mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-01 16:41:09 +00:00
bf31d66d31
- The old algorithm is something I threw together that produced decent, but not spectacular results since it had a tendency to waste space by forcing everything onto "shelves". The new packer is the Skyline-MinWaste-WasteMap-BestFirstFit algorithm described by Jukka Jylanki in his paper *A Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional Rectangle Bin Packing*, which can currently be read at http://clb.demon.fi/files/RectangleBinPack.pdf This is minus the optimization to rotate rectangles to make better fits.
539 lines
16 KiB
C++
539 lines
16 KiB
C++
/*
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** win32iface.h
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2008 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#ifndef __WIN32IFACE_H
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#define __WIN32IFACE_H
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#ifndef DIRECTDRAW_VERSION
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#define DIRECTDRAW_VERSION 0x0300
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#endif
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#ifndef DIRECT3D_VERSION
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#define DIRECT3D_VERSION 0x0900
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#endif
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#define WIN32_LEAN_AND_MEAN
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#include <windows.h>
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#include <ddraw.h>
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#include <d3d9.h>
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#include "hardware.h"
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#define SAFE_RELEASE(x) { if (x != NULL) { x->Release(); x = NULL; } }
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EXTERN_CVAR (Bool, vid_vsync)
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extern HANDLE FPSLimitEvent;
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class D3DTex;
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class D3DPal;
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struct FSoftwareRenderer;
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class Win32Video : public IVideo
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{
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public:
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Win32Video (int parm);
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~Win32Video ();
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bool InitD3D9();
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void InitDDraw();
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EDisplayType GetDisplayType () { return DISPLAY_Both; }
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void SetWindowedScale (float scale);
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DFrameBuffer *CreateFrameBuffer (int width, int height, bool fs, DFrameBuffer *old);
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void StartModeIterator (int bits, bool fs);
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bool NextMode (int *width, int *height, bool *letterbox);
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bool GoFullscreen (bool yes);
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void BlankForGDI ();
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void DumpAdapters ();
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private:
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struct ModeInfo
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{
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ModeInfo (int inX, int inY, int inBits, int inRealY, int inDoubling)
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: next (NULL),
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width (inX),
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height (inY),
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bits (inBits),
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realheight (inRealY),
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doubling (inDoubling)
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{}
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ModeInfo *next;
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int width, height, bits;
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int realheight;
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int doubling;
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} *m_Modes;
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ModeInfo *m_IteratorMode;
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int m_IteratorBits;
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bool m_IteratorFS;
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bool m_IsFullscreen;
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UINT m_Adapter;
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void AddMode (int x, int y, int bits, int baseHeight, int doubling);
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void FreeModes ();
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static HRESULT WINAPI EnumDDModesCB (LPDDSURFACEDESC desc, void *modes);
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void AddD3DModes (UINT adapter, D3DFORMAT format);
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void AddLowResModes ();
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void AddLetterboxModes ();
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void ScaleModes (int doubling);
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friend class DDrawFB;
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friend class D3DFB;
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};
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class BaseWinFB : public DFrameBuffer
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{
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DECLARE_ABSTRACT_CLASS(BaseWinFB, DFrameBuffer)
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public:
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BaseWinFB (int width, int height) : DFrameBuffer (width, height), Windowed (true) {}
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bool IsFullscreen () { return !Windowed; }
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virtual void Blank () = 0;
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virtual bool PaintToWindow () = 0;
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virtual HRESULT GetHR () = 0;
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virtual void ScaleCoordsFromWindow(SWORD &x, SWORD &y);
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protected:
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virtual bool CreateResources () = 0;
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virtual void ReleaseResources () = 0;
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virtual int GetTrueHeight() { return GetHeight(); }
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bool Windowed;
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friend int I_PlayMovie (const char *name);
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friend class Win32Video;
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BaseWinFB() {}
