Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
53 lines
944 B
C++
53 lines
944 B
C++
|
|
#pragma once
|
|
|
|
#include "MW4.hpp"
|
|
#include "hudcomp.hpp"
|
|
|
|
namespace MechWarrior4
|
|
{
|
|
class HUDDebug : public HUDComponent
|
|
{
|
|
public:
|
|
enum HUDDEBUG_DATA_TYPE
|
|
{
|
|
int_type,
|
|
float_type,
|
|
double_type,
|
|
string_type
|
|
};
|
|
protected:
|
|
typedef HUDComponent inherited;
|
|
struct DebugData
|
|
{
|
|
HUDText *text;
|
|
char name[256];
|
|
void *data;
|
|
HUDDEBUG_DATA_TYPE datatype;
|
|
DebugData (void)
|
|
{ text = NULL; }
|
|
DebugData (HUDText *p1,char *p2,void *p3,HUDDEBUG_DATA_TYPE p4)
|
|
{
|
|
text = p1;
|
|
Str_Copy (name,p2,256);
|
|
data = p3;
|
|
datatype = p4;
|
|
}
|
|
};
|
|
|
|
stlport::list<DebugData> m_Messages;
|
|
|
|
void DrawImplementation(void);
|
|
|
|
|
|
public:
|
|
HUDDebug();
|
|
~HUDDebug();
|
|
|
|
void AddData (char *name,void *data,HUDDEBUG_DATA_TYPE type);
|
|
void RemoveData (void *data);
|
|
void ClearData (void);
|
|
};
|
|
}
|
|
|