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+/*************************************************************************/
+/* visual_server_wrap_mt.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef VISUAL_SERVER_WRAP_MT_H
+#define VISUAL_SERVER_WRAP_MT_H
+
+
+#include "servers/visual_server.h"
+#include "command_queue_mt.h"
+#include "os/thread.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+class VisualServerWrapMT : public VisualServer {
+
+ // the real visual server
+ mutable VisualServer *visual_server;
+
+ mutable CommandQueueMT command_queue;
+
+ static void _thread_callback(void *_instance);
+ void thread_loop();
+
+ Thread::ID server_thread;
+ volatile bool exit;
+ Thread *thread;
+ volatile bool draw_thread_up;
+ bool create_thread;
+
+ Mutex *draw_mutex;
+ int draw_pending;
+ void thread_draw();
+ void thread_flush();
+
+ void thread_exit();
+
+public:
+
+#define FUNC0R(m_r,m_func)\
+ virtual m_r m_func() { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func();\
+ }\
+ }
+
+#define FUNC0RC(m_r,m_func)\
+ virtual m_r m_func() const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func();\
+ }\
+ }
+
+
+#define FUNC0(m_func)\
+ virtual void m_func() { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func);\
+ } else {\
+ visual_server->m_func();\
+ }\
+ }
+
+#define FUNC0C(m_func)\
+ virtual void m_func() const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func);\
+ } else {\
+ visual_server->m_func();\
+ }\
+ }
+
+
+#define FUNC0S(m_func)\
+ virtual void m_func() { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func);\
+ } else {\
+ visual_server->m_func();\
+ }\
+ }
+
+#define FUNC0SC(m_func)\
+ virtual void m_func() const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func);\
+ } else {\
+ visual_server->m_func();\
+ }\
+ }
+
+
+///////////////////////////////////////////////
+
+
+#define FUNC1R(m_r,m_func,m_arg1)\
+ virtual m_r m_func(m_arg1 p1) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1);\
+ }\
+ }
+
+#define FUNC1RC(m_r,m_func,m_arg1)\
+ virtual m_r m_func(m_arg1 p1) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1);\
+ }\
+ }
+
+
+#define FUNC1S(m_func,m_arg1)\
+ virtual void m_func(m_arg1 p1) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1);\
+ } else {\
+ visual_server->m_func(p1);\
+ }\
+ }
+
+#define FUNC1SC(m_func,m_arg1)\
+ virtual void m_func(m_arg1 p1) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1);\
+ } else {\
+ visual_server->m_func(p1);\
+ }\
+ }
+
+
+#define FUNC1(m_func,m_arg1)\
+ virtual void m_func(m_arg1 p1) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1);\
+ } else {\
+ visual_server->m_func(p1);\
+ }\
+ }
+
+#define FUNC1C(m_func,m_arg1)\
+ virtual void m_func(m_arg1 p1) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1);\
+ } else {\
+ visual_server->m_func(p1);\
+ }\
+ }
+
+
+
+
+#define FUNC2R(m_r,m_func,m_arg1, m_arg2)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2);\
+ }\
+ }
+
+#define FUNC2RC(m_r,m_func,m_arg1, m_arg2)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2);\
