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eb17220dd5 |
@@ -84,3 +84,10 @@ assets/**/last.spl
|
||||
|
||||
# packaged releases (attached to Gitea releases, not tracked)
|
||||
RedPlanet-*.zip
|
||||
|
||||
# Crash dumps sent in by testers. Read them with cdb against the matching
|
||||
# Release\rpl4opt.pdb - the PE timestamp in the dump says which build, and
|
||||
# the symbols only mean anything if it matches. They are not ours to keep
|
||||
# in the history: a minidump carries process memory and the sender's own
|
||||
# file paths.
|
||||
/Crashdmp/
|
||||
|
||||
@@ -66,6 +66,24 @@ means the tree had uncommitted changes to tracked files when it was built —
|
||||
useful when a test machine reports something a clean build cannot reproduce.
|
||||
Only the `4.12` product line is set by hand, at the top of the script.
|
||||
|
||||
**Test builds expire.** `$expireDays` at the top of the same script is the
|
||||
shelf life in days (currently **14**, counted from the day it was *built*,
|
||||
not the day the code was written — rebuilding an old commit gives a usable
|
||||
binary rather than one born stale). An expired build says so in a dialog,
|
||||
names its version and expiry date, points at the releases page, and exits
|
||||
without running. It stops a tester spending an afternoon on something that
|
||||
was fixed a week ago.
|
||||
|
||||
> ⚠️ **Set `$expireDays = 0` for a real release.** A shipped build that
|
||||
> expires is a catastrophe, and that one line is what decides it.
|
||||
|
||||
`RP412NOEXPIRY=1` waives the check when an old build has to be run on
|
||||
purpose, and says so in the log so a waived build is never mistaken for a
|
||||
current one. It is deliberately **not** listed in `environ.ini` — a bypass
|
||||
every tester can see is a bypass every tester will use. Negative
|
||||
`$expireDays` backdates the expiry, which is how the refusal gets tested
|
||||
without touching the machine's clock.
|
||||
|
||||
The header is deliberately not committed: the commit that recorded a
|
||||
hardcoded number would itself change the count, so the file would be stale
|
||||
the moment it landed. It is rewritten only when the stamp actually changes,
|
||||
|
||||
+10
-2
@@ -94,8 +94,16 @@ void
|
||||
}
|
||||
headEntitySocket.Add(entity);
|
||||
|
||||
alDistanceModel(AL_LINEAR_DISTANCE);
|
||||
alDopplerFactor(0.3f);
|
||||
// FIDELITY (docs/SOUND.md F3/F10): the engine computes the AUTHORED distance
|
||||
// attenuation curve (AUDIO.INI amplitude_rolloff knee/exponent ->
|
||||
// AudioLocation::distanceVolumeScale) and the AUTHORED doppler-cents model
|
||||
// (doppler_range=600 / speed_of_sound=250) on every spatial update. Disable
|
||||
// OpenAL's own models so they cannot double-apply or fight them:
|
||||
// AL_LINEAR_DISTANCE faded distant audio to zero on a straight line where the
|
||||
// authored curve still sits near 44% at the clip edge, and AL doppler ran at
|
||||
// the wrong constants with a sign-inverted velocity feed.
|
||||
alDistanceModel(AL_NONE);
|
||||
alDopplerFactor(0.0f);
|
||||
|
||||
#if 0
|
||||
//
|
||||
|
||||
+46
-1
@@ -21,6 +21,31 @@
|
||||
BitTrace Gauge_Renderer("Gauge Renderer");
|
||||
#endif
|
||||
|
||||
//
|
||||
// How long a single background pass may spend drawing gauges, in
|
||||
// milliseconds. RP412GAUGESLICE tunes it; 0 restores the original
|
||||
// behaviour of exactly one gauge per pass.
|
||||
//
|
||||
static long
|
||||
GaugeSliceMs()
|
||||
{
|
||||
static long
|
||||
slice = -1L;
|
||||
|
||||
if (slice < 0L)
|
||||
{
|
||||
const char
|
||||
*setting = getenv("RP412GAUGESLICE");
|
||||
|
||||
slice = (setting != NULL) ? atol(setting) : 2L;
|
||||
if (slice < 0L)
|
||||
{
|
||||
slice = 0L;
|
||||
}
|
||||
}
|
||||
return slice;
|
||||
}
|
||||
|
||||
//#######################################################################
|
||||
// Miscellaneous utilities
|
||||
//#######################################################################
|
||||
@@ -3683,7 +3708,27 @@ Logical
|
||||
|
||||
case background:
|
||||
{
|
||||
result = ProcessOneActiveGauge();
|
||||
//-----------------------------------------------------------
|
||||
// Draw gauges until the slice is spent, rather than exactly
|
||||
// one per pass.
|
||||
//
|
||||
// The background loop is only guaranteed a single pass per
|
||||
// frame; it gets more only while time remains before the
|
||||
// frame is due. On a busy map the 3D foreground eats the
|
||||
// whole budget, so a cycle of ninety-odd gauges takes
|
||||
// ninety-odd frames to come round and the displays sit
|
||||
// frozen for seconds. Working to a slice makes the refresh
|
||||
// rate depend on elapsed time instead of on how much spare
|
||||
// frame there happened to be.
|
||||
//-----------------------------------------------------------
|
||||
Time slice_end = Now();
|
||||
slice_end += GaugeSliceMs();
|
||||
|
||||
do
|
||||
{
|
||||
result = ProcessOneActiveGauge();
|
||||
}
|
||||
while (result && taskMode == background && Now() < slice_end);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,177 @@
|
||||
//###########################################################################
|
||||
//
|
||||
// L4AUDEFX.cpp -- OpenAL EFX bridge (docs/SOUND.md, findings F9 and F11).
|
||||
// See L4AUDEFX.h for the fidelity rationale.
