/* ** 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 : WW3D * * * * $Archive:: /Commando/Code/ww3d2/proxy.h $* * * * Author:: Patrick Smith * * * * $Modtime:: 1/08/01 10:04a $* * * * $Revision:: 1 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef __PROXY_H #define __PROXY_H #include "wwstring.h" #include "matrix3d.h" ////////////////////////////////////////////////////////////////////////////////// // // ProxyClass // ////////////////////////////////////////////////////////////////////////////////// class ProxyClass { public: /////////////////////////////////////////////////////////// // Public constructors/destructors /////////////////////////////////////////////////////////// ProxyClass (void) { } ProxyClass (const char *name, const Matrix3D &tm) : Name (name), Transform (tm) { } /////////////////////////////////////////////////////////// // Public operators /////////////////////////////////////////////////////////// bool operator== (const ProxyClass &src); bool operator!= (const ProxyClass &src); /////////////////////////////////////////////////////////// // Public methods /////////////////////////////////////////////////////////// // // Accessors // const char * Get_Name (void) const { return Name; } void Set_Name (const char *name) { Name = name; } const Matrix3D & Get_Transform (void) const { return Transform; } void Set_Transform (const Matrix3D &tm) { Transform = tm; } private: /////////////////////////////////////////////////////////// // Private member data /////////////////////////////////////////////////////////// StringClass Name; Matrix3D Transform; }; /////////////////////////////////////////////////////////// // operator== /////////////////////////////////////////////////////////// inline bool ProxyClass::operator== (const ProxyClass &src) { return ((Name == src.Name) && (Transform == src.Transform)); } /////////////////////////////////////////////////////////// // operator!= /////////////////////////////////////////////////////////// inline bool ProxyClass::operator!= (const ProxyClass &src) { return ((Name != src.Name) || (Transform != src.Transform)); } #endif //__PROXY_H