+ }\
+ }
+
+
+#define FUNC2S(m_func,m_arg1, m_arg2)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2);\
+ } else {\
+ visual_server->m_func(p1, p2);\
+ }\
+ }
+
+#define FUNC2SC(m_func,m_arg1, m_arg2)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2);\
+ } else {\
+ visual_server->m_func(p1, p2);\
+ }\
+ }
+
+
+#define FUNC2(m_func,m_arg1, m_arg2)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2);\
+ } else {\
+ visual_server->m_func(p1, p2);\
+ }\
+ }
+
+#define FUNC2C(m_func,m_arg1, m_arg2)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2);\
+ } else {\
+ visual_server->m_func(p1, p2);\
+ }\
+ }
+
+
+
+
+#define FUNC3R(m_r,m_func,m_arg1, m_arg2, m_arg3)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3);\
+ }\
+ }
+
+#define FUNC3RC(m_r,m_func,m_arg1, m_arg2, m_arg3)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3);\
+ }\
+ }
+
+
+#define FUNC3S(m_func,m_arg1, m_arg2, m_arg3)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3);\
+ } else {\
+ visual_server->m_func(p1, p2, p3);\
+ }\
+ }
+
+#define FUNC3SC(m_func,m_arg1, m_arg2, m_arg3)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3);\
+ } else {\
+ visual_server->m_func(p1, p2, p3);\
+ }\
+ }
+
+
+#define FUNC3(m_func,m_arg1, m_arg2, m_arg3)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3);\
+ } else {\
+ visual_server->m_func(p1, p2, p3);\
+ }\
+ }
+
+#define FUNC3C(m_func,m_arg1, m_arg2, m_arg3)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3);\
+ } else {\
+ visual_server->m_func(p1, p2, p3);\
+ }\
+ }
+
+
+
+
+#define FUNC4R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4);\
+ }\
+ }
+
+#define FUNC4RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4);\
+ }\
+ }
+
+
+#define FUNC4S(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4);\
+ }\
+ }
+
+#define FUNC4SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4);\
+ }\
+ }
+
+
+#define FUNC4(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4);\
+ }\
+ }
+
+#define FUNC4C(m_func,m_arg1, m_arg2, m_arg3, m_arg4)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4);\
+ }\
+ }
+
+
+
+
+#define FUNC5R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4, p5);\
+ }\
+ }
+
+#define FUNC5RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4, p5);\
+ }\
+ }
+
+
+#define FUNC5S(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5);\
+ }\
+ }
+
+#define FUNC5SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5);\
+ }\
+ }
+
+
+#define FUNC5(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5);\
+ }\
+ }
+
+#define FUNC5C(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5);\
+ }\
+ }
+
+
+
+
+#define FUNC6R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4, p5, p6);\
+ }\
+ }
+
+#define FUNC6RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4, p5, p6);\
+ }\
+ }
+
+
+#define FUNC6S(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6);\
+ }\
+ }
+
+#define FUNC6SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6);\
+ }\
+ }
+
+