|
||||
//
|
||||
//###########################################################################
|
||||
#include "mungal4.h"
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4audefx.h"
|
||||
#include "openal/alc.h"
|
||||
#include "openal/efx.h"
|
||||
|
||||
#ifndef AL_EFFECT_EAXREVERB
|
||||
#define AL_EFFECT_EAXREVERB 0x8000 // newer efx.h constant; OpenAL Soft supports it
|
||||
#endif
|
||||
|
||||
namespace
|
||||
{
|
||||
bool s_available = false;
|
||||
ALuint s_reverbSlot = 0;
|
||||
ALuint s_reverbEffect = 0;
|
||||
ALuint s_scratchFilter = 0;
|
||||
|
||||
LPALGENEFFECTS p_alGenEffects = 0;
|
||||
LPALEFFECTI p_alEffecti = 0;
|
||||
LPALEFFECTF p_alEffectf = 0;
|
||||
LPALGENAUXILIARYEFFECTSLOTS p_alGenAuxiliaryEffectSlots = 0;
|
||||
LPALAUXILIARYEFFECTSLOTI p_alAuxiliaryEffectSloti = 0;
|
||||
LPALAUXILIARYEFFECTSLOTF p_alAuxiliaryEffectSlotf = 0;
|
||||
LPALGENFILTERS p_alGenFilters = 0;
|
||||
LPALFILTERI p_alFilteri = 0;
|
||||
LPALFILTERF p_alFilterf = 0;
|
||||
}
|
||||
|
||||
bool EFX_Available()
|
||||
{
|
||||
return s_available;
|
||||
}
|
||||
|
||||
bool EFX_Initialize(float global_reverb_scale)
|
||||
{
|
||||
ALCcontext *context = alcGetCurrentContext();
|
||||
if (context == 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
ALCdevice *device = alcGetContextsDevice(context);
|
||||
if (device == 0 || !alcIsExtensionPresent(device, "ALC_EXT_EFX"))
|
||||
{
|
||||
Tell("L4AUDEFX: ALC_EXT_EFX not present - filters and reverb inert\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
p_alGenEffects = (LPALGENEFFECTS)alGetProcAddress("alGenEffects");
|
||||
p_alEffecti = (LPALEFFECTI)alGetProcAddress("alEffecti");
|
||||
p_alEffectf = (LPALEFFECTF)alGetProcAddress("alEffectf");
|
||||
p_alGenAuxiliaryEffectSlots = (LPALGENAUXILIARYEFFECTSLOTS)alGetProcAddress("alGenAuxiliaryEffectSlots");
|
||||
p_alAuxiliaryEffectSloti = (LPALAUXILIARYEFFECTSLOTI)alGetProcAddress("alAuxiliaryEffectSloti");
|
||||
p_alAuxiliaryEffectSlotf = (LPALAUXILIARYEFFECTSLOTF)alGetProcAddress("alAuxiliaryEffectSlotf");
|
||||
p_alGenFilters = (LPALGENFILTERS)alGetProcAddress("alGenFilters");
|
||||
p_alFilteri = (LPALFILTERI)alGetProcAddress("alFilteri");
|
||||
p_alFilterf = (LPALFILTERF)alGetProcAddress("alFilterf");
|
||||
|
||||
if (!p_alGenEffects || !p_alEffecti || !p_alEffectf
|
||||
|| !p_alGenAuxiliaryEffectSlots || !p_alAuxiliaryEffectSloti || !p_alAuxiliaryEffectSlotf
|
||||
|| !p_alGenFilters || !p_alFilteri || !p_alFilterf)
|
||||
{
|
||||
Tell("L4AUDEFX: EFX entry points missing - filters and reverb inert\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
alGetError();
|
||||
p_alGenAuxiliaryEffectSlots(1, &s_reverbSlot);
|
||||
p_alGenEffects(1, &s_reverbEffect);
|
||||
if (alGetError() != AL_NO_ERROR)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
//
|
||||
// EAXReverb where available (OpenAL Soft: yes), plain reverb otherwise.
|
||||
//
|
||||
p_alEffecti(s_reverbEffect, AL_EFFECT_TYPE, AL_EFFECT_EAXREVERB);
|
||||
if (alGetError() != AL_NO_ERROR)
|
||||
{
|
||||
p_alEffecti(s_reverbEffect, AL_EFFECT_TYPE, AL_EFFECT_REVERB);
|
||||
}
|
||||
p_alAuxiliaryEffectSloti(s_reverbSlot, AL_EFFECTSLOT_EFFECT, (ALint)s_reverbEffect);
|
||||
|
||||
//
|
||||
// The authentic wet level: the original sent CC91 = global_reverb_scale on
|
||||
// every 3D channel, so one global slot gain reproduces the same uniform
|
||||
// send. RP authors 0.35 (AUDIO.INI); BT used 0.3.
|
||||
//
|
||||
p_alAuxiliaryEffectSlotf(s_reverbSlot, AL_EFFECTSLOT_GAIN,
|
||||
(global_reverb_scale < 0.0f) ? 0.0f :
|
||||
(global_reverb_scale > 1.0f) ? 1.0f : global_reverb_scale);
|
||||
|
||||
//
|
||||
// LOWPASS only, deliberately. A bandpass would have been convenient -- one
|
||||
// direct filter carrying both the authored brightness model and a bass trim
|
||||
// -- but the OpenAL this game ships (Creative's, via oalinst.exe; renderer
|
||||
// reports "Generic Software") implements ONLY AL_FILTER_LOWPASS. It rejects
|
||||
// both HIGHPASS and BANDPASS, verified on the build machine. Asking for one
|
||||
// leaves an error pending, which the check below would read as total EFX
|
||||
// failure and silently take the reverb down with it.
|
||||
//
|
||||
p_alGenFilters(1, &s_scratchFilter);
|
||||
p_alFilteri(s_scratchFilter, AL_FILTER_TYPE, AL_FILTER_LOWPASS);
|
||||
|
||||
if (alGetError() != AL_NO_ERROR)
|
||||
{
|
||||
//
|
||||
// No usable direct filter. The reverb slot above is independent of it,
|
||||
// so keep the bridge alive and just make the filter path a no-op rather
|
||||
// than losing F11 as well.
|
||||
//
|
||||
s_scratchFilter = 0;
|
||||
Tell("L4AUDEFX: no lowpass filter available - brightness path inert\n");
|
||||
}
|
||||
|
||||
s_available = (alGetError() == AL_NO_ERROR);
|
||||
Tell("L4AUDEFX: " << (s_available ? "ready" : "failed")
|
||||
<< " (reverb slot gain " << global_reverb_scale << ")\n");
|
||||
return s_available;
|
||||
}
|
||||
|
||||
void EFX_SetSourceLowpassGainHF(ALuint source, float gainhf)
|
||||
{
|
||||
if (!s_available || s_scratchFilter == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (gainhf < 0.001f) gainhf = 0.001f;
|
||||
if (gainhf > 1.0f) gainhf = 1.0f;
|
||||
|
||||
//
|
||||
// Nothing to do at unity -- detach rather than attach a filter that would
|
||||
// only cost mixing work to achieve nothing.
|
||||
//
|
||||
if (gainhf >= 0.999f)
|
||||
{
|
||||
alSourcei(source, AL_DIRECT_FILTER, AL_FILTER_NULL);
|
||||
alGetError();
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Filter parameters are COPIED at attach time, so one scratch filter object
|
||||
// serves every source -- no per-source filter allocation is needed.
|
||||
//
|
||||
p_alFilterf(s_scratchFilter, AL_LOWPASS_GAIN, 1.0f);
|
||||
p_alFilterf(s_scratchFilter, AL_LOWPASS_GAINHF, gainhf);
|
||||
alSourcei(source, AL_DIRECT_FILTER, (ALint)s_scratchFilter);
|
||||
alGetError();
|
||||
}
|
||||
|
||||
void EFX_AttachReverbSend(ALuint source)
|
||||
{
|
||||
if (!s_available)
|
||||
{
|
||||
return;
|
||||
}
|
||||
alSource3i(source, AL_AUXILIARY_SEND_FILTER, (ALint)s_reverbSlot, 0, AL_FILTER_NULL);
|
||||
}
|
||||
|
||||
void EFX_ClearSourceEffects(ALuint source)
|
||||
{
|
||||
if (!s_available)
|
||||
{
|
||||
return;
|
||||
}
|
||||
alSourcei(source, AL_DIRECT_FILTER, AL_FILTER_NULL);
|
||||
alSource3i(source, AL_AUXILIARY_SEND_FILTER, AL_EFFECTSLOT_NULL, 0, AL_FILTER_NULL);
|
||||
alGetError(); // swallow any property complaint
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
//###########################################################################
|
||||
//
|
||||
// L4AUDEFX.h -- OpenAL EFX bridge for the authored filter/reverb chains
|
||||
// (docs/SOUND.md, findings F9 and F11).
|
||||
//
|
||||
// The original drove the AWE32's initial-filter-cutoff NRPN (21) every frame
|
||||
// -- brightness x the distance high-frequency rolloff -- and sent CC91 reverb
|
||||
// on the 3D channels (global_reverb_scale=0.35 in RP's AUDIO.INI) while
|
||||
// keeping the cockpit DirectPatch channels dry. The OpenAL port computed
|
||||
// both and applied neither: GetHighFreqCutoffScale() had no callers at all
|
||||
// and every CC91 send site sat inside a comment block, so RP played
|
||||
// spectrally full-bright at every distance and bone-dry everywhere.
