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CnC_Renegade/Code/wwphys/lightsolveprogress.h

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/*
** 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 : 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