class
Diorite::DebugCommandQueue
- Diorite::DebugCommandQueue
- Reference
- Object
Overview
Centralized, high-throughput command queue managing both single-frame and timed debug primitives.
Thread-safe and designed to process thousands of queued items per frame with zero GC allocations.
Defined in:
diorite/core/debug_command.crInstance Method Summary
-
#channel_enabled?(name : String) : Bool
Returns true if the channel is currently enabled.
-
#clear : Void
Alias for
#clear_all. -
#clear_all : Void
Clears all active commands, trails, and telemetry graphs.
-
#commands_2d : Array(Command2D)
Active 2D primitives queued for rendering.
-
#commands_3d : Array(Command3D)
Active 3D primitives queued for rendering.
-
#disable_channel(name : String) : Void
Disables a filtered channel, suppressing all associated commands.
-
#disabled_channels : Set(String)
Explicitly disabled channel names.
-
#enable_channel(name : String) : Void
Enables a filtered channel.
-
#enabled : Bool
Master switch toggling all debug drawing on/off.
-
#enabled=(enabled : Bool)
Master switch toggling all debug drawing on/off.
- #frame_time_us : Float64
- #frame_time_us=(frame_time_us : Float64)
-
#freeze! : Void
Freezes debug drawing decay for spatial inspection.
-
#frozen : Bool
Pauses frame decay allowing static freecam inspection of active debug shapes.
-
#frozen=(frozen : Bool)
Pauses frame decay allowing static freecam inspection of active debug shapes.
-
#frozen? : Bool
Returns whether the debug queue is frozen.
-
#push_2d(cmd : Command2D) : Void
Pushes a 2D primitive command into the rendering queue.
-
#push_3d(cmd : Command3D) : Void
Pushes a 3D primitive command into the rendering queue.
-
#push_text_2d(cmd : TextCommand2D) : Void
Pushes a 2D canvas text command into the queue.
-
#push_text_3d(cmd : TextCommand3D) : Void
Pushes a 3D billboard text command into the queue.
-
#step_and_clean(delta : Float64) : Void
Advances time on duration commands and purges expired or single-frame items.
-
#telemetry_graphs : Hash(String, TelemetryGraph)
Active real-time telemetry graphs indexed by metric title.
-
#text_2d : Array(TextCommand2D)
Active 2D canvas text labels.
-
#text_3d : Array(TextCommand3D)
Active 3D billboard text labels.
-
#toggle_freeze! : Void
Toggles freeze state.
-
#trails : Hash(String, Array(Godot::Vector3))
Entity history trails indexed by unique entity ID.
-
#unfreeze! : Void
Unfreezes debug drawing decay.
-
#update_graph(title : String, val : Float32, rect : Godot::Rect2, min_val : Float32, max_val : Float32, color : Godot::Color) : TelemetryGraph
Pushes a new data sample val into telemetry graph title, creating the graph if needed.
-
#update_trail(id : String, pt : Godot::Vector3, max_pts : Int32) : Array(Godot::Vector3)
Appends a coordinate pt to the entity motion trail id, capping length at max_pts.
- #verts_2d_last_frame : Int32
- #verts_2d_last_frame=(verts_2d_last_frame : Int32)
-
#verts_3d_last_frame : Int32
Performance telemetry counters.
-
#verts_3d_last_frame=(verts_3d_last_frame : Int32)
Performance telemetry counters.
Instance Method Detail
Disables a filtered channel, suppressing all associated commands.
Pauses frame decay allowing static freecam inspection of active debug shapes.
Pushes a 2D primitive command into the rendering queue.
Pushes a 3D primitive command into the rendering queue.
Advances time on duration commands and purges expired or single-frame items.
Active real-time telemetry graphs indexed by metric title.
Entity history trails indexed by unique entity ID.
Pushes a new data sample val into telemetry graph title, creating the graph if needed.
Appends a coordinate pt to the entity motion trail id, capping length at max_pts.