Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
This commit is contained in:
@ -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];
|
||||
|
||||
@ -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);
|
||||
|
||||
@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user