Clear the cockpit glass for the Winners Circle
The six secondary displays sit over the viewscreen like the pod's bezels and have nothing to say once the race is over. Worse, the radar sits dead centre along the bottom edge - directly on top of the winner's spot, so the one position that matters was the one you could not see. They are hidden when the podium comes up, which uncovers the canvas the 3D is already being drawn on. No matching show: the mission is over by then, and the next race builds a fresh cockpit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
@@ -4161,6 +4161,29 @@ void
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Clear the glass off the screen for the Winners Circle.
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
void
|
||||
SVGA16::HideSecondaryDisplays()
|
||||
{
|
||||
Check_Pointer(this);
|
||||
|
||||
if (!splitViews)
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (int view = 0; view < SplitViewCount; ++view)
|
||||
{
|
||||
if (splitView[view] != NULL)
|
||||
{
|
||||
splitView[view]->Hide();
|
||||
}
|
||||
}
|
||||
DEBUG_STREAM << "SVGA16: secondary displays hidden for the podium\n"
|
||||
<< std::flush;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Fit the 1920x1080 cockpit canvas into the given client area: one
|
||||
// uniform scale (so the canvas never stretches - a wider desktop just
|
||||
|
||||
Reference in New Issue
Block a user