// --------------------------------------------------------------------------------------------- // Crytek CryENGINE source code // History: // - Created by Tim Schroeder // --------------------------------------------------------------------------------------------- #ifndef __LM_COMP_COMMONH_H__ #define __LM_COMP_COMMONH_H__ #pragma once struct IndoorBaseInterface { ILog *m_pLog; IRenderer *m_pRenderer; I3DEngine *m_p3dEngine; IConsole *m_pConsole; ISystem *m_pSystem; }; #include "LMCompStructures.h" extern ICompilerProgress *g_pIProgress; _inline void __cdecl _TRACE(std::vector& rLogInfo, const bool cbDoOutput, const char *sFormat, ... ) { va_list vl; static char sTraceString[1024]; va_start(vl, sFormat); vsprintf(sTraceString, sFormat, vl); va_end(vl); rLogInfo.push_back(CString(sTraceString)); if(cbDoOutput == false) return; if (g_pIProgress == NULL) return; g_pIProgress->Output(sTraceString); } _inline void __cdecl _TRACE(const char *sFormat, ... ) { va_list vl; static char sTraceString[1024]; va_start(vl, sFormat); vsprintf(sTraceString, sFormat, vl); va_end(vl); if (g_pIProgress == NULL) return; g_pIProgress->Output(sTraceString); } /* __inline bool IsLeafBufferEmpty(CLeafBuffer *pLB) { return (pLB->m_pSecVertBuffer == NULL && pLB->m_pSecVertBuffer->m_NumVerts == 0 && pLB->m_NumIndices == 0); } */ #endif