+#define FUNC6(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6);\
+ }\
+ }
+
+#define FUNC6C(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6);\
+ }\
+ }
+
+
+
+
+#define FUNC7R(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\
+ }\
+ }
+
+#define FUNC7RC(m_r,m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\
+ virtual m_r m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ m_r ret;\
+ command_queue.push_and_ret( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7,&ret);\
+ return ret;\
+ } else {\
+ return visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\
+ }\
+ }
+
+
+#define FUNC7S(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\
+ }\
+ }
+
+#define FUNC7SC(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push_and_sync( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\
+ }\
+ }
+
+
+#define FUNC7(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\
+ }\
+ }
+
+#define FUNC7C(m_func,m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7)\
+ virtual void m_func(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \
+ if (Thread::get_caller_ID()!=server_thread) {\
+ command_queue.push( visual_server, &VisualServer::m_func,p1, p2, p3, p4, p5, p6, p7);\
+ } else {\
+ visual_server->m_func(p1, p2, p3, p4, p5, p6, p7);\
+ }\
+ }
+
+
+
+
+ FUNC0R(RID,texture_create);
+ FUNC5(texture_allocate,RID,int,int,Image::Format,uint32_t);
+ FUNC3(texture_set_data,RID,const Image&,CubeMapSide);
+ FUNC2RC(Image,texture_get_data,RID,CubeMapSide);
+ FUNC2(texture_set_flags,RID,uint32_t);
+ FUNC1RC(Image::Format,texture_get_format,RID);
+ FUNC1RC(uint32_t,texture_get_flags,RID);
+ FUNC1RC(uint32_t,texture_get_width,RID);
+ FUNC1RC(uint32_t,texture_get_height,RID);
+ FUNC3(texture_set_size_override,RID,int,int);
+ FUNC1RC(bool,texture_can_stream,RID);
+ FUNC3C(texture_set_reload_hook,RID,ObjectID,const StringName&);
+
+ /* SHADER API */
+
+ FUNC1R(RID,shader_create,ShaderMode);
+ FUNC2(shader_set_mode,RID,ShaderMode);
+ FUNC1RC(ShaderMode,shader_get_mode,RID);
+ FUNC5(shader_set_code,RID,const String&,const String&,int,int);
+ FUNC1RC(String,shader_get_vertex_code,RID);
+ FUNC1RC(String,shader_get_fragment_code,RID);
+ FUNC2SC(shader_get_param_list,RID,List<PropertyInfo>*);
+
+ /*virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) {
+ if (Thread::get_caller_ID()!=server_thread) {
+ command_queue.push_and_sync( visual_server, &VisualServer::shader_get_param_list,p_shader,p_param_list);
+ } else {
+ visual_server->m_func(p1, p2, p3, p4, p5);
+ }
+ }*/
+
+// virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list);
+
+
+ /* COMMON MATERIAL API */
+
+ FUNC0R(RID,material_create);
+ FUNC2(material_set_shader,RID,RID);
+ FUNC1RC(RID,material_get_shader,RID);
+
+ FUNC3(material_set_param,RID,const StringName&,const Variant&);
+ FUNC2RC(Variant,material_get_param,RID,const StringName&);
+
+ FUNC3(material_set_flag,RID,MaterialFlag,bool);
+ FUNC2RC(bool,material_get_flag,RID,MaterialFlag);
+
+ FUNC3(material_set_hint,RID,MaterialHint,bool);
