Renaming of servers for coherency.

VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
This commit is contained in:
Juan Linietsky
2020-03-27 15:21:27 -03:00
parent 307b1b3a58
commit a6f3bc7c69
390 changed files with 10701 additions and 10702 deletions

View File

@ -317,7 +317,7 @@ bool DebuggerMarshalls::VisualProfilerFrame::deserialize(const Array &p_arr) {
CHECK_SIZE(p_arr, size, "VisualProfilerFrame");
int idx = 2;
areas.resize(size / 3);
VS::FrameProfileArea *w = areas.ptrw();
RS::FrameProfileArea *w = areas.ptrw();
for (int i = 0; i < size / 3; i++) {
w[i].name = p_arr[idx];
w[i].cpu_msec = p_arr[idx + 1];

View File

@ -32,7 +32,7 @@
#define DEBUGGER_MARSHARLLS_H
#include "core/script_language.h"
#include "servers/visual_server.h"
#include "servers/rendering_server.h"
struct DebuggerMarshalls {
@ -165,7 +165,7 @@ struct DebuggerMarshalls {
// Visual Profiler
struct VisualProfilerFrame {
uint64_t frame_number;
Vector<VS::FrameProfileArea> areas;
Vector<RS::FrameProfileArea> areas;
Array serialize();
bool deserialize(const Array &p_arr);

View File

@ -354,18 +354,18 @@ struct RemoteDebugger::VisualProfiler {
Map<StringName, ServerInfo> server_data;
void toggle(bool p_enable, const Array &p_opts) {
VS::get_singleton()->set_frame_profiling_enabled(p_enable);
RS::get_singleton()->set_frame_profiling_enabled(p_enable);
}
void add(const Array &p_data) {}
void tick(float p_frame_time, float p_idle_time, float p_physics_time, float p_physics_frame_time) {
Vector<VS::FrameProfileArea> profile_areas = VS::get_singleton()->get_frame_profile();
Vector<RS::FrameProfileArea> profile_areas = RS::get_singleton()->get_frame_profile();
DebuggerMarshalls::VisualProfilerFrame frame;
if (!profile_areas.size())
return;
frame.frame_number = VS::get_singleton()->get_frame_profile_frame();
frame.frame_number = RS::get_singleton()->get_frame_profile_frame();
frame.areas.append_array(profile_areas);
EngineDebugger::get_singleton()->send_message("visual:profile_frame", frame.serialize());
}
@ -404,10 +404,10 @@ void RemoteDebugger::_send_resource_usage() {
DebuggerMarshalls::ResourceUsage usage;
List<VS::TextureInfo> tinfo;
VS::get_singleton()->texture_debug_usage(&tinfo);
List<RS::TextureInfo> tinfo;
RS::get_singleton()->texture_debug_usage(&tinfo);
for (List<VS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
for (List<RS::TextureInfo>::Element *E = tinfo.front(); E; E = E->next()) {
DebuggerMarshalls::ResourceInfo info;
info.path = E->get().path;
@ -771,9 +771,9 @@ void RemoteDebugger::debug(bool p_can_continue, bool p_is_error_breakpoint) {
// This is for the camera override to stay live even when the game is paused from the editor
loop_time_sec = (OS::get_singleton()->get_ticks_usec() - loop_begin_usec) / 1000000.0f;
VisualServer::get_singleton()->sync();
if (VisualServer::get_singleton()->has_changed()) {
VisualServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
RenderingServer::get_singleton()->sync();
if (RenderingServer::get_singleton()->has_changed()) {
RenderingServer::get_singleton()->draw(true, loop_time_sec * Engine::get_singleton()->get_time_scale());
}
}