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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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///////////////////////////////////////////////////////////////////////////////
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// //
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// hsG3DDeviceSelector Class Header //
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// Generic device enumeration (D3D, OpenGL, etc) //
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// Cyan, Inc. //
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// //
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//// Version History //////////////////////////////////////////////////////////
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// //
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// 5.21.2001 mcn - Cleaned out all the old Glide stuff, since Plasma2 will //
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// not support Glide :( //
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// //
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///////////////////////////////////////////////////////////////////////////////
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#ifndef hsG3DDeviceSelector_inc
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#define hsG3DDeviceSelector_inc
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#include "hsWinRef.h"
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#include "hsTemplates.h"
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#include "hsBitVector.h"
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#ifdef HS_BUILD_FOR_WIN32
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#define HS_SELECT_DIRECT3D // not supported on the Mac.
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#endif // HS_BUILD_FOR_WIN32
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#ifdef HS_BUILD_FOR_WIN32
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#define __MSC__
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#define DYNAHEADER 1
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#endif // HS_BUILD_FOR_WIN32
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/// #define the following to allow selection of the D3D reference driver
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#define HS_ALLOW_D3D_REF_DRIVER 1
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class hsStream;
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struct D3DEnum_DeviceInfo;
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struct D3DEnum_DriverInfo;
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struct D3DEnum_DeviceInfo;
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struct D3DEnum_DriverInfo;
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class hsG3DDeviceMode
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{
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enum {
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kNone = 0x0,
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kDiscarded = 0x1
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};
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protected:
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uint32_t fFlags;
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uint32_t fWidth;
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uint32_t fHeight;
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uint32_t fDepth;
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hsTArray<uint16_t> fZStencilDepths; // Array of supported depth/stencil buffer formats.
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// Each entry is of the form: ( stencil bit count << 8 ) | ( depth bit count )
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hsTArray<uint8_t> fFSAATypes; // Array of multisample types supported (each one 2-16)
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bool fCanRenderToCubics;
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public:
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hsG3DDeviceMode();
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~hsG3DDeviceMode();
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bool operator< (const hsG3DDeviceMode &mode) const;
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void Clear();
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bool GetDiscarded() const { return 0 != (fFlags & kDiscarded); }
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uint32_t GetWidth() const { return fWidth; }
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uint32_t GetHeight() const { return fHeight; }
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uint32_t GetColorDepth() const { return fDepth; }
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uint8_t GetNumZStencilDepths( void ) const { return fZStencilDepths.GetCount(); }
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uint16_t GetZStencilDepth( uint8_t i ) const { return fZStencilDepths[ i ]; }
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uint8_t GetNumFSAATypes( void ) const { return fFSAATypes.GetCount(); }
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uint8_t GetFSAAType( uint8_t i ) const { return fFSAATypes[ i ]; }
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bool GetCanRenderToCubics( void ) const { return fCanRenderToCubics; }