|
||||
//
|
||||
// This bridge reproduces both through OpenAL Soft's EFX extension: one
|
||||
// EAXReverb auxiliary slot plus a scratch AL_FILTER_LOWPASS whose parameters
|
||||
// are copied at attach time. Without ALC_EXT_EFX it stays inert and every
|
||||
// entry point below is a no-op, so the game still runs on a bare OpenAL.
|
||||
//
|
||||
//###########################################################################
|
||||
|
||||
#include "openal/al.h"
|
||||
|
||||
//
|
||||
// Load the EFX entry points, create the reverb slot (gain = the authored
|
||||
// global_reverb_scale) and the scratch lowpass. Call once, with the AL
|
||||
// context current. Returns false (and stays inert) without ALC_EXT_EFX.
|
||||
//
|
||||
bool EFX_Initialize(float global_reverb_scale);
|
||||
|
||||
bool EFX_Available();
|
||||
|
||||
//
|
||||
// Per-frame direct-path filter: gainhf is the linear high-frequency gain at the
|
||||
// EFX 5 kHz reference, carrying the authored brightness x distance model.
|
||||
// Callers map the AWE cutoff through EFX_CutoffScaleToGainHF below.
|
||||
//
|
||||
// At unity the filter is detached rather than attached at no-op settings.
|
||||
//
|
||||
// NOTE: this is a LOWPASS and can only ever be one. The OpenAL this game ships
|
||||
// (Creative's) implements no other filter type -- see L4AUDEFX.cpp -- so the
|
||||
// bass trim could not ride here as a bandpass GAINLF and lives in the resource
|
||||
// loader instead (RPApplyBassTrim, L4AUDRES.cpp).
|
||||
//
|
||||
void EFX_SetSourceLowpassGainHF(ALuint source, float gainhf);
|
||||
|
||||
//
|
||||
// AWE NRPN 21 curve -> EFX gainhf. cutoff_scale is [0,1] of the 100-8000 Hz
|
||||
// span; approximated as the attenuation of a 2-pole lowpass at the 5 kHz
|
||||
// reference. Curve shape is approximate, endpoints exact.
|
||||
//
|
||||
inline float EFX_CutoffScaleToGainHF(float cutoff_scale)
|
||||
{
|
||||
if (cutoff_scale < 0.0f) cutoff_scale = 0.0f;
|
||||
if (cutoff_scale > 1.0f) cutoff_scale = 1.0f;
|
||||
float cutoff_hz = 100.0f + cutoff_scale * 7900.0f;
|
||||
float g = (cutoff_hz / 5000.0f) * (cutoff_hz / 5000.0f);
|
||||
return (g > 1.0f) ? 1.0f : ((g < 0.001f) ? 0.001f : g);
|
||||
}
|
||||
|
||||
//
|
||||
// Wet-exterior routing: attach the source's auxiliary send to the reverb slot
|
||||
// (Dynamic3D / Static3D). Direct cockpit sources stay dry.
|
||||
//
|
||||
void EFX_AttachReverbSend(ALuint source);
|
||||
|
||||
//
|
||||
// Drop both the direct-path filter and the reverb send. Required when a source
|
||||
// is recycled through the pool: without it a dry cockpit sound can inherit the
|
||||
// wet send of the 3D source that used the name before it, and a full-bright
|
||||
// source can inherit a distant source's lowpass.
|
||||
//
|
||||
void EFX_ClearSourceEffects(ALuint source);
|
||||
+269
-32
@@ -2,6 +2,7 @@
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4audio.h"
|
||||
#include "l4audefx.h"
|
||||
#include "l4audlvl.h"
|
||||
#include "l4app.h"
|
||||
#include "l4audrnd.h"
|
||||
@@ -9,6 +10,49 @@
|
||||
#include "..\munga\player.h"
|
||||
#include "..\rp\vtv.h"
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md): the AWE32 played each patch at the requested MIDI
|
||||
// note relative to the sample root (60). RP's authored 4.10 content predates
|
||||
// NoteAudioControlID -- its AudioControlID enum stops at AttackTimeAudioControlID
|
||||
// -- so every source runs at DEFAULT_NOTE and this factor is 1.0 today. It is
|
||||
// applied anyway so the pitch path is complete if authored notes ever appear,
|
||||
// and to keep the shared MUNGA engine in step with the BT tree.
|
||||
//
|
||||
static inline float RPNotePitchFactor(int note_value)
|
||||
{
|
||||
return (float)pow(2.0, ((double)note_value - 60.0) / 12.0);
|
||||
}
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F12): the authored DirectPatchSource `position=`
|
||||
// enum picked a SOUND CARD (front pair for Front/FrontLeft/FrontRight, rear
|
||||
// pair for Rear/RearLeft/RearRight) and a MIDI pan (CC10 centre/left/right).
|
||||
// The port read audioPosition from the stream and then discarded it -- every
|
||||
// cockpit sound played dead centre because SetupPatch pins each source
|
||||
// AL_SOURCE_RELATIVE at the origin.
|
||||
//
|
||||
// Sources are listener-relative and no AL_ORIENTATION is ever set, so OpenAL's
|
||||
// default listener frame applies: facing -Z with +Y up. Front is therefore
|
||||
// -Z, rear +Z, left -X, right +X; the corner values combine both at equal
|
||||
// weight. RP's own content only ever authors Front (28 sites) and Rear (13),
|
||||
// but the corners are mapped for completeness since the enum allows them.
|
||||
//
|
||||
static void RPGetDirectPatchPosition(DirectPatchPosition p, float *x, float *z)
|
||||
{
|
||||
const float diag = 0.7071068f; // unit vector split across both axes
|
||||
|
||||
switch (p)
|
||||
{
|
||||
case FrontDirectPatchPosition: *x = 0.0f; *z = -1.0f; break;
|
||||
case RearDirectPatchPosition: *x = 0.0f; *z = 1.0f; break;
|
||||
case FrontLeftDirectPatchPosition: *x = -diag; *z = -diag; break;
|
||||
case FrontRightDirectPatchPosition: *x = diag; *z = -diag; break;
|
||||
case RearLeftDirectPatchPosition: *x = -diag; *z = diag; break;
|
||||
case RearRightDirectPatchPosition: *x = diag; *z = diag; break;
|
||||
default: *x = 0.0f; *z = 0.0f; break;
|
||||
}
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
//####################### L4AudioSpatialization #########################
|
||||
//#############################################################################
|
||||
@@ -658,6 +702,19 @@ L4AudioSource::L4AudioSource(
|
||||
AudioSource(stream, entity)
|
||||
{
|
||||
channelSet.count = GetAudioVoiceCount();
|
||||
|
||||
//
|
||||
// sources[] was left uninitialized here, and RequestAudioChannels decides
|
||||
// whether a slot already holds a source by asking alIsSource about it.
|
||||
// Garbage that happened to match a live name meant silently sharing another
|
||||
// source -- a real hazard now that the pool recycles small integer names.
|
||||
// 0 is never a valid AL name.
|
||||
//
|
||||
for (int i = 0; i < (int)(sizeof(channelSet.sources) / sizeof(channelSet.sources[0])); i++)
|
||||
{
|
||||
channelSet.sources[i] = 0;
|
||||
}
|
||||
|
||||
L4AudioSourceX();
|
||||
}
|
||||
|
||||
@@ -923,6 +980,22 @@ void
|
||||
patch_resource->SetDistance(GetDistanceToSource());
|
||||
patch_resource->SetupPatch(channelSet);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F12): place the source per the authored position
|
||||
// enum. SetupPatch has just pinned it AL_SOURCE_RELATIVE at the origin, so
|
||||
// this must run after it. With AL_NONE as the distance model the unit
|
||||
// radius costs no attenuation -- it only supplies direction.
