This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/wwphys/progcall.cpp

73 lines
2.8 KiB
C++
Raw Permalink Normal View History

/*
** 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/progcall.cpp $*
* *
* Author:: Greg Hjelstrom *
* *
* $Modtime:: 2/24/99 10:04a $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "progcall.h"
ProgressCallbackClass::ProgressCallbackClass(void)
{
Reset();
}
ProgressCallbackClass::~ProgressCallbackClass(void)
{
}
void ProgressCallbackClass::Reset(void)
{
TotalCost = 0;
Completed = 0;
}
void ProgressCallbackClass::Add_Cost(int amount)
{
TotalCost += amount;
}
void ProgressCallbackClass::Notify_Completed(int amount)
{
Completed += amount;
}
float ProgressCallbackClass::Percent_Done(void)
{
if (TotalCost <= 0) return 1.0f;
return 100.0f * (float)Completed / (float)TotalCost;
}