//===========================================================================// // File: l4vidper.hpp // // Project: MUNGA Brick: Video Renderer Manager // // Contents: Interface specification Video performance monitoring renderables// //---------------------------------------------------------------------------// // Date Who Modification // // -------- --- ---------------------------------------------------------- // // 03/05/96 GAC initial code // //---------------------------------------------------------------------------// // Copyright (C) 1995, Virtual World Entertainment, Inc. // // All Rights reserved worldwide // // This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL // //===========================================================================// #if !defined(L4VIDPER_HPP) # define L4VIDPER_HPP # if !defined(L4VIDRND_HPP) # include "l4vidrnd.hpp" # endif # if !defined(ROTATION_HPP) # include # endif # if !defined(RETICLE_HPP) # include # endif # if !defined(SIMULATE_HPP) # include # endif # if !defined(LINMTRX_HPP) # include # endif #include #include #include //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // StripChartRenderable // class StripChartRenderable: public VideoRenderable { public: StripChartRenderable( Entity *entity, // Entity to attach the renderable to ExecutionType execution_type, // How/when to execute the renderable dpl_VIEW *this_view, // the view associated with our eye float left, float right, float top, float bottom, int max_samples, // The number of samples to hold int max_value, // The maximum value allowed int min_value, // the minimum value allowed int *value_to_chart, // the value we will be graphing int update_interval); // How frequently (in frames) to update the graphics ~StripChartRenderable(); Logical TestInstance() const; void Execute(); protected: dpl_VIEW *myView; dpl2d_DISPLAY *mySystemDisplayList, *myDisplayList; int myMaxSamples, myMaxValue, myMinValue, *myValue, *myValueStorage, myUpdateInterval, myFrameCount, myCurrentSample; float myLeft, myRight, myTop, myBottom; }; //~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ // RendererChartRenderable // class RendererChartRenderable: public VideoRenderable { public: RendererChartRenderable( Entity *entity, // Entity to attach the renderable to ExecutionType execution_type, // How/when to execute the renderable dpl_VIEW *this_view, // the view associated with our eye float left, float right, float top, float bottom, int max_samples, // The number of samples to hold int max_value, // The maximum value allowed int min_value, // the minimum value allowed int update_interval); // How frequently (in frames) to update the graphics ~RendererChartRenderable(); Logical TestInstance() const; void Execute(); protected: dpl_VIEW *myView; dpl2d_DISPLAY *mySystemDisplayList, *myDisplayList; int *myCullStorage, *myDrawStorage, *myFrameStorage, *myPixelPlanesStorage, *myPrimativeStorage, myMaxSamples, myMaxValue, myMinValue, myUpdateInterval, myFrameCount, myCurrentSample; float myLeft, myRight, myTop, myBottom; }; #endif