|
||||
//
|
||||
{
|
||||
float pos_x, pos_z;
|
||||
|
||||
RPGetDirectPatchPosition(audioPosition, &pos_x, &pos_z);
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
alSource3f(channelSet.sources[i], AL_POSITION, pos_x, 0.0f, pos_z);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Set the channel to default control values
|
||||
//
|
||||
@@ -1039,6 +1112,8 @@ void
|
||||
// Apply filter scale
|
||||
//--------------------------------------------------------------------------
|
||||
//
|
||||
float direct_gainhf = 1.0f;
|
||||
|
||||
if (UseSourceBrightnessScale())
|
||||
{
|
||||
const MIDINRPNValue filter_resolution = 2;// HACK - should come from audio.ini
|
||||
@@ -1058,6 +1133,32 @@ void
|
||||
{
|
||||
lastMIDIFilterCutoff = midi_filter_cutoff;
|
||||
}
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9): this block previously computed the AWE
|
||||
// initial-filter-cutoff (NRPN 21) and then only updated its own
|
||||
// bookkeeping member -- the cutoff was never applied to anything, so
|
||||
// authored brightness (ctl 5) was inert. Route it through EFX instead.
|
||||
// Direct sources take brightness alone; the distance rolloff belongs to
|
||||
// the 3D paths.
|
||||
//
|
||||
direct_gainhf = EFX_CutoffScaleToGainHF(
|
||||
(float)midi_filter_cutoff / (float)MIDI_MAX_CONTROL_VALUE
|
||||
);
|
||||
}
|
||||
|
||||
//
|
||||
// Applied OUTSIDE the brightness gate: a source that does not use brightness
|
||||
// still has to be told, because the same call carries the player's bass trim.
|
||||
// At unity on both axes it detaches the filter, so this costs nothing in the
|
||||
// default configuration.
|
||||
//
|
||||
if (EFX_Available())
|
||||
{
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
EFX_SetSourceLowpassGainHF(channelSet.sources[i], direct_gainhf);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
@@ -1069,17 +1170,24 @@ void
|
||||
const MIDIValue volume_resolution = 2; // HACK - should come from audio.ini
|
||||
|
||||
volume_scale = CalculateSourceVolumeScale();
|
||||
L4AudioLocation *audio_location = Cast_Object(L4AudioLocation*, GetAudioLocation());
|
||||
Check(application);
|
||||
L4AudioRenderer *audio_renderer =
|
||||
Cast_Object(L4AudioRenderer*, application->GetAudioRenderer());
|
||||
Check(audio_renderer);
|
||||
AudioHead *audio_head = audio_renderer->GetAudioHead();
|
||||
Check(audio_head);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F4): the original ended its volume path in MIDI
|
||||
// CC7, whose GM/SoundFont curve is concave -- amplitude ~ (v/127)^2. Writing
|
||||
// volume_scale linearly to AL_GAIN played every intermediate level about
|
||||
// +6 dB hot at mid-scale and compressed the authored dynamic range.
|
||||
//
|
||||
// AL_MAX_DISTANCE is no longer written here: the distance model is AL_NONE
|
||||
// (see MUNGA/AUDIO.cpp) so it has no effect, and DirectPatch is the
|
||||
// non-positional cockpit path which never took distance attenuation anyway.
|
||||
//
|
||||
const float direct_note_pitch = RPNotePitchFactor((int)GetCurrentNoteValue());
|
||||
PatchResource *direct_patch = Cast_Object(PatchResource*, GetAudioResource());
|
||||
for (int i=0; i < channelSet.count; i++)
|
||||
{
|
||||
alSourcef(channelSet.sources[i],AL_MAX_DISTANCE,audio_location->getMaxDistance(audio_head));
|
||||
alSourcef(channelSet.sources[i], AL_GAIN, volume_scale);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN,
|
||||
volume_scale * volume_scale * direct_patch->GetZoneBassGain(i));
|
||||
alSourcef(channelSet.sources[i], AL_PITCH, (float)relativePitch * direct_note_pitch);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1206,6 +1314,17 @@ void
|
||||
patch_resource->SetDistance(GetDistanceToSource());
|
||||
patch_resource->SetupPatch(channelSet);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F11): wet exterior. The original sent CC91 =
|
||||
// global_reverb_scale on all four channels of a 3D source and CC91 = 0 on
|
||||
// the cockpit DirectPatch channels -- a deliberate outside/inside contrast
|
||||
// that the port lost when every send site was commented out.
|
||||
//
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
EFX_AttachReverbSend(channelSet.sources[i]);
|
||||
}
|
||||
|
||||
/*patch_resource->SetDistance(GetDistanceToSource());
|
||||
for (i = 0; i < AudioChannelSetSize; i++)
|
||||
{
|
||||
@@ -1405,15 +1524,71 @@ void
|
||||
|
||||
pitch_offset = CalculateSourcePitchOffset();
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F10): add the AUTHORED doppler. AUDIO.INI's
|
||||
// doppler_range=600 / speed_of_sound=250 are computed into
|
||||
// AudioLocation::dopplerCents on every spatial update, and the original
|
||||
// applied it on this dynamic path only -- static and direct sources stayed
|
||||
// doppler-free. GetDopplerCents() previously had no callers at all.
|
||||
//
|
||||
pitch_offset += GetAudioLocation()->GetDopplerCents();
|
||||
|
||||
double relativePitch = pow(2.0,pitch_offset/1200.0);
|
||||
Clamp(relativePitch,0.5,2.0);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md): relativePitch was computed here and never
|
||||
// applied -- there was no AL_PITCH call anywhere in the tree, so the whole
|
||||
// authored pitch chain (pitch_mix_offset / PitchAudioControlID, authored 97
|
||||
// times across RP's sequences) was inert along with doppler.
|
||||
//
|
||||
// AL_VELOCITY is still written for bookkeeping but is now inert: doppler
|
||||
// factor is 0 (see MUNGA/AUDIO.cpp) because this feed is sign-inverted
|
||||
// relative to the AL_POSITION frame and never subtracted head velocity.
|
||||
// AL_MAX_DISTANCE is dropped -- the distance model is AL_NONE and the
|
||||
// authored curve is applied in CalculateSourceVolumeScale instead.
|
||||
//
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9): the AUTHORED high-frequency rolloff. The
|
||||
// original drove the AWE filter cutoff on this path from
|
||||
// highFreqCutoffScale x brightnessScale, ungated, on all four quadrant
|
||||
// channels -- every moving 3D sound got duller with distance. AUDIO.INI
|
||||
// still computes highFreqCutoffScale each frame (rolloff 2.0, knee 60,
|
||||
// scale 0.005) and GetHighFreqCutoffScale() previously had zero callers.
