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ezEngine
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Code/Engine/RendererCore/Debug/DebugTextComponent.h
39 строк
2 KB
C-Core
Simpler way to update buffers and textures from game code (#1483)
13 фев 2025, 00:11
Не верифицирован
13 фев 2025, 00:11
fc07549
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#pragma once #include <Core/World/World.h> #include <RendererCore/RendererCoreDLL.h> struct ezMsgExtractRenderData; using ezDebugTextComponentManager = ezComponentManager<class ezDebugTextComponent, ezBlockStorageType::Compact>; /// \brief This component prints debug text at the owner object's position. class EZ_RENDERERCORE_DLL ezDebugTextComponent : public ezComponent { EZ_DECLARE_COMPONENT_TYPE(ezDebugTextComponent, ezComponent, ezDebugTextComponentManager); ////////////////////////////////////////////////////////////////////////// // ezComponent public: virtual void SerializeComponent(ezWorldWriter& inout_stream) const override; virtual void DeserializeComponent(ezWorldReader& inout_stream) override; ////////////////////////////////////////////////////////////////////////// // ezDebugTextComponent public: ezDebugTextComponent(); ~ezDebugTextComponent(); ezString m_sText; // [ property ] ezColorGammaUB m_Color; // [ property ] float m_fValue0 = 0.0f; // [ property ] float m_fValue1 = 0.0f; // [ property ] float m_fValue2 = 0.0f; // [ property ] float m_fValue3 = 0.0f; // [ property ] float m_fMaxDistance = 10.0f; // [ property ] protected: void OnMsgExtractRenderData(ezMsgExtractRenderData& msg) const; // [ msg handler ] };