// 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 PVD_DATA_STREAM_HELPERS_H #define PVD_DATA_STREAM_HELPERS_H #include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h" namespace physx { namespace debugger { namespace comm { class PvdPropertyDefinitionHelper { protected: virtual ~PvdPropertyDefinitionHelper(){} public: /** Push a name c such that it appends such as a.b.c. */ virtual void pushName( const char* inName, const char* inAppendStr = "." ) = 0; /** Push a name c such that it appends like a.b[c] */ virtual void pushBracketedName( const char* inName, const char* leftBracket = "[", const char* rightBracket = "]" ) = 0; /** * Pop the current name */ virtual void popName() = 0; virtual void clearNameStack() = 0; /** * Get the current name at the top of the name stack. * Would return "a.b.c" or "a.b[c]" in the above examples. */ virtual const char* getTopName() = 0; virtual void addNamedValue( const char* name, PxU32 value ) = 0; virtual void clearNamedValues() = 0; virtual DataRef getNamedValues() = 0; /** * Define a property using the top of the name stack and the passed-in semantic */ virtual void createProperty( const NamespacedName& clsName, const char* inSemantic, const NamespacedName& dtypeName, PropertyType::Enum propType = PropertyType::Scalar ) = 0; template void createProperty( const char* inSemantic = "", PropertyType::Enum propType = PropertyType::Scalar ) { createProperty( getPvdNamespacedNameForType(), inSemantic, getPvdNamespacedNameForType(), propType ); } //The datatype used for instances needs to be pointer unless you actually have Pvd::InstanceId members on your value structs. virtual void addPropertyMessageArg( const NamespacedName& inDatatype, PxU32 inOffset, PxU32 inSize ) = 0; template void addPropertyMessageArg( PxU32 offset ) { addPropertyMessageArg( getPvdNamespacedNameForType(), offset, static_cast( sizeof( TDataType ) ) ); } virtual void addPropertyMessage( const NamespacedName& clsName, const NamespacedName& msgName, PxU32 inStructSizeInBytes ) = 0; template void addPropertyMessage() { addPropertyMessage( getPvdNamespacedNameForType(), getPvdNamespacedNameForType(), static_cast( sizeof( TMsgType ) ) ); } virtual void clearPropertyMessageArgs() = 0; void clearBufferedData() { clearNameStack(); clearPropertyMessageArgs(); clearNamedValues(); } }; }}} #endif