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};
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class DDrawFB : public BaseWinFB
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{
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DECLARE_CLASS(DDrawFB, BaseWinFB)
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public:
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DDrawFB (int width, int height, bool fullscreen);
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~DDrawFB ();
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bool IsValid ();
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bool Lock (bool buffer);
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void Unlock ();
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void ForceBuffering (bool force);
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void Update ();
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PalEntry *GetPalette ();
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void GetFlashedPalette (PalEntry pal[256]);
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void UpdatePalette ();
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bool SetGamma (float gamma);
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bool SetFlash (PalEntry rgb, int amount);
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void GetFlash (PalEntry &rgb, int &amount);
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int GetPageCount ();
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int QueryNewPalette ();
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void PaletteChanged ();
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void SetVSync (bool vsync);
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void NewRefreshRate();
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HRESULT GetHR ();
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bool Is8BitMode();
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virtual int GetTrueHeight() { return TrueHeight; }
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void Blank ();
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bool PaintToWindow ();
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private:
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enum LockSurfRes { NoGood, Good, GoodWasLost };
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bool CreateResources ();
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void ReleaseResources ();
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bool CreateSurfacesAttached ();
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bool CreateSurfacesComplex ();
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bool CreateBlitterSource ();
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LockSurfRes LockSurf (LPRECT lockrect, LPDIRECTDRAWSURFACE surf);
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void RebuildColorTable ();
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void MaybeCreatePalette ();
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bool AddBackBuf (LPDIRECTDRAWSURFACE *surface, int num);
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HRESULT AttemptRestore ();
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HRESULT LastHR;
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BYTE GammaTable[3][256];
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PalEntry SourcePalette[256];
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PALETTEENTRY PalEntries[256];
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DWORD FlipFlags;
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LPDIRECTDRAWPALETTE Palette;
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LPDIRECTDRAWSURFACE PrimarySurf;
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LPDIRECTDRAWSURFACE BackSurf;
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LPDIRECTDRAWSURFACE BackSurf2;
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LPDIRECTDRAWSURFACE BlitSurf;
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LPDIRECTDRAWSURFACE LockingSurf;
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LPDIRECTDRAWCLIPPER Clipper;
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HPALETTE GDIPalette;
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DWORD ClipSize;
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PalEntry Flash;
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int FlashAmount;
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int BufferCount;
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int BufferPitch;
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int TrueHeight;
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int PixelDoubling;
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float Gamma;
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bool NeedGammaUpdate;
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bool NeedPalUpdate;
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bool NeedResRecreate;
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bool PaletteChangeExpected;
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bool MustBuffer; // The screen is not 8-bit, or there is no backbuffer
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bool BufferingNow; // Most recent Lock was buffered
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bool WasBuffering; // Second most recent Lock was buffered
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bool Write8bit;
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bool UpdatePending; // On final unlock, call Update()
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bool UseBlitter; // Use blitter to copy from sys mem to video mem
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bool UsePfx;
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DDrawFB() {}
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};
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class D3DFB : public BaseWinFB
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{
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DECLARE_CLASS(D3DFB, BaseWinFB)
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public:
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D3DFB (UINT adapter, int width, int height, bool fullscreen);
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~D3DFB ();
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bool IsValid ();
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bool Lock (bool buffered);
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void Unlock ();
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void Update ();
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void Flip ();
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PalEntry *GetPalette ();
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void GetFlashedPalette (PalEntry palette[256]);
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void UpdatePalette ();
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bool SetGamma (float gamma);
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bool SetFlash (PalEntry rgb, int amount);
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void GetFlash (PalEntry &rgb, int &amount);
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int GetPageCount ();
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bool IsFullscreen ();
