doom3-bfg/neo/renderer/AutoRender.h

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code 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.
Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __AUTO_RENDER_H__
#define __AUTO_RENDER_H__
class idAutoRender : public idSysThread {
public:
idAutoRender();
// idSysThread interface
int Run();
void StartBackgroundAutoSwaps( autoRenderIconType_t iconType );
void EndBackgroundAutoSwaps();
autoRenderIconType_t GetCurrentIcon() { return autoRenderIcon; }
private:
void RenderFrame();
void RenderBackground();
void RenderLoadingIcon( float fracX, float fracY, float size, float speed );
int nextRotateTime;
float currentRotation;
autoRenderIconType_t autoRenderIcon;
};
extern idAutoRender rAutoRender;
#endif // __AUTO_RENDER_H__