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void SetDiscarded(bool on=true) { if(on) fFlags |= kDiscarded; else fFlags &= ~kDiscarded; }
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void SetWidth(uint32_t w) { fWidth = w; }
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void SetHeight(uint32_t h) { fHeight = h; }
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void SetColorDepth(uint32_t d) { fDepth = d; }
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void ClearZStencilDepths( void ) { fZStencilDepths.Reset(); }
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void AddZStencilDepth( uint16_t depth ) { fZStencilDepths.Append( depth ); }
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void ClearFSAATypes( void ) { fFSAATypes.Reset(); }
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void AddFSAAType( uint8_t type ) { fFSAATypes.Append( type ); }
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void SetCanRenderToCubics( bool can ) { fCanRenderToCubics = can; }
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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};
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class hsG3DDeviceRecord
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{
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public:
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enum {
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kNone = 0x0,
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kDiscarded = 0x1,
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kInvalid = 0x2
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};
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enum FogTypes {
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kFogExp = 0,
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kFogExp2,
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kNumFogTypes
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};
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protected:
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uint32_t fRecordVersion; /// Version starts at 2 (see .cpp for explanation)
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enum {
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kCurrRecordVersion = 0x0b
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/// Version history:
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/// 1 - Initial version (had no version #)
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/// 2 - Added Z and LOD bias
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/// 3 - Changed Z and LOD bias to floats, added fog tweaks
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/// 4 - Changed values for fog tweaks; force reload through version #
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/// 5 - Same as #4, updated fog end bias to be based solely on fog quantization/bit depth
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/// 6 - Updated values for the ATI boards, Matrox, and i810
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/// 7 - Added fog knee tweaks
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/// 8 - Added support for multiple depth/stencil formats per mode
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/// 9 - Added multisample types to the mode record
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/// A - Added anisotropic sample field
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/// B - Added flag for cubic textures support
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};
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/// Version < 2 Data
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uint32_t fFlags;
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uint32_t fG3DDeviceType;
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uint32_t fG3DHALorHEL;
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char* fG3DDriverDesc;
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char* fG3DDriverName;
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char* fG3DDriverVersion;
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char* fG3DDeviceDesc;
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hsBitVector fCaps;
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uint32_t fLayersAtOnce;
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uint32_t fMemoryBytes;
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hsTArray<hsG3DDeviceMode> fModes;
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/// New to Version 3
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float fZBiasRating;
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float fLODBiasRating;
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float fFogExpApproxStart;
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float fFogExp2ApproxStart;
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float fFogEndBias; // As a percentage of the max value for fog
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// (i.e. for Z fog, it's a percentage of 1 to add on,
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// for W fog, it's a percentage of the yon)
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/// Version 7 - Fog Knee values
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float fFogKnees[ kNumFogTypes ];