|
||||
//
|
||||
float dynamic_gainhf = 1.0f;
|
||||
|
||||
if (EFX_Available())
|
||||
{
|
||||
PatchResource *filter_patch =
|
||||
Cast_Object(PatchResource*, GetAudioResource());
|
||||
Check(filter_patch);
|
||||
|
||||
Scalar filter_scale =
|
||||
GetAudioLocation()->GetHighFreqCutoffScale() *
|
||||
CalculateSourceBrightnessScale();
|
||||
Scalar max_cutoff = (Scalar)filter_patch->GetMaxMIDIFilterCutoff();
|
||||
Scalar midi_cutoff = filter_scale * max_cutoff;
|
||||
|
||||
dynamic_gainhf = EFX_CutoffScaleToGainHF(
|
||||
(float)(midi_cutoff / (Scalar)MIDI_MAX_CONTROL_VALUE)
|
||||
);
|
||||
}
|
||||
|
||||
const float dynamic_note_pitch = RPNotePitchFactor((int)GetCurrentNoteValue());
|
||||
PatchResource *dynamic_patch = Cast_Object(PatchResource*, GetAudioResource());
|
||||
for (int i=0; i < channelSet.count; i++)
|
||||
{
|
||||
alSource3f(channelSet.sources[i],AL_POSITION,pos.x,pos.y,pos.z);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN, volume_scale);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN,
|
||||
volume_scale * volume_scale * dynamic_patch->GetZoneBassGain(i));
|
||||
alSourcef(channelSet.sources[i], AL_PITCH, (float)relativePitch * dynamic_note_pitch);
|
||||
alSource3f(channelSet.sources[i],AL_VELOCITY,-relative_velocity.x,-relative_velocity.y,-relative_velocity.z);
|
||||
alSourcef(channelSet.sources[i],AL_MAX_DISTANCE,audio_location->getMaxDistance(audio_head));
|
||||
|
||||
if (EFX_Available())
|
||||
{
|
||||
EFX_SetSourceLowpassGainHF(channelSet.sources[i], dynamic_gainhf);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -1430,24 +1605,27 @@ AudioControlValue
|
||||
//
|
||||
// Call inherited method to calculate volume scale
|
||||
//
|
||||
Scalar
|
||||
Scalar
|
||||
volume_scale = L4AudioSource::CalculateSourceVolumeScale();
|
||||
return volume_scale;
|
||||
|
||||
//
|
||||
// Update the spatial model that will result in the value
|
||||
// for distance related volume attenuation
|
||||
//
|
||||
/*Check(application);
|
||||
Check(application->GetAudioRenderer());
|
||||
UpdateSpatialModel(application->GetAudioRenderer()->GetAudioHead());
|
||||
|
||||
//
|
||||
// Apply distance attenuation to the volume scale
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F3): apply the AUTHORED distance attenuation.
|
||||
// AUDIO.INI's knee/rolloff curve (amplitude_rolloff=2.0, knee=60,
|
||||
// distance_scale=0.003, clipping_radius=550) is computed into
|
||||
// distanceVolumeScale on every spatial update; this multiply was commented
|
||||
// out behind an early return and AL_LINEAR_DISTANCE substituted, which faded
|
||||
// distant audio on a straight line to zero instead of the authored
|
||||
// 1/(1+(k(d-knee))^2). Restoring it also un-blinds the volume-based
|
||||
// transient cull, the AudioWeighting voice-steal, and the CalculateMix
|
||||
// ducking chain, all of which key off this value and were treating far
|
||||
// sources as full-presence.
|
||||
//
|
||||
// The spatial model is already refreshed each Execute, so the
|
||||
// UpdateSpatialModel call the original comment carried is not needed here.
|
||||
//
|
||||
Check(GetAudioLocation());
|
||||
volume_scale *= GetAudioLocation()->GetDistanceVolumeScale();
|
||||
return volume_scale;*/
|
||||
return volume_scale;
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
@@ -1468,6 +1646,26 @@ Static3DPatchSource::Static3DPatchSource(
|
||||
MemoryStream_Read(stream, &useInternalSpatialization);
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
AudioControlValue
|
||||
Static3DPatchSource::CalculateSourceVolumeScale()
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F3): same authored distance attenuation as the
|
||||
// dynamic path. The spatial model computes distanceVolumeScale on every
|
||||
// execute; without this multiply statics were left to AL_LINEAR_DISTANCE.
|
||||
//
|
||||
Scalar volume_scale = L4AudioSource::CalculateSourceVolumeScale();
|
||||
Check(GetAudioLocation());
|
||||
volume_scale *= GetAudioLocation()->GetDistanceVolumeScale();
|
||||
return volume_scale;
|
||||
}
|
||||
|
||||
Logical Static3DPatchSource::IsAudioSourceClipped(AudioHead *audio_head)
|
||||
{
|
||||
if (AudioSource::IsAudioSourceClipped(audio_head) || l4_application->GetMissionPlayer()->GetPlayerVehicle()->GetSimulationState() == VTV::BurningState)
|
||||
@@ -1694,6 +1892,16 @@ void
|
||||
Check(patch_resource);
|
||||
patch_resource->SetDistance(GetDistanceToSource());
|
||||
patch_resource->SetupPatch(channelSet);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F11): statics are exterior sources too, so they
|
||||
// take the same wet send as the dynamic path.
|
||||
//
|
||||
for (int i = 0; i < channelSet.count; i++)
|
||||
{
|
||||
EFX_AttachReverbSend(channelSet.sources[i]);
|
||||
}
|
||||
|
||||
/*for (i = 0; i < AudioChannelSetSize; i++)
|
||||
{
|
||||
if ((channel = channelSet.GetNth(i)) != NULL)
|
||||
@@ -1909,12 +2117,6 @@ void
|
||||
|
||||
Scalar volume_scale = CalculateSourceVolumeScale();
|
||||
L4AudioLocation *audio_location = Cast_Object(L4AudioLocation*, GetAudioLocation());
|
||||
Check(application);
|
||||
L4AudioRenderer *audio_renderer =
|
||||
Cast_Object(L4AudioRenderer*, application->GetAudioRenderer());
|
||||
Check(audio_renderer);
|
||||
AudioHead *audio_head = audio_renderer->GetAudioHead();
|
||||
Check(audio_head);
|
||||
|
||||
Scalar pitch_offset;
|
||||
|
||||
@@ -1933,12 +2135,47 @@ void
|
||||
relative_position = audio_location->GetVectorToSource();
|
||||
}
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F4 + pitch): squared CC7 volume law, and the
|
||||
// authored pitch chain applied -- see the DirectPatch/Dynamic3D paths. The
|
||||
// original left static sources doppler-free, so no doppler term here.
|
||||
// AL_MAX_DISTANCE dropped with the AL_NONE distance model; the authored
|
||||
// curve is applied in CalculateSourceVolumeScale.
|
||||
//
|
||||
//Static models have their position freely available as relative positions and stand still
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9): statics took brightness alone in the
|
||||
// original -- no distance term on this path.
|
||||
//
|
||||
float static_gainhf = 1.0f;
|
||||
|
||||
if (EFX_Available() && UseSourceBrightnessScale())
|
||||
{
|
||||
PatchResource *filter_patch =
|
||||
Cast_Object(PatchResource*, GetAudioResource());
|
||||
Check(filter_patch);
|
||||
|
||||
Scalar midi_cutoff =
|
||||
CalculateSourceBrightnessScale() *
|
||||
(Scalar)filter_patch->GetMaxMIDIFilterCutoff();
|
||||
|
||||
static_gainhf = EFX_CutoffScaleToGainHF(
|
||||
(float)(midi_cutoff / (Scalar)MIDI_MAX_CONTROL_VALUE)
|
||||
);
|
||||
}
|
||||
|
||||
const float static_note_pitch = RPNotePitchFactor((int)GetCurrentNoteValue());
|
||||
for (int i=0; i < channelSet.count; i++)
|
||||
{
|
||||
alSourcef(channelSet.sources[i], AL_GAIN, volume_scale);
|
||||
alSourcef(channelSet.sources[i], AL_GAIN,
|
||||
volume_scale * volume_scale * patch_resource->GetZoneBassGain(i));
|
||||
alSourcef(channelSet.sources[i], AL_PITCH, (float)relativePitch * static_note_pitch);
|
||||
alSource3f(channelSet.sources[i],AL_POSITION,relative_position.x,relative_position.y,relative_position.z);
|
||||
alSourcef(channelSet.sources[i],AL_MAX_DISTANCE,audio_location->getMaxDistance(audio_head));
|
||||
|
||||
if (EFX_Available())
|
||||
{
|
||||
EFX_SetSourceLowpassGainHF(channelSet.sources[i], static_gainhf);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
@@ -541,6 +541,13 @@ public:
|
||||
|
||||
virtual Logical IsAudioSourceClipped(AudioHead *audio_head);
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Mix levels
|
||||
//
|
||||
public:
|
||||
AudioControlValue
|
||||
CalculateSourceVolumeScale();
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// SetPosition
|
||||
//
|
||||
|
||||
+34
-1
@@ -128,8 +128,25 @@ void
|
||||
// #endif
|
||||
SAMPLEINFO info;
|
||||
|
||||
//
|
||||
// Ask this patch for no more zones than it has.