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void PaletteChanged ();
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int QueryNewPalette ();
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void Blank ();
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bool PaintToWindow ();
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void SetVSync (bool vsync);
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void NewRefreshRate();
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void GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type);
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void ReleaseScreenshotBuffer();
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void SetBlendingRect (int x1, int y1, int x2, int y2);
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bool Begin2D (bool copy3d);
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void DrawBlendingRect ();
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FNativeTexture *CreateTexture (FTexture *gametex, bool wrapping);
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FNativePalette *CreatePalette (FRemapTable *remap);
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void STACK_ARGS DrawTextureV (FTexture *img, double x, double y, uint32 tag, va_list tags);
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void Clear (int left, int top, int right, int bottom, int palcolor, uint32 color);
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void Dim (PalEntry color, float amount, int x1, int y1, int w, int h);
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void FlatFill (int left, int top, int right, int bottom, FTexture *src, bool local_origin);
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void DrawLine(int x0, int y0, int x1, int y1, int palColor, uint32 realcolor);
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void DrawPixel(int x, int y, int palcolor, uint32 rgbcolor);
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void FillSimplePoly(FTexture *tex, FVector2 *points, int npoints,
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double originx, double originy, double scalex, double scaley,
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angle_t rotation, FDynamicColormap *colormap, int lightlevel);
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bool WipeStartScreen(int type);
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void WipeEndScreen();
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bool WipeDo(int ticks);
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void WipeCleanup();
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HRESULT GetHR ();
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bool Is8BitMode() { return false; }
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virtual int GetTrueHeight() { return TrueHeight; }
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private:
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friend class D3DTex;
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friend class D3DPal;
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struct PackedTexture;
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struct Atlas;
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struct FBVERTEX
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{
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FLOAT x, y, z, rhw;
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D3DCOLOR color0, color1;
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FLOAT tu, tv;
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};
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#define D3DFVF_FBVERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR | D3DFVF_TEX1)
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struct BufferedTris
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{
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union
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{
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struct
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{
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BYTE Flags;
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BYTE ShaderNum:4;
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BYTE BlendOp:4;
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BYTE SrcBlend, DestBlend;
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};
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DWORD Group1;
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};
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BYTE Desat;
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D3DPal *Palette;
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IDirect3DTexture9 *Texture;
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WORD NumVerts; // Number of _unique_ vertices used by this set.
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WORD NumTris; // Number of triangles used by this set.
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};
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enum
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{
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PSCONST_Desaturation = 1,
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PSCONST_PaletteMod = 2,
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PSCONST_Weights = 6,
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PSCONST_Gamma = 7,
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};
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enum
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{
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SHADER_NormalColor,
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SHADER_NormalColorPal,
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SHADER_NormalColorInv,
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SHADER_NormalColorPalInv,
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SHADER_RedToAlpha,
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SHADER_RedToAlphaInv,
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SHADER_VertexColor,
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SHADER_SpecialColormap,
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SHADER_SpecialColormapPal,
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SHADER_InGameColormap,
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SHADER_InGameColormapDesat,
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SHADER_InGameColormapInv,
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SHADER_InGameColormapInvDesat,
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SHADER_InGameColormapPal,
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SHADER_InGameColormapPalDesat,
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SHADER_InGameColormapPalInv,
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SHADER_InGameColormapPalInvDesat,
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SHADER_BurnWipe,
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SHADER_GammaCorrection,
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NUM_SHADERS
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};
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static const char *const ShaderNames[NUM_SHADERS];
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void SetInitialState();