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float fFogKneeVals[ kNumFogTypes ];
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/// Version 9 - The actual AA setting we use
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uint8_t fAASetting;
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/// Version A - the anisotropic level we use
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uint8_t fMaxAnisotropicSamples; // 1 to disable, up to max allowed in hardware
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int fPixelShaderMajorVer;
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int fPixelShaderMinorVer;
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public:
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hsG3DDeviceRecord();
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virtual ~hsG3DDeviceRecord();
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hsG3DDeviceRecord(const hsG3DDeviceRecord& src);
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hsG3DDeviceRecord& operator=(const hsG3DDeviceRecord& src);
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uint32_t GetG3DDeviceType() const { return fG3DDeviceType; }
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const char* GetG3DDeviceTypeName() const;
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uint32_t GetG3DHALorHEL() const { return fG3DHALorHEL; }
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uint32_t GetMemoryBytes() const { return fMemoryBytes; }
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const char* GetDriverDesc() const { return fG3DDriverDesc; }
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const char* GetDriverName() const { return fG3DDriverName; }
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const char* GetDriverVersion() const { return fG3DDriverVersion; }
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const char* GetDeviceDesc() const { return fG3DDeviceDesc; }
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void SetG3DDeviceType(uint32_t t) { fG3DDeviceType = t; }
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void SetG3DHALorHEL(uint32_t h) { fG3DHALorHEL = h; }
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void SetMemoryBytes(uint32_t b) { fMemoryBytes = b; }
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void SetDriverDesc(const char* s);
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void SetDriverName(const char* s);
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void SetDriverVersion(const char* s);
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void SetDeviceDesc(const char* s);
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bool GetCap(uint32_t cap) const { return fCaps.IsBitSet(cap); }
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void SetCap(uint32_t cap, bool on=true) { fCaps.SetBit(cap, on); }
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float GetZBiasRating( void ) const { return fZBiasRating; }
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void SetZBiasRating( float rating ) { fZBiasRating = rating; }
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float GetLODBiasRating( void ) const { return fLODBiasRating; }
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void SetLODBiasRating( float rating ) { fLODBiasRating = rating; }
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void GetFogApproxStarts( float &expApprox, float &exp2Approx ) const { expApprox = fFogExpApproxStart;
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exp2Approx = fFogExp2ApproxStart; }
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void SetFogApproxStarts( float exp, float exp2 ) { fFogExpApproxStart = exp;
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fFogExp2ApproxStart = exp2; }
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float GetFogEndBias( void ) const { return fFogEndBias; }
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void SetFogEndBias( float rating ) { fFogEndBias = rating; }
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void GetFogKneeParams( uint8_t type, float &knee, float &kneeVal ) const { knee = fFogKnees[ type ]; kneeVal = fFogKneeVals[ type ]; }
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void SetFogKneeParams( uint8_t type, float knee, float kneeVal ) { fFogKnees[ type ] = knee; fFogKneeVals[ type ] = kneeVal; }
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uint32_t GetLayersAtOnce() const { return fLayersAtOnce; }
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void SetLayersAtOnce(uint32_t n) { fLayersAtOnce = n; }
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uint8_t GetAASetting() const { return fAASetting; }
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void SetAASetting( uint8_t s ) { fAASetting = s; }
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uint8_t GetMaxAnisotropicSamples( void ) const { return fMaxAnisotropicSamples; }
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void SetMaxAnisotropicSamples( uint8_t num ) { fMaxAnisotropicSamples = num; }
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void SetDiscarded(bool on=true) { if(on)fFlags |= kDiscarded; else fFlags &= ~kDiscarded; }
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bool GetDiscarded() const { return 0 != (fFlags & kDiscarded); }