|
||||
//
|
||||
// sourceSet.count was fixed when the audio source was built, from
|
||||
// whichever level of detail was selected at the time. SetDistance
|
||||
// re-picks the level of detail by distance immediately before this
|
||||
// runs (see Static3DPatchSource::StartImplementation), and a
|
||||
// further-away patch can have fewer zones than the one the source was
|
||||
// sized for - so the count outruns this patch's zone list, and the
|
||||
// zones past the end come back as "no such zone".
|
||||
//
|
||||
int zone_count = PRESET_getNumSamples(bankID,patchID);
|
||||
if (zone_count > sourceSet.count)
|
||||
{
|
||||
zone_count = sourceSet.count;
|
||||
}
|
||||
|
||||
//Attach buffers
|
||||
for (int i=0; i < sourceSet.count; i++)
|
||||
for (int i=0; i < zone_count; i++)
|
||||
{
|
||||
info = PRESET_getSampleInfo(bankID,patchID,i);
|
||||
if (info.bufferIndex >= 0)
|
||||
@@ -310,3 +327,19 @@ MIDINRPNValue
|
||||
Check(patch_level_of_detail);
|
||||
return patch_level_of_detail->GetMaxMIDIFilterCutoff();
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
//#############################################################################
|
||||
//
|
||||
float
|
||||
PatchResource::GetZoneBassGain(int zone_index)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
PatchLevelOfDetail *patch_level_of_detail =
|
||||
Cast_Object(PatchLevelOfDetail*, GetAudioLevelOfDetail());
|
||||
|
||||
Check(patch_level_of_detail);
|
||||
return patch_level_of_detail->GetZoneBassGain(zone_index);
|
||||
}
|
||||
|
||||
@@ -37,6 +37,12 @@ struct PRESETINFO
|
||||
|
||||
extern PRESETINFO allPresets[2][100];
|
||||
|
||||
//
|
||||
// Defined in L4AUDRES.cpp; declared here rather than including that header so
|
||||
// the level-of-detail and resource headers stay independent of each other.
|
||||
//
|
||||
float RPBufferBassGain(int buffer_index);
|
||||
|
||||
bool PRESET_isImplemented(int bank, int preset);
|
||||
int PRESET_getNumSamples(int bank, int preset);
|
||||
SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd);
|
||||
@@ -69,6 +75,14 @@ public:
|
||||
GetVoiceCount()
|
||||
{return PRESET_getNumSamples(bankID,patchID);}
|
||||
|
||||
//
|
||||
// Gain this zone takes from the Home/End bass trim, 1.0 when untouched.
|
||||
//
|
||||
float
|
||||
GetZoneBassGain(int zone_index)
|
||||
{return RPBufferBassGain(
|
||||
PRESET_getSampleInfo(bankID,patchID,zone_index).bufferIndex);}
|
||||
|
||||
//
|
||||
//-----------------------------------------------------------------------
|
||||
// BuildFromPage
|
||||
@@ -163,6 +177,12 @@ public:
|
||||
void
|
||||
SetupPatch(SourceSet sourceSet);
|
||||
|
||||
//
|
||||
// Gain this zone takes from the Home/End bass trim, 1.0 when untouched.
|
||||
//
|
||||
float
|
||||
GetZoneBassGain(int zone_index);
|
||||
|
||||
MIDINRPNValue
|
||||
GetMaxMIDIFilterCutoff();
|
||||
};
|
||||
|
||||
@@ -18,6 +18,130 @@
|
||||
ALuint *g_buffers;
|
||||
int g_numBuffers;
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Bass trim ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// RP412AUDIOBASS, 0.0..1.0, default 1.0 (the mix exactly as authored), stepped
|
||||
// live by the Home/End keys.
|
||||
//
|
||||
// The arcade pod ran the game at unity and did its volume and tone shaping in
|
||||
// hardware -- an external amplifier and a 3-way crossover. A desktop player has
|
||||
// neither, so the low band needs a control in software. This is the crossover's
|
||||
// low trim; the master volume (L4AUDRND.cpp) is the amplifier's.
|
||||
//
|
||||
// It cannot be an EFX filter: the OpenAL this game ships implements only
|
||||
// AL_FILTER_LOWPASS, so there is no low shelf or bandpass to lean on, and the
|
||||
// one direct filter a source gets is already carrying the authored brightness
|
||||
// model. So the trim is a GAIN, applied per zone in the mix.
|
||||
//
|
||||
// That works because of HOW the low end is built. RP's soundbanks carry their
|
||||
// weight in discrete deep layer zones whose per-zone tuning bakes out to a very
|
||||
// low playback rate -- 13 zones sit below 8 kHz, between 3.4 and 5.2 octaves
|
||||
// below their recorded pitch, against 81% of the set at 22 kHz and up. A zone's
|
||||
// baked rate is therefore a reliable proxy for which band it occupies, so
|
||||
// attenuating the low-rate zones is a genuine low-band trim rather than a blunt
|
||||
// overall cut.
|
||||
//
|
||||
// Ramp: untouched at or above 22050 Hz, full trim at or below 5512 Hz, log
|
||||
// interpolated between, so nothing steps abruptly at a threshold. Each buffer's
|
||||
// DEPTH is fixed at load; the trim itself is read at mix time, which is what
|
||||
// lets the keys move it while sounds are playing.
|
||||
//
|
||||
static const ALsizei kBassTrimFullRate = 5512; // at/below: full trim
|
||||
static const ALsizei kBassTrimNoneRate = 22050; // at/above: untouched
|
||||
static const char kBassTrimFile[] = "bass.cfg";
|
||||
static const float kBassTrimStep = 0.05f;
|
||||
|
||||
static float *g_bufferBassDepth = NULL; // one per loaded buffer
|
||||
static float g_bassTrim = 1.0f;
|
||||
|
||||
//
|
||||
// How much of the trim a buffer at this rate takes: 0 = untouched, 1 = fully.
|
||||
//
|
||||
static float
|
||||
RPBassDepthForRate(ALsizei rate)
|
||||
{
|
||||
if (rate >= kBassTrimNoneRate) return 0.0f;
|
||||
if (rate <= kBassTrimFullRate) return 1.0f;
|
||||
|
||||
const float span = (float)log((double)kBassTrimNoneRate / (double)kBassTrimFullRate);
|
||||
|
||||
return (float)log((double)kBassTrimNoneRate / (double)rate) / span;
|
||||
}
|
||||
|
||||
void
|
||||
RPBassTrimInitialize()
|
||||
{
|
||||
g_bassTrim = 1.0f;
|
||||
|
||||
if (const char *setting = getenv("RP412AUDIOBASS"))
|
||||
{
|
||||
float value = (float)atof(setting);
|
||||
|
||||
if (value >= 0.0f && value <= 1.0f)
|
||||
{
|
||||
g_bassTrim = value;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Whatever the player last set with the keys wins, exactly as the master
|
||||
// volume behaves -- environ.ini only decides where an untouched machine
|
||||
// starts out.
