/* ** 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 . */ /*********************************************************************************************** *** 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