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void SetInvalid( bool on = true ) { if( on ) fFlags |= kInvalid; else fFlags &= ~kInvalid; }
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bool IsInvalid() const { return 0 != ( fFlags & kInvalid ); }
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hsTArray<hsG3DDeviceMode>& GetModes() { return fModes; }
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hsG3DDeviceMode* GetMode(int i) const { return &fModes[i]; }
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void ClearModes();
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void Clear();
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void RemoveDiscarded();
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// PlaceHolder - Whether a mode can window is restricted by the current setup
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// of the PC. E.g. if the user changes from 16 bit to TrueColor, the Modes that
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// can window are pretty much flipped. So we'll have to pass in enough info (like
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// the hWnd?) to find out what the current setup is to make sure it's compatible.
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bool ModeCanWindow(void* ctx, hsG3DDeviceMode* mode) { return false; }
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void SetPixelShaderVersion(int major, int minor) { fPixelShaderMajorVer = major; fPixelShaderMinorVer = minor; }
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void GetPixelShaderVersion(int &major, int &minor) { major = fPixelShaderMajorVer; minor = fPixelShaderMinorVer; }
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void Read(hsStream* s);
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void Write(hsStream* s) const;
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};
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class hsG3DDeviceModeRecord
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{
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protected:
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hsG3DDeviceRecord fDevice;
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hsG3DDeviceMode fMode;
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public:
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hsG3DDeviceModeRecord();
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hsG3DDeviceModeRecord(const hsG3DDeviceRecord& devRec, const hsG3DDeviceMode& devMode);
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~hsG3DDeviceModeRecord();
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hsG3DDeviceModeRecord(const hsG3DDeviceModeRecord& src);
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hsG3DDeviceModeRecord& operator=(const hsG3DDeviceModeRecord& src);
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const hsG3DDeviceRecord* GetDevice() const { return &fDevice; }
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const hsG3DDeviceMode* GetMode() const { return &fMode; }
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};
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class hsG3DDeviceSelector : public hsRefCnt
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{
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public:
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enum {
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kDevTypeUnknown = 0,
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kDevTypeGlide,
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kDevTypeDirect3D,
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kDevTypeOpenGL,
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kDevTypeDirect3DTnL,
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kNumDevTypes
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};
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enum {
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kHHTypeUnknown = 0,
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kHHD3DNullDev,
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kHHD3DRampDev,
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kHHD3DRGBDev,
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kHHD3DHALDev,
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kHHD3DMMXDev,
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kHHD3DTnLHalDev,
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kHHD3DRefDev,
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kHHD3D3dfxDev,
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kHHD3D3dfxVoodoo5Dev,
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kNumHHTypes
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};
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enum {
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kCapsNone = 0,
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kCapsNoWindow,
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kCapsMipmap,
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kCapsPerspective,
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kCapsHardware,
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kCapsWBuffer,
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kCapsCompressTextures,
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kCapsHWTransform,
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kCapsDither,
