Add a debug menu + option to reload shaders (memory leak, yeah, but it's just for debugging)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14674 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -305,6 +305,7 @@ src/tracks/track_object_presentation.cpp
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src/tracks/track_sector.cpp
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src/tracks/track_sector.cpp
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src/utils/constants.cpp
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src/utils/constants.cpp
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src/utils/crash_reporting.cpp
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src/utils/crash_reporting.cpp
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src/utils/debug.cpp
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src/utils/helpers.cpp
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src/utils/helpers.cpp
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src/utils/leak_check.cpp
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src/utils/leak_check.cpp
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src/utils/log.cpp
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src/utils/log.cpp
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@ -635,6 +636,7 @@ src/tracks/track_object_presentation.hpp
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src/tracks/track_sector.hpp
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src/tracks/track_sector.hpp
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src/utils/aligned_array.hpp
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src/utils/aligned_array.hpp
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src/utils/constants.hpp
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src/utils/constants.hpp
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src/utils/debug.hpp
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src/utils/helpers.hpp
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src/utils/helpers.hpp
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src/utils/interpolation_array.hpp
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src/utils/interpolation_array.hpp
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src/utils/crash_reporting.hpp
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src/utils/crash_reporting.hpp
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@ -360,8 +360,10 @@ public:
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inline PostProcessing* getPostProcessing() {return m_post_processing;}
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inline PostProcessing* getPostProcessing() {return m_post_processing;}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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inline core::vector3df getWind() {return m_wind->getWind();}
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inline core::vector3df getWind() {return m_wind->getWind();}
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// ------------------------------------------------------------------------
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// -----------------------------------------------------------------------
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inline video::E_MATERIAL_TYPE getShader(const ShaderType num) {return m_shaders->getShader(num);}
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inline video::E_MATERIAL_TYPE getShader(const ShaderType num) {return m_shaders->getShader(num);}
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// -----------------------------------------------------------------------
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inline void updateShaders() {m_shaders->loadShaders();}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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inline video::IShaderConstantSetCallBack* getCallback(const ShaderType num)
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inline video::IShaderConstantSetCallBack* getCallback(const ShaderType num)
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{
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{
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@ -29,14 +29,6 @@ using namespace video;
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Shaders::Shaders()
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Shaders::Shaders()
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{
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{
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const std::string &dir = file_manager->getShaderDir();
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IGPUProgrammingServices * const gpu = irr_driver->getVideoDriver()->getGPUProgrammingServices();
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#define glsl(a, b, c) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c)
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#define glslmat(a, b, c, d) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c, d)
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#define glsl_noinput(a, b) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) 0)
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// Callbacks
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// Callbacks
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memset(m_callbacks, 0, sizeof(m_callbacks));
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memset(m_callbacks, 0, sizeof(m_callbacks));
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@ -75,6 +67,26 @@ Shaders::Shaders()
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m_callbacks[ES_PPDISPLACE] = new PPDisplaceProvider();
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m_callbacks[ES_PPDISPLACE] = new PPDisplaceProvider();
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m_callbacks[ES_FOG] = new FogProvider();
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m_callbacks[ES_FOG] = new FogProvider();
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for(s32 i=0 ; i < ES_COUNT ; i++)
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m_shaders[i] = -1;
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loadShaders();
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}
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void Shaders::loadShaders()
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{
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const std::string &dir = file_manager->getShaderDir();
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IGPUProgrammingServices * const gpu = irr_driver->getVideoDriver()->getGPUProgrammingServices();
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#define glsl(a, b, c) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c)
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#define glslmat(a, b, c, d) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) c, d)
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#define glsl_noinput(a, b) gpu->addHighLevelShaderMaterialFromFiles((a).c_str(), (b).c_str(), (IShaderConstantSetCallBack*) 0)
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// Save previous shaders (used in case some shaders don't compile)
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int saved_shaders[ES_COUNT];
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memcpy(saved_shaders, m_shaders, sizeof(m_shaders));
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// Ok, go
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// Ok, go
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m_shaders[ES_NORMAL_MAP] = glslmat(dir + "normalmap.vert", dir + "normalmap.frag",
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m_shaders[ES_NORMAL_MAP] = glslmat(dir + "normalmap.vert", dir + "normalmap.frag",
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m_callbacks[ES_NORMAL_MAP], EMT_SOLID_2_LAYER);
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m_callbacks[ES_NORMAL_MAP], EMT_SOLID_2_LAYER);
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@ -221,8 +233,7 @@ Shaders::Shaders()
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m_callbacks[ES_FOG], EMT_ONETEXTURE_BLEND);
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m_callbacks[ES_FOG], EMT_ONETEXTURE_BLEND);
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// Check that all successfully loaded
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// Check that all successfully loaded
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u32 i;
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for (s32 i = 0; i < ES_COUNT; i++) {
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for (i = 0; i < ES_COUNT; i++) {
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// Old Intel Windows drivers fail here.
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// Old Intel Windows drivers fail here.
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// It's an artist option, so not necessary to play.
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// It's an artist option, so not necessary to play.