+ FUNC2RC(bool,material_get_hint,RID,MaterialHint);
+
+ FUNC2(material_set_shade_model,RID,MaterialShadeModel);
+ FUNC1RC(MaterialShadeModel,material_get_shade_model,RID);
+
+ FUNC2(material_set_blend_mode,RID,MaterialBlendMode);
+ FUNC1RC(MaterialBlendMode,material_get_blend_mode,RID);
+
+ FUNC2(material_set_line_width,RID,float);
+ FUNC1RC(float,material_get_line_width,RID);
+
+ /* FIXED MATERIAL */
+
+
+ FUNC0R(RID,fixed_material_create);
+
+ FUNC3(fixed_material_set_flag,RID, FixedMaterialFlags , bool );
+ FUNC2RC(bool, fixed_material_get_flag,RID, FixedMaterialFlags);
+
+ FUNC3(fixed_material_set_param,RID, FixedMaterialParam, const Variant& );
+ FUNC2RC(Variant, fixed_material_get_param,RID ,FixedMaterialParam);
+
+ FUNC3(fixed_material_set_texture,RID ,FixedMaterialParam, RID );
+ FUNC2RC(RID, fixed_material_get_texture,RID,FixedMaterialParam);
+
+ FUNC2(fixed_material_set_detail_blend_mode,RID ,MaterialBlendMode );
+ FUNC1RC(MaterialBlendMode, fixed_material_get_detail_blend_mode,RID);
+
+
+ FUNC3(fixed_material_set_texcoord_mode,RID,FixedMaterialParam, FixedMaterialTexCoordMode );
+ FUNC2RC(FixedMaterialTexCoordMode, fixed_material_get_texcoord_mode,RID,FixedMaterialParam);
+
+ FUNC2(fixed_material_set_uv_transform,RID,const Transform&);
+ FUNC1RC(Transform, fixed_material_get_uv_transform,RID);
+
+ FUNC2(fixed_material_set_point_size,RID ,float);
+ FUNC1RC(float,fixed_material_get_point_size,RID);
+
+ /* SURFACE API */
+ FUNC0R(RID,mesh_create);
+
+ FUNC2(mesh_set_morph_target_count,RID,int);
+ FUNC1RC(int,mesh_get_morph_target_count,RID);
+
+ FUNC2(mesh_set_morph_target_mode,RID,MorphTargetMode);
+ FUNC1RC(MorphTargetMode,mesh_get_morph_target_mode,RID);
+
+ FUNC2(mesh_add_custom_surface,RID,const Variant&); //this is used by each platform in a different way
+
+ FUNC5(mesh_add_surface,RID,PrimitiveType,const Array&,const Array&,bool);
+ FUNC2RC(Array,mesh_get_surface_arrays,RID,int);
+ FUNC2RC(Array,mesh_get_surface_morph_arrays,RID,int);
+
+ FUNC4(mesh_surface_set_material,RID, int, RID,bool);
+ FUNC2RC(RID,mesh_surface_get_material,RID, int);
+
+ FUNC2RC(int,mesh_surface_get_array_len,RID, int);
+ FUNC2RC(int,mesh_surface_get_array_index_len,RID, int);
+ FUNC2RC(uint32_t,mesh_surface_get_format,RID, int);
+ FUNC2RC(PrimitiveType,mesh_surface_get_primitive_type,RID, int);
+
+ FUNC2(mesh_remove_surface,RID,int);
+ FUNC1RC(int,mesh_get_surface_count,RID);
+
+
+
+ /* MULTIMESH API */
+
+ FUNC0R(RID,multimesh_create);
+ FUNC2(multimesh_set_instance_count,RID,int);
+ FUNC1RC(int,multimesh_get_instance_count,RID);
+
+ FUNC2(multimesh_set_mesh,RID,RID);
+ FUNC2(multimesh_set_aabb,RID,const AABB&);
+ FUNC3(multimesh_instance_set_transform,RID,int,const Transform&);
+ FUNC3(multimesh_instance_set_color,RID,int,const Color&);
+
+ FUNC1RC(RID,multimesh_get_mesh,RID);
+ FUNC2RC(AABB,multimesh_get_aabb,RID,const AABB&);
+ FUNC2RC(Transform,multimesh_instance_get_transform,RID,int);
+ FUNC2RC(Color,multimesh_instance_get_color,RID,int);
+
+ FUNC2(multimesh_set_visible_instances,RID,int);