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kCapsFogLinear,
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kCapsFogExp,
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kCapsFogExp2,
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kCapsFogRange,
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kCapsLODWatch,
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kCapsUNUSED,
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kCapsDoesSmallTextures,
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kCapsPixelFog,
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kCapsBadYonStuff,
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|
|
kCapsNoKindaSmallTexs,
|
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|
|
kCapsCubicTextures,
|
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|
|
kCapsCubicMipmap,
|
|
|
|
kCapsZBias,
|
|
|
|
kCapsPixelShader,
|
|
|
|
kCapsNoAA,
|
|
|
|
kCapsDoubleFlush,
|
|
|
|
kCapsSingleFlush,
|
|
|
|
kCapsCantShadow,
|
|
|
|
kCapsMaxUVWSrc2,
|
|
|
|
kCapsCantProj,
|
|
|
|
kCapsLimitedProj,
|
|
|
|
kCapsShareDepth,
|
|
|
|
kCapsBadManaged,
|
|
|
|
kCapsNoAniso,
|
|
|
|
// etc.
|
|
|
|
|
|
|
|
kNumCaps
|
|
|
|
};
|
|
|
|
enum
|
|
|
|
{
|
|
|
|
kDefaultWidth = 800,
|
|
|
|
kDefaultHeight = 600,
|
|
|
|
kDefaultDepth = 32
|
|
|
|
};
|
|
|
|
|
|
|
|
protected:
|
|
|
|
hsTArray<hsG3DDeviceRecord> fRecords;
|
|
|
|
char fTempWinClass[ 128 ];
|
|
|
|
|
|
|
|
char fErrorString[ 128 ];
|
|
|
|
|
|
|
|
void ITryDirect3DTnLDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& srcDevRec);
|
|
|
|
void ITryDirect3DTnLDriver(D3DEnum_DriverInfo* drivInfo);
|
|
|
|
void ITryDirect3DTnL(hsWinRef winRef);
|
|
|
|
bool IInitDirect3D( void );
|
|
|
|
|
|
|
|
#ifdef HS_SELECT_DX7
|
|
|
|
void ITryDirect3DDevice(D3DEnum_DeviceInfo* devInfo, hsG3DDeviceRecord& srcDevRec);
|
|
|
|
void ITryDirect3DDriver(D3DEnum_DriverInfo* drivInfo);
|
|
|
|
void ITryDirect3D(hsWinRef winRef);
|
|
|
|
#endif // HS_SELECT_DX7
|
|
|
|
void IFudgeDirectXDevice( hsG3DDeviceRecord &record,
|
|
|
|
D3DEnum_DriverInfo *driverInfo, D3DEnum_DeviceInfo *deviceInfo );
|
|
|
|
uint32_t IAdjustDirectXMemory( uint32_t cardMem );
|
|
|
|
|
|
|
|
bool IGetD3DCardInfo( hsG3DDeviceRecord &record, void *driverInfo, void *deviceInfo,
|
|
|
|
uint32_t *vendorID, uint32_t *deviceID, char **driverString, char **descString );
|
|
|
|
#ifdef HS_SELECT_DX7
|
|
|
|
bool IGetD3D7CardInfo( hsG3DDeviceRecord &record, void *driverInfo, void *deviceInfo,
|
|
|
|
uint32_t *vendorID, uint32_t *deviceID, char **driverString, char **descString );
|
|
|
|
#endif // HS_SELECT_DX7
|
|
|
|
|
|
|
|
void ITryOpenGL( hsWinRef winRef );
|
|
|
|
void IGetExtOpenGLInfo( hsG3DDeviceRecord &devRec );
|
|
|
|
void IGetOpenGLModes( hsG3DDeviceRecord &devRec, char *driverName );
|
|
|
|
bool ITestOpenGLRes( int width, int height, int bitDepth,
|
|
|
|
hsG3DDeviceRecord &devRec, char *driverName );
|
|
|
|
#ifdef HS_OPEN_GL
|
|
|
|
#if HS_BUILD_FOR_WIN32
|
|
|
|
uint32_t ICreateTempOpenGLContext( HDC hDC, bool makeItFull );
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
|
|
void ISetFudgeFactors( uint8_t chipsetID, hsG3DDeviceRecord &record );
|
|
|
|
|
|
|
|
public:
|
|
|
|
hsG3DDeviceSelector();
|
|
|
|
virtual ~hsG3DDeviceSelector();
|
|
|
|
|
|
|
|
void Clear();
|
|
|
|
void RemoveDiscarded();
|
|
|
|
void RemoveUnusableDevModes(bool bTough); // Removes modes and devices not allowed supported in release
|
|
|
|
|
|
|
|
bool Init( void ); // Returns false if couldn't init
|
|
|
|
const char *GetErrorString( void ) { return fErrorString; }
|
|
|
|
|
|
|
|
void Enumerate(hsWinRef winRef);
|
|
|
|
hsTArray<hsG3DDeviceRecord>& GetDeviceRecords() { return fRecords; }
|
|
|
|
|
|
|
|
bool GetDefault(hsG3DDeviceModeRecord *dmr);
|
|
|
|
|
|
|
|
hsG3DDeviceRecord* GetRecord(int i) { return &fRecords[i]; }
|
|
|
|
|
|
|
|
void Read(hsStream* s);
|
|
|
|
void Write(hsStream* s);
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
#define M3DDEMOINFO 1 /// Always compiled now, but only enabled if
|
|
|
|
/// WIN_INIT has DemoInfoOutput in it
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
//
|
|
|
|
// Demo Debug File header file stuff
|
|
|
|
// Created 10.10.2000 by Mathew Burrack @ Cyan, Inc.
|
|
|
|
//
|
|
|
|
///////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
|
|
#include "HeadSpin.h"
|
|
|
|
|
|
|
|
class plDemoDebugFile
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
plDemoDebugFile() { fDemoDebugFP = nil; fIsOpen = false; fEnabled = false; }
|
|
|
|
~plDemoDebugFile() { IDDFClose(); }
|
|
|
|
|
|
|
|
// Static function to write a string to the DDF
|
|
|
|
static void Write( char *string );
|
|
|
|
|
|
|
|
// Static function to write two strings to the DDF
|
|
|
|
static void Write( char *string1, char *string2 );
|
|
|
|
|
|
|
|
// Static function to write a string and a signed integer value to the DDF
|
|
|
|
static void Write( char *string1, int32_t value );
|
|
|
|
|
|
|
|
// Enables or disables the DDF class
|
|
|
|
static void Enable( bool yes ) { fEnabled = yes; }
|
|
|
|
|
|
|
|
protected:
|
|
|
|
static bool fIsOpen;
|
|
|
|
static FILE *fDemoDebugFP;
|
|
|
|
static bool fEnabled;
|
|
|
|
|
|
|
|
// Opens the DDF for writing
|
|
|
|
static bool IDDFOpen( void );
|
|
|
|
|
|
|
|
// Closes the DDF
|
|
|
|
static void IDDFClose( void );
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
#endif // hsG3DDeviceSelector_inc
|