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@ -235,6 +246,13 @@ Shaders::Shaders()
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#undef glsl
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#undef glsl
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#undef glslmat
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#undef glslmat
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#undef glsl_noinput
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#undef glsl_noinput
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// In case we're reloading and a shader didn't compile: keep the previous, working one
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for(s32 i=0 ; i < ES_COUNT ; i++)
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{
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if(m_shaders[i] == -1)
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m_shaders[i] = saved_shaders[i];
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}
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}
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}
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Shaders::~Shaders()
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Shaders::~Shaders()
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@ -105,9 +105,10 @@ public:
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video::IShaderConstantSetCallBack * m_callbacks[ES_COUNT];
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video::IShaderConstantSetCallBack * m_callbacks[ES_COUNT];
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void loadShaders();
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private:
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private:
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void check(const int num) const;
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void check(const int num) const;
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int m_shaders[ES_COUNT];
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int m_shaders[ES_COUNT];
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};
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};
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@ -34,6 +34,7 @@
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#include "modes/demo_world.hpp"
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#include "modes/demo_world.hpp"
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#include "modes/world.hpp"
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#include "modes/world.hpp"
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#include "states_screens/state_manager.hpp"
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#include "states_screens/state_manager.hpp"
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#include "utils/debug.hpp"
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#include "utils/profiler.hpp"
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#include "utils/profiler.hpp"
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using GUIEngine::EventHandler;
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using GUIEngine::EventHandler;
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@ -59,6 +60,9 @@ EventHandler::~EventHandler()
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bool EventHandler::OnEvent (const SEvent &event)
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bool EventHandler::OnEvent (const SEvent &event)
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{
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{
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if (!m_accept_events && event.EventType != EET_LOG_TEXT_EVENT) return true;
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if (!m_accept_events && event.EventType != EET_LOG_TEXT_EVENT) return true;
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if(!Debug::onEvent(event))
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return false;
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// TO DEBUG HATS (when you don't actually have a hat)
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// TO DEBUG HATS (when you don't actually have a hat)
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/*
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/*
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108
src/utils/debug.cpp
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108
src/utils/debug.cpp
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@ -0,0 +1,108 @@
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//
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// SuperTuxKart - a fun racing game with go-kart
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// Copyright (C) 2013 Lionel Fuentes
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "debug.hpp"
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#include "graphics/irr_driver.hpp"
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#include "config/user_config.hpp"
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#include "utils/log.hpp"
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#include <IGUIEnvironment.h>
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#include <IGUIContextMenu.h>
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using namespace irr;
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using namespace gui;
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namespace Debug {
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/** This is to let mouse input events go through when the debug menu is visible, otherwise
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GUI events would be blocked while in a race... */
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static bool g_debug_menu_visible = false;
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static bool g_was_pointer_shown = false;
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// -----------------------------------------------------------------------------
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// Commands for the debug menu
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enum DebugMenuCommand
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{
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//! graphics commands
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DEBUG_GRAPHICS_RELOAD_SHADERS,
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};
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// -----------------------------------------------------------------------------
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// Debug menu handling
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bool onEvent(const SEvent &event)
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{
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// Only activated in artist debug mode
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if(!UserConfigParams::m_artist_debug_mode)
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return true; // keep handling the events
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if(event.EventType == EET_MOUSE_INPUT_EVENT)
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{
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// Create the menu (only one menu at a time)
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if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN && !g_debug_menu_visible)
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{
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// root menu
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gui::IGUIEnvironment* guienv = irr_driver->getGUI();
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IGUIContextMenu* mnu = guienv->addContextMenu(
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core::rect<s32>(event.MouseInput.X, event.MouseInput.Y, event.MouseInput.Y+100, event.MouseInput.Y+100),NULL);
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mnu->addItem(L"Graphics >",-1,true,true);
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// graphics menu
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IGUIContextMenu* sub = mnu->getSubMenu(0);
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sub->addItem(L"Reload shaders", DEBUG_GRAPHICS_RELOAD_SHADERS );
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g_debug_menu_visible = true;
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g_was_pointer_shown = irr_driver->isPointerShown();
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irr_driver->showPointer();
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}
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// Let Irrlicht handle the event while the menu is visible - otherwise in a race the GUI events won't be generated
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if(g_debug_menu_visible)
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return false;
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}
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if (event.EventType == EET_GUI_EVENT)
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{
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if (event.GUIEvent.Caller != NULL)
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{
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if(event.GUIEvent.Caller->getType() == EGUIET_CONTEXT_MENU)
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{
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IGUIContextMenu *menu = (IGUIContextMenu*)event.GUIEvent.Caller;
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s32 cmdID = menu->getItemCommandId(menu->getSelectedItem());
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if(event.GUIEvent.EventType == EGET_ELEMENT_CLOSED)
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{
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g_debug_menu_visible = false;
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if(g_was_pointer_shown)
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irr_driver->showPointer();
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else
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irr_driver->hidePointer();
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}
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if(cmdID == DEBUG_GRAPHICS_RELOAD_SHADERS)
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{
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Log::info("Debug", "Reloading shaders...\n");
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irr_driver->updateShaders();
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}
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return false; // event has been treated
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}
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}
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}
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return true; // continue event handling
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}
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}
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32
src/utils/debug.hpp
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32
src/utils/debug.hpp
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@ -0,0 +1,32 @@
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// SuperTuxKart - a fun racing game with go-kart
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//
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// Copyright (C) 2013 Lionel Fuentes
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 3
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#ifndef HEADER_DEBUG_HPP
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#define HEADER_DEBUG_HPP
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namespace irr {
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struct SEvent;
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}
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namespace Debug
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{
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bool onEvent(const irr::SEvent &event);
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}
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#endif // HEADER_DEBUG_HPP
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