/* ** 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/widgetuser.h $* * * * Author:: Greg Hjelstrom * * * * $Modtime:: 10/11/01 2:26p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #if defined(_MSC_VER) #pragma once #endif #ifndef WIDGETUSER_H #define WIDGETUSER_H class Vector3; class Matrix3D; class AABoxClass; class OBBoxClass; class RenderInfoClass; class WidgetRenderOpClass; /** ** WidgetUserClass ** This class contains the functions needed to embed a list of debug widgets into ** a class. Just call Render_Debug_Widgets inside of your class's render function. ** It is important that all of the runtime cost of using this system goes away in ** a release build. When you derive a class from this class, if you are overriding ** the Add_xxx methods bracket your implementations and declarations with #ifdef WWDEBUG ** ** Notes: ** Most of my current uses for this class are for "transient" things so I reset the list each ** time I render. In addition, I override the 'Add' functions and add filters which ** check if debugging for that particular system is turned on. Use the macros below the ** class definition so that all of your calls automatically disappear in the release build. */ class WidgetUserClass { public: WidgetUserClass(void); ~WidgetUserClass(void); /* ** Debug rendering of vectors, points, boxes, etc etc. Each frame, these objects ** will be rendered during PhysClass::Render and then deleted. */ #ifdef WWDEBUG void Reset_Debug_Widget_List(void); virtual void Add_Debug_Point(const Vector3 & p,const Vector3 & color); virtual void Add_Debug_Vector(const Vector3 & p,const Vector3 & v,const Vector3 & color); virtual void Add_Debug_AABox(const AABoxClass & box,const Vector3 & color,float opacity = 0.25f); virtual void Add_Debug_OBBox(const OBBoxClass & box,const Vector3 & color,float opacity = 0.25f); virtual void Add_Debug_Axes(const Matrix3D & transform,const Vector3 & color); void Render_Debug_Widgets(RenderInfoClass & rinfo); #else void Reset_Debug_Widget_List(void) {} void Add_Debug_Point(const Vector3 & p,const Vector3 & color) {} void Add_Debug_Vector(const Vector3 & p,const Vector3 & v,const Vector3 & color) {} void Add_Debug_AABox(const AABoxClass & box,const Vector3 & color,float opacity = 0.25f) {} void Add_Debug_OBBox(const OBBoxClass & box,const Vector3 & color,float opacity = 0.25f) {} void Add_Debug_Axes(const Matrix3D & transform,const Vector3 & color) {} void Render_Debug_Widgets(RenderInfoClass & rinfo) {} #endif protected: #ifdef WWDEBUG void Add_Debug_Widget(WidgetRenderOpClass * op); #else void Add_Debug_Widget(WidgetRenderOpClass * op) {} #endif /* ** Debug widget rendering list ** This member, which only exists when WWDEBUG is enabled, handles the rendering ** of any debug widgets that this object needs. */ #ifdef WWDEBUG WidgetRenderOpClass * WidgetRenderOpList; #endif }; #endif