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bool CreateResources();
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void ReleaseResources();
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bool LoadShaders();
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void CreateBlockSurfaces();
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bool CreateFBTexture();
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bool CreatePaletteTexture();
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bool CreateGammaTexture();
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bool CreateVertexes();
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void DoOffByOneCheck();
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void UploadPalette();
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void UpdateGammaTexture(float igamma);
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void FillPresentParameters (D3DPRESENT_PARAMETERS *pp, bool fullscreen, bool vsync);
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void CalcFullscreenCoords (FBVERTEX verts[4], bool viewarea_only, bool can_double, D3DCOLOR color0, D3DCOLOR color1) const;
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bool Reset();
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IDirect3DTexture9 *GetCurrentScreen(D3DPOOL pool=D3DPOOL_SYSTEMMEM);
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void ReleaseDefaultPoolItems();
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void KillNativePals();
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void KillNativeTexs();
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PackedTexture *AllocPackedTexture(int width, int height, bool wrapping, D3DFORMAT format);
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void DrawPackedTextures(int packnum);
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void DrawLetterbox();
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void Draw3DPart(bool copy3d);
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bool SetStyle(D3DTex *tex, DCanvas::DrawParms &parms, D3DCOLOR &color0, D3DCOLOR &color1, BufferedTris &quad);
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static D3DBLEND GetStyleAlpha(int type);
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static void SetColorOverlay(DWORD color, float alpha, D3DCOLOR &color0, D3DCOLOR &color1);
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void DoWindowedGamma();
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void AddColorOnlyQuad(int left, int top, int width, int height, D3DCOLOR color);
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void AddColorOnlyRect(int left, int top, int width, int height, D3DCOLOR color);
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void CheckQuadBatch(int numtris=2, int numverts=4);
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void BeginQuadBatch();
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void EndQuadBatch();
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void BeginLineBatch();
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void EndLineBatch();
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void EndBatch();
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void CopyNextFrontBuffer();
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D3DCAPS9 DeviceCaps;
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// State
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void EnableAlphaTest(BOOL enabled);
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void SetAlphaBlend(D3DBLENDOP op, D3DBLEND srcblend=D3DBLEND(0), D3DBLEND destblend=D3DBLEND(0));
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void SetConstant(int cnum, float r, float g, float b, float a);
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void SetPixelShader(IDirect3DPixelShader9 *shader);
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void SetTexture(int tnum, IDirect3DTexture9 *texture);
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void SetPaletteTexture(IDirect3DTexture9 *texture, int count, D3DCOLOR border_color);
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void SetPalTexBilinearConstants(Atlas *texture);
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BOOL AlphaTestEnabled;
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BOOL AlphaBlendEnabled;
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D3DBLENDOP AlphaBlendOp;
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D3DBLEND AlphaSrcBlend;
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D3DBLEND AlphaDestBlend;
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float Constant[3][4];
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D3DCOLOR CurBorderColor;
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IDirect3DPixelShader9 *CurPixelShader;
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IDirect3DTexture9 *Texture[5];
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PalEntry SourcePalette[256];
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D3DCOLOR BorderColor;
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D3DCOLOR FlashColor0, FlashColor1;
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PalEntry FlashColor;
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int FlashAmount;
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int TrueHeight;
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int PixelDoubling;
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int SkipAt;
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int LBOffsetI;
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int RenderTextureToggle;
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int CurrRenderTexture;
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float LBOffset;
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float Gamma;
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bool UpdatePending;
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bool NeedPalUpdate;
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bool NeedGammaUpdate;
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int FBWidth, FBHeight;
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bool VSync;
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RECT BlendingRect;
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int In2D;
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bool InScene;
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bool SM14;
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bool GatheringWipeScreen;
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bool AALines;
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BYTE BlockNum;
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D3DPal *Palettes;
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D3DTex *Textures;
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Atlas *Atlases;
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HRESULT LastHR;
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UINT Adapter;
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IDirect3DDevice9 *D3DDevice;
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IDirect3DTexture9 *FBTexture;
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IDirect3DTexture9 *TempRenderTexture, *RenderTexture[2];
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IDirect3DTexture9 *PaletteTexture;
