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CnC_Renegade/Code/ww3d2/ww3dtrig.h

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C

/*
** 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 : WW3D *
* *
* $Archive:: /Commando/Code/ww3d2/ww3dtrig.h $*
* *
* $Author:: Greg_h $*
* *
* $Modtime:: 1/08/01 10:04a $*
* *
* $Revision:: 1 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#if defined(_MSC_VER)
#pragma once
#endif
#ifndef WW3DTRIG_H
#define WW3DTRIG_H
/*
** The WW3D Library will check for debugging triggers using the following ID's
** Your application may install a trigger handler into the WWDebug library and then
** watch for these ID's coming through. Then if you wish to "trigger" one, then
** assign a key or something to the trigger and when your trigger handler is called,
** check if the key is down. The trigger can be enabled in any way you want but
** in practice, most things will probably be tied to keys.
*/
enum
{
WW3D_TRIGGER_RENDER_STATS = 0x100, // display render stats in the debug window
WW3D_TRIGGER_SURFACE_CACHE_STATS = 0x101, // display surface cache info in the debug window
WW3D_TRIGGER_PROCESS_STATS = 0x102 // render stats for last frame only
};
#endif