+ FUNC1RC(int,multimesh_get_visible_instances,RID);
+
+
+ /* PARTICLES API */
+
+ FUNC0R(RID,particles_create);
+
+ FUNC2(particles_set_amount,RID, int );
+ FUNC1RC(int,particles_get_amount,RID);
+
+ FUNC2(particles_set_emitting,RID, bool );
+ FUNC1RC(bool,particles_is_emitting,RID);
+
+ FUNC2(particles_set_visibility_aabb,RID, const AABB&);
+ FUNC1RC(AABB,particles_get_visibility_aabb,RID);
+
+ FUNC2(particles_set_emission_half_extents,RID, const Vector3&);
+ FUNC1RC(Vector3,particles_get_emission_half_extents,RID);
+
+ FUNC2(particles_set_emission_base_velocity,RID, const Vector3&);
+ FUNC1RC(Vector3,particles_get_emission_base_velocity,RID);
+
+ FUNC2(particles_set_emission_points,RID, const DVector<Vector3>& );
+ FUNC1RC(DVector<Vector3>,particles_get_emission_points,RID);
+
+ FUNC2(particles_set_gravity_normal,RID, const Vector3& );
+ FUNC1RC(Vector3,particles_get_gravity_normal,RID);
+
+ FUNC3(particles_set_variable,RID, ParticleVariable ,float);
+ FUNC2RC(float,particles_get_variable,RID, ParticleVariable );
+
+ FUNC3(particles_set_randomness,RID, ParticleVariable ,float);
+ FUNC2RC(float,particles_get_randomness,RID, ParticleVariable );
+
+ FUNC3(particles_set_color_phase_pos,RID, int , float);
+ FUNC2RC(float,particles_get_color_phase_pos,RID, int );
+
+ FUNC2(particles_set_color_phases,RID, int );
+ FUNC1RC(int,particles_get_color_phases,RID);
+
+ FUNC3(particles_set_color_phase_color,RID, int , const Color& );
+ FUNC2RC(Color,particles_get_color_phase_color,RID, int );
+
+ FUNC2(particles_set_attractors,RID, int);
+ FUNC1RC(int,particles_get_attractors,RID);
+
+ FUNC3(particles_set_attractor_pos,RID, int, const Vector3&);
+ FUNC2RC(Vector3,particles_get_attractor_pos,RID,int);
+
+ FUNC3(particles_set_attractor_strength,RID, int, float);
+ FUNC2RC(float,particles_get_attractor_strength,RID,int);
+
+ FUNC3(particles_set_material,RID, RID,bool);
+ FUNC1RC(RID,particles_get_material,RID);
+
+ FUNC2(particles_set_height_from_velocity,RID, bool);
+ FUNC1RC(bool,particles_has_height_from_velocity,RID);
+
+ FUNC2(particles_set_use_local_coordinates,RID, bool);
+ FUNC1RC(bool,particles_is_using_local_coordinates,RID);
+
+
+ /* Light API */
+
+ FUNC1R(RID,light_create,LightType);
+ FUNC1RC(LightType,light_get_type,RID);
+
+ FUNC3(light_set_color,RID,LightColor , const Color& );
+ FUNC2RC(Color,light_get_color,RID,LightColor );
+
+
+ FUNC2(light_set_shadow,RID,bool );
+ FUNC1RC(bool,light_has_shadow,RID);
+
+ FUNC2(light_set_volumetric,RID,bool );
+ FUNC1RC(bool,light_is_volumetric,RID);
+
+ FUNC2(light_set_projector,RID,RID );
+ FUNC1RC(RID,light_get_projector,RID);
+
+ FUNC3(light_set_param,RID, LightParam , float );
+ FUNC2RC(float,light_get_param,RID, LightParam );
+
+ FUNC2(light_set_operator,RID,LightOp);
+ FUNC1RC(LightOp,light_get_operator,RID);
+
+ FUNC2(light_omni_set_shadow_mode,RID,LightOmniShadowMode);
+ FUNC1RC(LightOmniShadowMode,light_omni_get_shadow_mode,RID);
+
+ FUNC2(light_directional_set_shadow_mode,RID,LightDirectionalShadowMode);
