122 lines
5.1 KiB
C
122 lines
5.1 KiB
C
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/widgetuser.h $*
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* *
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* Author:: Greg Hjelstrom *
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* *
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* $Modtime:: 10/11/01 2:26p $*
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* *
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* $Revision:: 5 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef WIDGETUSER_H
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#define WIDGETUSER_H
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class Vector3;
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class Matrix3D;
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class AABoxClass;
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class OBBoxClass;
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class RenderInfoClass;
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class WidgetRenderOpClass;
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/**
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** WidgetUserClass
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** This class contains the functions needed to embed a list of debug widgets into
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** a class. Just call Render_Debug_Widgets inside of your class's render function.
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** It is important that all of the runtime cost of using this system goes away in
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** a release build. When you derive a class from this class, if you are overriding
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** the Add_xxx methods bracket your implementations and declarations with #ifdef WWDEBUG
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**
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** Notes:
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** Most of my current uses for this class are for "transient" things so I reset the list each
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** time I render. In addition, I override the 'Add' functions and add filters which
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** check if debugging for that particular system is turned on. Use the macros below the
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** class definition so that all of your calls automatically disappear in the release build.
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*/
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class WidgetUserClass
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{
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public:
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WidgetUserClass(void);
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~WidgetUserClass(void);
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/*
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** Debug rendering of vectors, points, boxes, etc etc. Each frame, these objects
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** will be rendered during PhysClass::Render and then deleted.
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*/
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#ifdef WWDEBUG
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void Reset_Debug_Widget_List(void);
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virtual void Add_Debug_Point(const Vector3 & p,const Vector3 & color);
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virtual void Add_Debug_Vector(const Vector3 & p,const Vector3 & v,const Vector3 & color);
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virtual void Add_Debug_AABox(const AABoxClass & box,const Vector3 & color,float opacity = 0.25f);
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virtual void Add_Debug_OBBox(const OBBoxClass & box,const Vector3 & color,float opacity = 0.25f);
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virtual void Add_Debug_Axes(const Matrix3D & transform,const Vector3 & color);
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void Render_Debug_Widgets(RenderInfoClass & rinfo);
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#else
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void Reset_Debug_Widget_List(void) {}
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void Add_Debug_Point(const Vector3 & p,const Vector3 & color) {}
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void Add_Debug_Vector(const Vector3 & p,const Vector3 & v,const Vector3 & color) {}
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void Add_Debug_AABox(const AABoxClass & box,const Vector3 & color,float opacity = 0.25f) {}
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void Add_Debug_OBBox(const OBBoxClass & box,const Vector3 & color,float opacity = 0.25f) {}
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void Add_Debug_Axes(const Matrix3D & transform,const Vector3 & color) {}
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void Render_Debug_Widgets(RenderInfoClass & rinfo) {}
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#endif
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protected:
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#ifdef WWDEBUG
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void Add_Debug_Widget(WidgetRenderOpClass * op);
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#else
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void Add_Debug_Widget(WidgetRenderOpClass * op) {}
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#endif
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/*
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** Debug widget rendering list
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** This member, which only exists when WWDEBUG is enabled, handles the rendering
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** of any debug widgets that this object needs.
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*/
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#ifdef WWDEBUG
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WidgetRenderOpClass * WidgetRenderOpList;
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#endif
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};
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#endif
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