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135 lines
5.6 KiB
135 lines
5.6 KiB
/*==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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#ifndef plLoadMask_inc |
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#define plLoadMask_inc |
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#include "hsTypes.h" |
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template <class T> class hsTArray; |
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class hsStream; |
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class plLoadMask |
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{ |
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public: |
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enum { |
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kMaxCap = 1 |
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}; |
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protected: |
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static UInt8 fGlobalQuality; |
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static UInt8 fGlobalCapability; |
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union { |
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UInt8 fQuality[kMaxCap+1]; |
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UInt16 fMask; |
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}; |
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static void SetGlobalQuality(int q) { fGlobalQuality = IBitToMask(q); } |
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static void SetGlobalCapability(int c) { if( c > kMaxCap ) c = kMaxCap; else if( c < 0 ) c = 0; fGlobalCapability = c; } |
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static UInt8 IBitToMask(int b) { hsAssert(b<8, "LoadMask: bit too large for byte"); return (1 << b); } |
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friend class plQuality; |
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public: |
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// Change this to a for loop on kMaxCap+1 if we ever get more caps. |
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plLoadMask() { fQuality[0] = fQuality[1] = 0xff; } |
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plLoadMask(UInt8 qLo, UInt8 qHi) { fQuality[0] = qLo; fQuality[1] = qHi; } |
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~plLoadMask() {} |
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hsBool DontLoad() const { return !(fQuality[fGlobalCapability] & fGlobalQuality); } |
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hsBool NeverLoads() const { return !(fQuality[0] && fQuality[1]); } |
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hsBool IsUsed() const { return (fQuality[0] != UInt8(-1)) || (fQuality[1] != UInt8(-1)); } |
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hsBool MatchesQuality(int q) const { return (IBitToMask(q) & (fQuality[0] | fQuality[1])) != 0; } |
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hsBool MatchesCapability(int c) const { return fQuality[c] != 0; } |
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hsBool MatchesQualityAndCapability(int q, int c) const { return IBitToMask(q) & fQuality[c]; } |
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hsBool MatchesCurrentQuality() const { return MatchesQuality(fGlobalQuality); } |
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hsBool MatchesCurrentCapability() const { return MatchesCapability(fGlobalCapability); } |
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hsBool MatchesCurrent() const { return !DontLoad(); } |
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UInt8 GetQualityMask(int cap) const { return fQuality[cap]; } |
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plLoadMask& SetMask(UInt8 lo, UInt8 hi) { fQuality[0] = lo; fQuality[1] = hi; return *this; } |
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plLoadMask& SetNever() { return SetMask(0,0); } |
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plLoadMask& SetAlways() { return SetMask(UInt8(-1), UInt8(-1)); } |
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plLoadMask& operator|=(const plLoadMask& m) { fMask |= m.fMask; return *this; } |
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plLoadMask& operator&=(const plLoadMask& m) { fMask &= m.fMask; return *this; } |
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int operator==(const plLoadMask& m) const { return fMask == m.fMask; } |
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int operator!=(const plLoadMask& m) const { return !(*this == m); } |
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// Only useful for sorting. |
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int operator<(const plLoadMask& m) const { return fMask < m.fMask; } |
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friend plLoadMask operator|(const plLoadMask& lhs, const plLoadMask& rhs) { plLoadMask r(lhs); r |= rhs; return r; } |
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friend plLoadMask operator&(const plLoadMask& lhs, const plLoadMask& rhs) { plLoadMask r(lhs); r &= rhs; return r; } |
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void Read(hsStream* s); |
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void Write(hsStream* s) const; |
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static const plLoadMask kAlways; |
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// Input lists are in order of preference, i.e. if rep[0] and rep[1] are both loadable based |
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// on the current settings, only rep[0] will be loaded. This implies some rules |
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// to avoid wasted reps (reps that would never get loaded). Basically: |
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// if( i < j ) then |
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// (quals[i] > quals[j]) || (caps[i] > caps[j]) |
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// |
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// It doesn't break anything if that condition isn't met, it just means |
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// the latter one will never get loaded (have a load mask of zero). |
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// So, just to be a pal, we'll detect that condition and return based on it. |
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// i.e. Return true on invalid input (something will never get loaded). |
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// |
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// You can also pre-validate your input with ValidateReps, and/or validate |
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// the output with ValidateMasks. The return value is a bitmask of which |
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// items in the list had problems, so return of zero means A-OK. |
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// |
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static hsBool ComputeRepMasks(int num, const int quals[], const int caps[], plLoadMask masks[]); |
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static UInt32 ValidateReps(int num, const int quals[], const int caps[]); |
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static UInt32 ValidateMasks(int num, plLoadMask masks[]); |
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}; |
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#endif // plLoadMask_inc
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