+ FUNC1RC(LightDirectionalShadowMode,light_directional_get_shadow_mode,RID);
+ FUNC3(light_directional_set_shadow_param,RID,LightDirectionalShadowParam, float );
+ FUNC2RC(float,light_directional_get_shadow_param,RID,LightDirectionalShadowParam );
+
+
+ /* SKELETON API */
+
+ FUNC0R(RID,skeleton_create);
+ FUNC2(skeleton_resize,RID,int );
+ FUNC1RC(int,skeleton_get_bone_count,RID) ;
+ FUNC3(skeleton_bone_set_transform,RID,int, const Transform&);
+ FUNC2R(Transform,skeleton_bone_get_transform,RID,int );
+
+ /* ROOM API */
+
+ FUNC0R(RID,room_create);
+ FUNC2(room_set_bounds,RID, const BSP_Tree&);
+ FUNC1RC(BSP_Tree,room_get_bounds,RID);
+
+ /* PORTAL API */
+
+ FUNC0R(RID,portal_create);
+ FUNC2(portal_set_shape,RID,const Vector<Point2>&);
+ FUNC1RC(Vector<Point2>,portal_get_shape,RID);
+ FUNC2(portal_set_enabled,RID, bool);
+ FUNC1RC(bool,portal_is_enabled,RID);
+ FUNC2(portal_set_disable_distance,RID, float);
+ FUNC1RC(float,portal_get_disable_distance,RID);
+ FUNC2(portal_set_disabled_color,RID, const Color&);
+ FUNC1RC(Color,portal_get_disabled_color,RID);
+ FUNC2(portal_set_connect_range,RID, float);
+ FUNC1RC(float,portal_get_connect_range,RID);
+
+
+
+ /* CAMERA API */
+
+ FUNC0R(RID,camera_create);
+ FUNC4(camera_set_perspective,RID,float , float , float );
+ FUNC4(camera_set_orthogonal,RID,float, float , float );
+ FUNC2(camera_set_transform,RID,const Transform& );
+
+ FUNC2(camera_set_visible_layers,RID,uint32_t);
+ FUNC1RC(uint32_t,camera_get_visible_layers,RID);
+
+ FUNC2(camera_set_environment,RID,RID);
+ FUNC1RC(RID,camera_get_environment,RID);
+
+ FUNC2(camera_set_use_vertical_aspect,RID,bool);
+ FUNC2RC(bool,camera_is_using_vertical_aspect,RID,bool);
+
+
+ /* VIEWPORT API */
+
+ FUNC0R(RID,viewport_create);
+
+ FUNC2(viewport_attach_to_screen,RID,int );
+ FUNC1(viewport_detach,RID);
+
+ FUNC2(viewport_set_as_render_target,RID,bool);
+ FUNC2(viewport_set_render_target_update_mode,RID,RenderTargetUpdateMode);
+ FUNC1RC(RenderTargetUpdateMode,viewport_get_render_target_update_mode,RID);
+ FUNC1RC(RID,viewport_get_render_target_texture,RID);
+
+ FUNC1(viewport_queue_screen_capture,RID);
+ FUNC1RC(Image,viewport_get_screen_capture,RID);
+
+ FUNC2(viewport_set_rect,RID,const ViewportRect&);
+ FUNC1RC(ViewportRect,viewport_get_rect,RID);
+
+ FUNC2(viewport_set_hide_scenario,RID,bool );
+ FUNC2(viewport_set_hide_canvas,RID,bool );
+ FUNC2(viewport_attach_camera,RID,RID );
+ FUNC2(viewport_set_scenario,RID,RID );
+
+ FUNC1RC(RID,viewport_get_attached_camera,RID);
+ FUNC1RC(RID,viewport_get_scenario,RID );
+ FUNC2(viewport_attach_canvas,RID,RID);
+ FUNC2(viewport_remove_canvas,RID,RID);
+ FUNC3(viewport_set_canvas_transform,RID,RID,const Matrix32&);
+ FUNC2RC(Matrix32,viewport_get_canvas_transform,RID,RID);
+ FUNC2(viewport_set_global_canvas_transform,RID,const Matrix32&);
+ FUNC1RC(Matrix32,viewport_get_global_canvas_transform,RID);
+ FUNC3(viewport_set_canvas_layer,RID,RID ,int);
+ FUNC2(viewport_set_transparent_background,RID,bool);
+ FUNC1RC(bool,viewport_has_transparent_background,RID);