|
||||
//
|
||||
if (FILE *cfg = fopen(kBassTrimFile, "rt"))
|
||||
{
|
||||
float value = -1.0f;
|
||||
|
||||
if (fscanf(cfg, "%f", &value) == 1 && value >= 0.0f && value <= 1.0f)
|
||||
{
|
||||
g_bassTrim = value;
|
||||
}
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
Tell("Audio bass trim " << (int)(g_bassTrim * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
void
|
||||
RPBassTrimStep(int direction)
|
||||
{
|
||||
g_bassTrim += (direction > 0) ? kBassTrimStep : -kBassTrimStep;
|
||||
|
||||
if (g_bassTrim < 0.0f) g_bassTrim = 0.0f;
|
||||
if (g_bassTrim > 1.0f) g_bassTrim = 1.0f;
|
||||
|
||||
g_bassTrim = (float)((int)(g_bassTrim / kBassTrimStep + 0.5f)) * kBassTrimStep;
|
||||
|
||||
if (FILE *cfg = fopen(kBassTrimFile, "wt"))
|
||||
{
|
||||
fprintf(cfg, "%.2f\n", g_bassTrim);
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
Tell("Audio bass trim " << (int)(g_bassTrim * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
float
|
||||
RPBassTrim()
|
||||
{
|
||||
return g_bassTrim;
|
||||
}
|
||||
|
||||
//
|
||||
// The gain a zone takes at the current trim. 1.0 whenever the player has not
|
||||
// touched it, so the default costs one multiply by one.
|
||||
//
|
||||
float
|
||||
RPBufferBassGain(int buffer_index)
|
||||
{
|
||||
if (g_bassTrim >= 0.999f || g_bufferBassDepth == NULL
|
||||
|| buffer_index < 0 || buffer_index >= g_numBuffers)
|
||||
{
|
||||
return 1.0f;
|
||||
}
|
||||
return 1.0f - (1.0f - g_bassTrim) * g_bufferBassDepth[buffer_index];
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
//####################### AudioObjectStream #############################
|
||||
//#############################################################################
|
||||
@@ -566,6 +690,18 @@ void
|
||||
g_buffers = NULL;
|
||||
g_numBuffers = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
//
|
||||
// Parallel to g_buffers: how much of the bass trim each zone takes.
|
||||
//
|
||||
RPBassTrimInitialize();
|
||||
g_bufferBassDepth = new float[g_numBuffers];
|
||||
for (int b = 0; b < g_numBuffers; b++)
|
||||
{
|
||||
g_bufferBassDepth[b] = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int bufferInd = 0;
|
||||
@@ -647,6 +783,15 @@ void
|
||||
sf_read_raw(file,data,size);
|
||||
sf_close(file);
|
||||
|
||||
//
|
||||
// Record which band this zone sits in, for the Home/End bass
|
||||
// trim. Fixed per buffer; the trim itself is read at mix time.
|
||||
//
|
||||
if (g_bufferBassDepth != NULL)
|
||||
{
|
||||
g_bufferBassDepth[bufferInd] = RPBassDepthForRate(alSampleRate);
|
||||
}
|
||||
|
||||
//Feed the buffer
|
||||
alBufferData(g_buffers[bufferInd],format,data,size,alSampleRate);
|
||||
PRESET_setBufferIndex(i,j,k,bufferInd);
|
||||
@@ -726,6 +871,16 @@ void
|
||||
|
||||
ALuint AL_getBuffer(int index)
|
||||
{
|
||||
//
|
||||
// 0 is AL_NONE - "no buffer" - which alSourcei accepts and which detaches
|
||||
// the source rather than crashing. An index that is out of range means a
|
||||
// zone that does not exist, and the only thing an unchecked lookup here
|
||||
// can do about it is read whatever lies past the array.
|
||||
//
|
||||
if (g_buffers == NULL || index < 0 || index >= g_numBuffers)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
return g_buffers[index];
|
||||
}
|
||||
|
||||
|
||||
@@ -9,6 +9,16 @@ ALuint AL_getBuffer(int index);
|
||||
extern ALuint *g_buffers;
|
||||
extern int g_numBuffers;
|
||||
|
||||
//
|
||||
// RP412AUDIOBASS low-band trim, stepped live by the Home/End keys. Applied as
|
||||
// a per-zone gain in the mix; see the comment block in L4AUDRES.cpp for why it
|
||||
// lives here and not in EFX.
|
||||
//
|
||||
void RPBassTrimInitialize();
|
||||
void RPBassTrimStep(int direction);
|
||||
float RPBassTrim();
|
||||
float RPBufferBassGain(int buffer_index);
|
||||
|
||||
|
||||
//class AudioHardware;
|
||||
|
||||
|
||||
+311
-28
@@ -2,9 +2,20 @@
|
||||
#pragma hdrstop
|
||||
|
||||
#include "l4audrnd.h"
|
||||
#include "l4audefx.h"
|
||||
#include "..\munga\notation.h"
|
||||
#include "openal/alc.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
//
|
||||
// Master volume limits, shared by the startup load and the PgUp/PgDn step.
|
||||
// The file sits beside the exe with the other runtime state.
|
||||
//
|
||||
static const char kAudioVolumeFile[] = "volume.cfg";
|
||||
static const float kAudioVolumeStep = 0.05f;
|
||||
static const float kAudioVolumeMax = 2.0f;
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// L4AudioRenderer
|
||||
@@ -379,6 +390,66 @@ void
|
||||
{
|
||||
ALCcontext *context = alcCreateContext(device,NULL);
|
||||
alcMakeContextCurrent(context);
|
||||
|
||||
//
|
||||
// FIDELITY (docs/SOUND.md F9/F11): bring up the EFX bridge that carries
|
||||
// the authored brightness/distance lowpass and the wet-exterior reverb
|
||||
// send. Needs the context current, and the reverb gain has already been
|
||||
// read from AUDIO.INI into the head above. Inert without ALC_EXT_EFX.
|
||||
//
|
||||
EFX_Initialize(audio_head->GetGlobalReverbScale());
|
||||
|
||||
//
|
||||
// Master volume. There was no listener gain at all before -- the mix
|
||||
// always ran at unity -- so restoring the authored dynamics gave players
|
||||
// no way to pull the whole thing down. This lives in environ.ini rather
|
||||
// than AUDIO.INI deliberately: AUDIO.INI is byte-identical to the file
|
||||
// that shipped in 1995 and is worth keeping that way.
|
||||
//
|
||||
// Default is 1.0, i.e. exactly the previous behaviour -- the knob only
|
||||
// does something when someone asks for it.
|
||||
//
|
||||
{
|
||||
float master_volume = 1.0f;
|
||||
|
||||
if (const char *setting = getenv("RP412AUDIOVOLUME"))
|
||||
{
|
||||
float value = (float)atof(setting);
|
||||
|
||||
if (value >= 0.0f && value <= kAudioVolumeMax)
|
||||
{
|
||||
master_volume = value;
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// Whatever the player last set with the volume keys wins over the
|
||||
// environ.ini figure: the keys are the amplifier knob, and a knob
|
||||
// stays where it was left. environ.ini sets where it starts on a
|
||||
// machine that has never been touched.
