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Minecraft.Client/Windows64/Iggy/include/iggyperfmon.h
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89
Minecraft.Client/Windows64/Iggy/include/iggyperfmon.h
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// $$COPYRIGHT$$
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#ifndef __RAD_INCLUDE_IGGYPERFMON_H__
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#define __RAD_INCLUDE_IGGYPERFMON_H__
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#include "rrCore.h"
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#define IDOC
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RADDEFSTART
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#ifndef __RAD_HIGGYPERFMON_
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#define __RAD_HIGGYPERFMON_
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typedef void * HIGGYPERFMON;
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#endif
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//idoc(parent,IggyPerfmon_API)
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typedef void * RADLINK iggyperfmon_malloc(void *handle, U32 size);
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typedef void RADLINK iggyperfmon_free(void *handle, void *ptr);
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IDOC RADEXPFUNC HIGGYPERFMON RADEXPLINK IggyPerfmonCreate(iggyperfmon_malloc *perf_malloc, iggyperfmon_free *perf_free, void *callback_handle);
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/* Creates an IggyPerfmon.
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You must supply allocator functions. The amount allocated depends on the complexity
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of the Iggys being profiled. */
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typedef struct Iggy Iggy;
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typedef struct GDrawFunctions GDrawFunctions;
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IDOC typedef union {
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U32 bits;
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struct {
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U32 dpad_up :1;
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U32 dpad_down :1;
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U32 dpad_left :1;
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U32 dpad_right :1;
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U32 button_up :1; // XBox Y, PS3 tri
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U32 button_down :1; // XBox A, PS3 X
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U32 button_left :1; // XBox X, PS3 square
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U32 button_right :1; // XBox B, PS3 circle
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U32 shoulder_left_hi :1; // LB/L1
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U32 shoulder_right_hi :1; // RB/R1
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U32 trigger_left_low :1;
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U32 trigger_right_low :1;
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} field;
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} IggyPerfmonPad;
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#define IggyPerfmonPadFromXInputStatePointer(pad, xis) \
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(pad).bits = 0, \
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(pad).field.dpad_up = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP), \
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(pad).field.dpad_down = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN), \
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(pad).field.dpad_left = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT), \
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(pad).field.dpad_right = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT), \
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(pad).field.button_up = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_Y), \
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(pad).field.button_down = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_A), \
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(pad).field.button_left = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_X), \
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(pad).field.button_right = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_B), \
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(pad).field.shoulder_left_hi = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_SHOULDER), \
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(pad).field.shoulder_right_hi = 0 != ((xis)->Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_SHOULDER), \
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(pad).field.trigger_left_low = 0 != ((xis)->Gamepad.bLeftTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD), \
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(pad).field.trigger_right_low = 0 != ((xis)->Gamepad.bRightTrigger >= XINPUT_GAMEPAD_TRIGGER_THRESHOLD)
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// All positions in window coords
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IDOC RADEXPFUNC void RADEXPLINK IggyPerfmonTickAndDraw(HIGGYPERFMON p, GDrawFunctions* gdraw_funcs,
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const IggyPerfmonPad* pad,
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int pm_tile_ul_x, int pm_tile_ul_y, int pm_tile_lr_x, int pm_tile_lr_y);
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/* Draw and tick an IggyPerfmon.
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$:p A perfmon context previously created with IggyPerfmonCreate
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$:gdraw_functions The same GDraw handle used for rendering Iggy
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$:pad An abstracted gamepad state structure. iggyperfmon.h
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includes an example that initializes the abstract gamepad from a 360 controller
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as defined by XInput; this will work on both Windows and the Xbox 360.
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$:pm_tile_ul_x The left coordinate of the rectangle where the perfmon display should be drawn
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$:pm_tile_ul_y The top coordinate of the rectangle where the perfmon display should be drawn
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$:pm_tile_lr_x The right coordinate of the rectangle where the perfmon display should be drawn
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$:pm_tile_lr_y The bottom coordinate of the rectangle where the perfmon display should be drawn
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You should only call this function when you want Iggy Perfmon to be visible.
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See $IggyPerfmon for more information. */
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IDOC RADEXPFUNC void RADEXPLINK IggyPerfmonDestroy(HIGGYPERFMON p, GDrawFunctions* iggy_draw);
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/* Closes and destroys an IggyPerfmon */
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RADDEFEND
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#endif//__RAD_INCLUDE_IGGYPERFMON_H__
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