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mc-lce/Minecraft.Client/Durango/Iggy/include/iggyperfmon.h
2026-03-01 02:38:58 +02:00

89 lines
4.0 KiB
C

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