+
+
+ /* ENVIRONMENT API */
+
+ FUNC0R(RID,environment_create);
+
+ FUNC2(environment_set_background,RID,EnvironmentBG);
+ FUNC1RC(EnvironmentBG,environment_get_background,RID);
+
+ FUNC3(environment_set_background_param,RID,EnvironmentBGParam, const Variant&);
+ FUNC2RC(Variant,environment_get_background_param,RID,EnvironmentBGParam );
+
+ FUNC3(environment_set_enable_fx,RID,EnvironmentFx,bool);
+ FUNC2RC(bool,environment_is_fx_enabled,RID,EnvironmentFx);
+
+
+ FUNC3(environment_fx_set_param,RID,EnvironmentFxParam,const Variant&);
+ FUNC2RC(Variant,environment_fx_get_param,RID,EnvironmentFxParam);
+
+
+ /* SCENARIO API */
+
+ FUNC0R(RID,scenario_create);
+
+ FUNC2(scenario_set_debug,RID,ScenarioDebugMode);
+ FUNC2(scenario_set_environment,RID, RID);
+ FUNC2RC(RID,scenario_get_environment,RID, RID);
+
+
+ /* INSTANCING API */
+
+ FUNC0R(RID,instance_create);
+
+ FUNC2(instance_set_base,RID, RID);
+ FUNC1RC(RID,instance_get_base,RID);
+
+ FUNC2(instance_set_scenario,RID, RID);
+ FUNC1RC(RID,instance_get_scenario,RID);
+
+ FUNC2(instance_set_layer_mask,RID, uint32_t);
+ FUNC1RC(uint32_t,instance_get_layer_mask,RID);
+
+ FUNC1RC(AABB,instance_get_base_aabb,RID);
+
+ FUNC2(instance_attach_object_instance_ID,RID,uint32_t);
+ FUNC1RC(uint32_t,instance_get_object_instance_ID,RID);
+
+ FUNC2(instance_attach_skeleton,RID,RID);
+ FUNC1RC(RID,instance_get_skeleton,RID);
+
+ FUNC3(instance_set_morph_target_weight,RID,int, float);
+ FUNC2RC(float,instance_get_morph_target_weight,RID,int);
+
+ FUNC2(instance_set_transform,RID, const Transform&);
+ FUNC1RC(Transform,instance_get_transform,RID);
+
+ FUNC2(instance_set_exterior,RID, bool );
+ FUNC1RC(bool,instance_is_exterior,RID);
+
+ FUNC2(instance_set_room,RID, RID );
+ FUNC1RC(RID,instance_get_room,RID ) ;
+
+ FUNC2(instance_set_extra_visibility_margin,RID, real_t );
+ FUNC1RC(real_t,instance_get_extra_visibility_margin,RID );
+
+ FUNC2RC(Vector<RID>,instances_cull_aabb,const AABB& , RID );
+ FUNC3RC(Vector<RID>,instances_cull_ray,const Vector3& ,const Vector3&, RID );
+ FUNC2RC(Vector<RID>,instances_cull_convex,const Vector<Plane>& , RID );
+
+ FUNC3(instance_geometry_set_flag,RID,InstanceFlags ,bool );
+ FUNC2RC(bool,instance_geometry_get_flag,RID,InstanceFlags );
+
+ FUNC2(instance_geometry_set_material_override,RID, RID );
+ FUNC1RC(RID,instance_geometry_get_material_override,RID);
+
+ FUNC3(instance_geometry_set_draw_range,RID,float ,float);
+ FUNC1RC(float,instance_geometry_get_draw_range_max,RID);
+ FUNC1RC(float,instance_geometry_get_draw_range_min,RID);
+
+
+ /* CANVAS (2D) */
+
+ FUNC0R(RID,canvas_create);
+ FUNC3(canvas_set_item_mirroring,RID,RID,const Point2&);
+ FUNC2RC(Point2,canvas_get_item_mirroring,RID,RID);
+
+ FUNC0R(RID,canvas_item_create);
+
+ FUNC2(canvas_item_set_parent,RID,RID );
+ FUNC1RC(RID,canvas_item_get_parent,RID);
+
+ FUNC2(canvas_item_set_visible,RID,bool );
+ FUNC1RC(bool,canvas_item_is_visible,RID);
+
+ FUNC2(canvas_item_set_blend_mode,RID,MaterialBlendMode );
+
+
