/*
    This file is part of Magnum.

    Copyright © 2010, 2011, 2012, 2013, 2014
              Vladimír Vondruš <mosra@centrum.cz>

    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.
*/

namespace Magnum {
/** @page debug-tools Debugging helpers
@brief Convenience classes to help you during development.

-   Previous page: @ref shapes

@ref DebugTools library provides various helper classes to help you with
prototyping and debugging applications without the need to write too much
common code. They probably have no usage in production code, but can be useful
in development. See documentation of @ref DebugTools namespace for more
information about building and usage with CMake.

@tableofcontents

@section debug-tools-renderers Debug renderers

%Debug renderers provide a way to visualize objects and object features in
@ref scenegraph "scene graph" without the need to mess around with meshes and
shaders. They are implemented as object features, so you can attach any number
of them to any object.

Basic usage involves instancing DebugTools::ResourceManager and keeping it for
for the whole lifetime of debug renderers. Next you need some SceneGraph::DrawableGroup
instance. You can use the same group as for the rest of your scene, but
preferrably use dedicated one for debug renderers, so you can easily enable or
disable debug rendering.

Next step is to create configuration for your debug renderers and create
particular debug renderer. The configuration is managed using the resource
manager - you create configuration instance, add it to the manager and then
reference it using particular resource key. This way you can easily share the
same options with more renderers. If no options are specified or resource with
given key doesn't exist, default fallback is used.

Example usage: visualizing object position, rotation and scaling using
DebugTools::ObjectRenderer:
@code
// Global instance of debug resource manager, drawable group for the renderers
DebugTools::ResourceManager manager;
SceneGraph::DrawableGroup3D debugDrawables;

// Create renderer options which will be referenced later by "my" resource key
DebugTools::ResourceManager::instance()->set("my",
    DebugTools::ObjectRendererOptions().setSize(0.3f));

// Create debug renderer for given object, use "my" options for it. The
// renderer is automatically added to the object features and also to
// specified drawable group.
Object3D* object;
new DebugTools::ObjectRenderer2D(*object, "my", debugDrawables);
@endcode

See DebugTools::ObjectRenderer and DebugTools::ShapeRenderer for more
information.

-   Previous page: @ref shapes
*/
}
