genesis-3d_engine/Engine/ExtIncludes/physX3/windows/physxvisualdebuggersdk/PvdConnection.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

88 lines
3.5 KiB
C++

// 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_CONNECTION_H
#define PVD_CONNECTION_H
#include "physxvisualdebuggersdk/PvdObjectModelBaseTypes.h"
#include "physxvisualdebuggersdk/PvdConnectionFlags.h"
namespace physx { namespace debugger {
class PvdNetworkOutStream;
}}
namespace physx { namespace debugger { namespace renderer {
class PvdImmediateRenderer;
}}}
namespace physx { namespace debugger { namespace comm {
class PvdMetaDataStream;
class PvdDataStream;
class PvdConnection
{
protected:
virtual ~PvdConnection(){}
public:
virtual void addRef() = 0;
virtual void release() = 0;
//A data stream is not threadsafe, although you can use multiple
//data streams, each used from only one thread at a one time safely.
//Their shared socket communication, in other words, is threadsafe.
virtual PvdDataStream& createDataStream() = 0;
//Create a channel to render immediate data on PVD. Rendering is collected
//per frame and then discared. A line is only draw for the frame
//in which it was received.
virtual renderer::PvdImmediateRenderer& createRenderer() = 0;
//May actively change during debugging.
//Getting this variable may block until the read thread
//is disconnected or releases the connection state mutex.
virtual PvdConnectionState::Enum getConnectionState() = 0;
//gets the connection state which will block if the system is paused.
//checks the connection for errors and disconnects if there are any.
virtual void checkConnection() = 0;
//Will currently never change during debugging
virtual TConnectionFlagsType getConnectionType() = 0;
virtual bool isConnected() = 0;
virtual void disconnect() = 0;
//flush profile and memory data.
//This does not flush the socket for performance reasons.
virtual void flush() = 0;
//Connections *always* have an out stream, although they may not
//have an *in* stream.
virtual PvdNetworkOutStream& lockOutStream() = 0;
virtual void unlockOutStream() = 0;
};
}}}
#endif