+ //FUNC(canvas_item_set_rect,RID, const Rect2& p_rect);
+ FUNC2(canvas_item_set_transform,RID, const Matrix32& );
+ FUNC2(canvas_item_set_clip,RID, bool );
+ FUNC3(canvas_item_set_custom_rect,RID, bool ,const Rect2&);
+ FUNC2(canvas_item_set_opacity,RID, float );
+ FUNC2RC(float,canvas_item_get_opacity,RID, float );
+ FUNC2(canvas_item_set_on_top,RID, bool );
+ FUNC1RC(bool,canvas_item_is_on_top,RID);
+
+ FUNC2(canvas_item_set_self_opacity,RID, float );
+ FUNC2RC(float,canvas_item_get_self_opacity,RID, float );
+
+ FUNC2(canvas_item_attach_viewport,RID, RID );
+
+ FUNC5(canvas_item_add_line,RID, const Point2& , const Point2& ,const Color& ,float );
+ FUNC3(canvas_item_add_rect,RID, const Rect2& , const Color& );
+ FUNC4(canvas_item_add_circle,RID, const Point2& , float ,const Color& );
+ FUNC5(canvas_item_add_texture_rect,RID, const Rect2& , RID ,bool ,const Color& );
+ FUNC5(canvas_item_add_texture_rect_region,RID, const Rect2& , RID ,const Rect2& ,const Color& );
+
+ FUNC7(canvas_item_add_style_box,RID, const Rect2& , RID ,const Vector2& ,const Vector2&, bool ,const Color& );
+ FUNC6(canvas_item_add_primitive,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID ,float );
+ FUNC5(canvas_item_add_polygon,RID, const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID );
+ FUNC7(canvas_item_add_triangle_array,RID, const Vector<int>& , const Vector<Point2>& , const Vector<Color>& ,const Vector<Point2>& , RID , int );
+ FUNC7(canvas_item_add_triangle_array_ptr,RID, int , const int* , const Point2* , const Color* ,const Point2* , RID );
+
+
+ FUNC2(canvas_item_add_set_transform,RID,const Matrix32& );
+ FUNC2(canvas_item_add_set_blend_mode,RID, MaterialBlendMode );
+ FUNC2(canvas_item_add_clip_ignore,RID, bool );
+
+ FUNC1(canvas_item_clear,RID);
+ FUNC1(canvas_item_raise,RID);
+
+
+ /* CURSOR */
+ FUNC2(cursor_set_rotation,float , int ); // radians
+ FUNC3(cursor_set_texture,RID , const Point2 &, int );
+ FUNC2(cursor_set_visible,bool , int );
+ FUNC2(cursor_set_pos,const Point2& , int );
+
+ /* BLACK BARS */
+
+ FUNC4(black_bars_set_margins,int , int , int , int );
+
+ /* FREE */
+
+ FUNC1(free,RID);
+
+ /* CUSTOM SHADE MODEL */
+
+ FUNC2(custom_shade_model_set_shader,int , RID );
+ FUNC1RC(RID,custom_shade_model_get_shader,int );
+ FUNC2(custom_shade_model_set_name,int , const String& );
+ FUNC1RC(String,custom_shade_model_get_name,int );
+ FUNC2(custom_shade_model_set_param_info,int , const List<PropertyInfo>& );
+ FUNC2SC(custom_shade_model_get_param_info,int , List<PropertyInfo>* );
+
+ /* EVENT QUEUING */
+
+
+ virtual void init();
+ virtual void finish();
+ virtual void draw();
+ virtual void flush();
+ FUNC0RC(bool,has_changed);
+
+ /* RENDER INFO */
+
+ FUNC1R(int,get_render_info,RenderInfo );
+ FUNC1RC(bool,has_feature,Features );
+
+ FUNC2(set_boot_image,const Image& , const Color& );
+ FUNC1(set_default_clear_color,const Color& );
+
+ FUNC0R(RID,get_test_cube );
+
+
+ VisualServerWrapMT(VisualServer* p_contained,bool p_create_thread);
+ ~VisualServerWrapMT();
+
+};
+
+
+#endif