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IDirect3DTexture9 *GammaTexture;
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IDirect3DTexture9 *ScreenshotTexture;
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IDirect3DSurface9 *ScreenshotSurface;
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IDirect3DSurface9 *FrontCopySurface;
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IDirect3DVertexBuffer9 *VertexBuffer;
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FBVERTEX *VertexData;
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IDirect3DIndexBuffer9 *IndexBuffer;
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WORD *IndexData;
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BufferedTris *QuadExtra;
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int VertexPos;
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int IndexPos;
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int QuadBatchPos;
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enum { BATCH_None, BATCH_Quads, BATCH_Lines } BatchType;
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IDirect3DPixelShader9 *Shaders[NUM_SHADERS];
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IDirect3DPixelShader9 *GammaShader;
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IDirect3DSurface9 *BlockSurface[2];
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IDirect3DSurface9 *OldRenderTarget;
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IDirect3DTexture9 *InitialWipeScreen, *FinalWipeScreen;
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D3DFB() {}
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class Wiper
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{
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public:
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virtual ~Wiper();
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virtual bool Run(int ticks, D3DFB *fb) = 0;
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void DrawScreen(D3DFB *fb, IDirect3DTexture9 *tex,
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D3DBLENDOP blendop=D3DBLENDOP(0), D3DCOLOR color0=0, D3DCOLOR color1=0xFFFFFFF);
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};
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class Wiper_Melt; friend class Wiper_Melt;
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class Wiper_Burn; friend class Wiper_Burn;
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class Wiper_Crossfade; friend class Wiper_Crossfade;
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Wiper *ScreenWipe;
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};
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// Flags for a buffered quad
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enum
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{
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BQF_GamePalette = 1,
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BQF_CustomPalette = 7,
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BQF_Paletted = 7,
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BQF_Bilinear = 8,
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BQF_WrapUV = 16,
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BQF_InvertSource = 32,
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BQF_DisableAlphaTest= 64,
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BQF_Desaturated = 128,
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};
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// Shaders for a buffered quad
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enum
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{
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BQS_PalTex,
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BQS_Plain,
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BQS_RedToAlpha,
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BQS_ColorOnly,
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BQS_SpecialColormap,
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BQS_InGameColormap,
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};
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#if 0
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#define STARTLOG do { if (!dbg) dbg = fopen ("e:/vid.log", "w"); } while(0)
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#define STOPLOG do { if (dbg) { fclose (dbg); dbg=NULL; } } while(0)
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#define LOG(x) do { if (dbg) { fprintf (dbg, x); fflush (dbg); } } while(0)
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#define LOG1(x,y) do { if (dbg) { fprintf (dbg, x, y); fflush (dbg); } } while(0)
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#define LOG2(x,y,z) do { if (dbg) { fprintf (dbg, x, y, z); fflush (dbg); } } while(0)
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#define LOG3(x,y,z,zz) do { if (dbg) { fprintf (dbg, x, y, z, zz); fflush (dbg); } } while(0)
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#define LOG4(x,y,z,a,b) do { if (dbg) { fprintf (dbg, x, y, z, a, b); fflush (dbg); } } while(0)
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#define LOG5(x,y,z,a,b,c) do { if (dbg) { fprintf (dbg, x, y, z, a, b, c); fflush (dbg); } } while(0)
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extern FILE *dbg;
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#define VID_FILE_DEBUG 1
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#elif _DEBUG && 0
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#define STARTLOG
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#define STOPLOG
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#define LOG(x) { OutputDebugString(x); }
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#define LOG1(x,y) { char poo[1024]; mysnprintf(poo, countof(poo), x, y); OutputDebugString(poo); }
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#define LOG2(x,y,z) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z); OutputDebugString(poo); }
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#define LOG3(x,y,z,zz) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z, zz); OutputDebugString(poo); }
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#define LOG4(x,y,z,a,b) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z, a, b); OutputDebugString(poo); }
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#define LOG5(x,y,z,a,b,c) { char poo[1024]; mysnprintf(poo, countof(poo), x, y, z, a, b, c); OutputDebugString(poo); }
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#else
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#define STARTLOG
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#define STOPLOG
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#define LOG(x)
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#define LOG1(x,y)
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#define LOG2(x,y,z)
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#define LOG3(x,y,z,zz)
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#define LOG4(x,y,z,a,b)
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#define LOG5(x,y,z,a,b,c)
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#endif
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#endif // __WIN32IFACE_H
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