// This code contains NVIDIA Confidential Information and is disclosed to you // under a form of NVIDIA software license agreement provided separately to you. // // Notice // NVIDIA Corporation and its licensors retain all intellectual property and // proprietary rights in and to this software and related documentation and // any modifications thereto. Any use, reproduction, disclosure, or // distribution of this software and related documentation without an express // license agreement from NVIDIA Corporation is strictly prohibited. // // ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES // NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO // THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, // MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. // // Information and code furnished is believed to be accurate and reliable. // However, NVIDIA Corporation assumes no responsibility for the consequences of use of such // information or for any infringement of patents or other rights of third parties that may // result from its use. No license is granted by implication or otherwise under any patent // or patent rights of NVIDIA Corporation. Details are subject to change without notice. // This code supersedes and replaces all information previously supplied. // NVIDIA Corporation products are not authorized for use as critical // components in life support devices or systems without express written approval of // NVIDIA Corporation. // // Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved. #ifndef PX_PROFILE_EVENT_BUFFER_CLIENT_H #define PX_PROFILE_EVENT_BUFFER_CLIENT_H #include "physxprofilesdk/PxProfileBase.h" #include "physxprofilesdk/PxProfileEventNames.h" namespace physx { /** * Client handles the data when an event buffer flushes. This data * can be parsed (PxProfileEventHandler.h) as a binary set of events. */ class PxProfileEventBufferClient { protected: virtual ~PxProfileEventBufferClient(){} public: /** * Callback when the event buffer is full. This data is serialized profile events * and can be read back using: * PxProfileEventHandler::parseEventBuffer (PxProfileEventHandler.h). */ virtual void handleBufferFlush( const PxU8* inData, PxU32 inLength ) = 0; //Happens if something removes all the clients from the manager. virtual void handleClientRemoved() = 0; }; class PxProfileZoneClient : public PxProfileEventBufferClient { protected: virtual ~PxProfileZoneClient(){} public: virtual void handleEventAdded( const PxProfileEventName& inName ) = 0; }; } #endif // PX_PROFILE_EVENT_BUFFER_CLIENT_H