mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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54 lines
No EOL
2.2 KiB
C++
54 lines
No EOL
2.2 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code 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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Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __AUTO_RENDER_H__
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#define __AUTO_RENDER_H__
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class idAutoRender : public idSysThread {
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public:
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idAutoRender();
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// idSysThread interface
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int Run();
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void StartBackgroundAutoSwaps( autoRenderIconType_t iconType );
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void EndBackgroundAutoSwaps();
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autoRenderIconType_t GetCurrentIcon() { return autoRenderIcon; }
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private:
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void RenderFrame();
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void RenderBackground();
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void RenderLoadingIcon( float fracX, float fracY, float size, float speed );
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int nextRotateTime;
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float currentRotation;
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autoRenderIconType_t autoRenderIcon;
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};
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extern idAutoRender rAutoRender;
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#endif // __AUTO_RENDER_H__
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