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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : WWPhys *
- * *
- * $Archive:: /Commando/Code/wwphys/lightsolveprogress.h $*
- * *
- * Original Author:: Greg Hjelstrom *
- * *
- * $Author:: Greg_h $*
- * *
- * $Modtime:: 3/01/02 10:20a $*
- * *
- * $Revision:: 2 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef LIGHTSOLVEPROGRESS_H
- #define LIGHTSOLVEPROGRESS_H
- /**
- ** LightSolveProgressClass
- ** This class is used to communicate the current status of the light solve
- */
- class LightSolveProgressClass
- {
- public:
- LightSolveProgressClass(void);
- /*
- ** Read status (UI uses this to provide progress display)
- */
- int Get_Object_Count(void) { return ObjectCount; }
- int Get_Processed_Object_Count(void) { return ProcessedObjectCount; }
- const char * Get_Current_Mesh_Name(void) { return CurrentMeshName; }
- int Get_Current_Mesh_Vertex_Count(void) { return CurrentVertexCount; }
- int Get_Current_Vertex(void) { return CurrentVertex; }
- /*
- ** Set status (vertex solver does this)
- */
- void Set_Object_Count(int count) { ObjectCount = count; }
- void Increment_Processed_Object_Count(void) { ProcessedObjectCount++; }
- void Set_Current_Mesh_Name(const char * name) { CurrentMeshName = name; }
- void Set_Current_Mesh_Vertex_Count(int vcount) { CurrentVertexCount = vcount; }
- void Set_Current_Vertex(int index) { CurrentVertex = index; }
- /*
- ** Cancellation request
- */
- void Request_Cancel(void) { CancelRequested = true; }
- bool Is_Cancel_Requested(void) { return CancelRequested; }
- protected:
- int ObjectCount;
- int ProcessedObjectCount;
- const char * CurrentMeshName;
- int CurrentVertexCount;
- int CurrentVertex;
- bool CancelRequested;
- };
- inline LightSolveProgressClass::LightSolveProgressClass(void) :
- ObjectCount(0),
- ProcessedObjectCount(0),
- CurrentMeshName(NULL),
- CurrentVertexCount(0),
- CurrentVertex(0),
- CancelRequested(false)
- {
- }
- #endif
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