA_BUGPLUG_H__
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