|
||||
//
|
||||
if (FILE *cfg = fopen(kAudioVolumeFile, "rt"))
|
||||
{
|
||||
float value = -1.0f;
|
||||
|
||||
if (fscanf(cfg, "%f", &value) == 1
|
||||
&& value >= 0.0f && value <= kAudioVolumeMax)
|
||||
{
|
||||
master_volume = value;
|
||||
}
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
gRPMasterVolume = master_volume;
|
||||
alListenerf(AL_GAIN, master_volume);
|
||||
Tell("Audio master volume " << (int)(master_volume * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
//
|
||||
// The bass trim is not set here: it is a per-zone gain owned by the
|
||||
// resource manager (L4AUDRES.cpp), which needs the buffers to exist
|
||||
// first. PreloadResources initialises it below.
|
||||
//
|
||||
}
|
||||
|
||||
//
|
||||
@@ -1257,6 +1328,190 @@ Logical
|
||||
return resources_available;
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Master volume ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// The pod ran at unity and left volume to an external amplifier, so the game
|
||||
// never had a level control. Standing in for that amplifier means the player
|
||||
// needs to reach it while playing, not only through environ.ini -- hence the
|
||||
// PgUp/PgDn binding in L4Application::KeyCommandMessageHandler.
|
||||
//
|
||||
// Page keys specifically: they produce no typed character, so they cannot
|
||||
// collide with any of the engine's character-keyed commands the way '+'/'-'
|
||||
// would, they are bound to nothing in any RP layout, and they exist on
|
||||
// tenkeyless keyboards.
|
||||
//
|
||||
float gRPMasterVolume = 1.0f;
|
||||
|
||||
void
|
||||
RPAudioMasterVolumeStep(int direction)
|
||||
{
|
||||
gRPMasterVolume += (direction > 0) ? kAudioVolumeStep : -kAudioVolumeStep;
|
||||
|
||||
if (gRPMasterVolume < 0.0f) gRPMasterVolume = 0.0f;
|
||||
if (gRPMasterVolume > kAudioVolumeMax) gRPMasterVolume = kAudioVolumeMax;
|
||||
|
||||
//
|
||||
// Snap to the step grid so repeated presses cannot drift on float error and
|
||||
// land somewhere that never reads back as a round number.
|
||||
//
|
||||
gRPMasterVolume =
|
||||
(float)((int)(gRPMasterVolume / kAudioVolumeStep + 0.5f)) * kAudioVolumeStep;
|
||||
|
||||
alListenerf(AL_GAIN, gRPMasterVolume);
|
||||
|
||||
//
|
||||
// Persist immediately. A pod operator setting the level expects it to still
|
||||
// be there after the cabinet is power-cycled, and there is no settings UI to
|
||||
// hang it off.
|
||||
//
|
||||
if (FILE *cfg = fopen(kAudioVolumeFile, "wt"))
|
||||
{
|
||||
fprintf(cfg, "%.2f\n", gRPMasterVolume);
|
||||
fclose(cfg);
|
||||
}
|
||||
|
||||
Tell("Audio master volume " << (int)(gRPMasterVolume * 100.0f + 0.5f) << "%\n");
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ OpenAL source pool ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
// Sources are expensive to create and destroy and are a HARD per-context
|
||||
// resource (this driver grants 256 mono). Generating one per sound event and
|
||||
// deleting it on release burns through that ceiling during busy play even
|
||||
// though steady-state demand is modest, which shows up as sounds silently
|
||||
// failing to start. Generate once, recycle forever.
|
||||
//
|
||||
// The cap sits below the driver grant with a reserve, so growth stops on our
|
||||
// terms rather than on an alGenSources failure. Growth also stops by itself if
|
||||
// a driver offers fewer sources than the cap -- a failed generate simply ends
|
||||
// growth and the pool recycles what it already has.
|
||||
//
|
||||
static const int kAudioPoolMax = 512; // free-list array size
|
||||
static const int kAudioPoolCap = 240; // grow no further than this
|
||||
|
||||
static ALuint gAudioPoolFree[kAudioPoolMax];
|
||||
static int gAudioPoolFreeCount = 0; // entries parked in gAudioPoolFree
|
||||
static int gAudioPoolTotal = 0; // sources ever generated (<= cap)
|
||||
static long gAudioPoolReuses = 0; // diagnostics
|
||||
|
||||
int RPAudioPoolSize() { return gAudioPoolTotal; }
|
||||
int RPAudioPoolFree() { return gAudioPoolFreeCount; }
|
||||
long RPAudioPoolReuses() { return gAudioPoolReuses; }
|
||||
|
||||
//
|
||||
// Reset a source to a neutral state so nothing carries across owners.
|
||||
//
|
||||
static void
|
||||
RPAudioScrubSource(ALuint src)
|
||||
{
|
||||
ALint state = AL_STOPPED;
|
||||
|
||||
alGetSourcei(src, AL_SOURCE_STATE, &state);
|
||||
if (state == AL_PLAYING || state == AL_PAUSED)
|
||||
{
|
||||
alSourceStop(src);
|
||||
}
|
||||
|
||||
alSourcei(src, AL_BUFFER, 0); // detach (nothing is queued here)
|
||||
alSourcei(src, AL_LOOPING, AL_FALSE); // or the next owner inherits a loop
|
||||
alSourcef(src, AL_GAIN, 1.0f);
|
||||
alSourcef(src, AL_PITCH, 1.0f);
|
||||
alSourcei(src, AL_SOURCE_RELATIVE, AL_FALSE);
|
||||
alSource3f(src, AL_POSITION, 0.0f, 0.0f, 0.0f);
|
||||
alSource3f(src, AL_VELOCITY, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
//
|
||||
// Drop the EFX state too. Without this a recycled name can carry a 3D
|
||||
// source's reverb send into a dry cockpit sound, or a distant source's
|
||||
// lowpass into a close one.
|
||||
//
|
||||
EFX_ClearSourceEffects(src);
|
||||
|
||||
alGetError(); // swallow any property complaint
|
||||
}
|
||||
|
||||
//
|
||||
// Hand out a source: recycle first, generate only while under the cap.
|
||||
// False means genuinely out, and the caller retries after the steal loop runs.
|
||||
//
|
||||
Logical
|
||||
RPAudioPoolAcquire(ALuint *out)
|
||||
{
|
||||
Check_Pointer(out);
|
||||
|
||||
while (gAudioPoolFreeCount > 0)
|
||||
{
|
||||
ALuint src = gAudioPoolFree[--gAudioPoolFreeCount];
|
||||
|
||||
if (alIsSource(src)) // a context reset invalidates names
|
||||
{
|
||||
++gAudioPoolReuses;
|
||||
*out = src;
|
||||
return True;
|
||||
}
|
||||
--gAudioPoolTotal; // stale name: forget it
|
||||
}
|
||||
|
||||
if (gAudioPoolTotal >= kAudioPoolCap)
|
||||
{
|
||||
return False;
|
||||
}
|
||||
|
||||
ALuint src = 0;
|
||||
|
||||
alGetError();
|
||||
alGenSources(1, &src);
|
||||
if (alGetError() != AL_NO_ERROR || !alIsSource(src))
|
||||
{
|
||||
return False; // driver said no before our cap
|
||||
}
|
||||
|
||||
++gAudioPoolTotal;
|
||||
|
||||
#if DEBUG_LEVEL>0
|
||||
{
|
||||
//
|
||||
// One line per high-water band, so a log shows how close real play gets
|
||||
// to the ceiling without spamming.
|
||||
//
|
||||
static int s_notified = 0;
|
||||
|
||||
if (gAudioPoolTotal >= s_notified + 25)
|
||||
{
|
||||
s_notified = gAudioPoolTotal;
|
||||
Tell("Audio source pool high-water: " << gAudioPoolTotal
|
||||
<< " of " << kAudioPoolCap << "\n");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
*out = src;
|
||||
return True;
|
||||
}
|
||||
|
||||
//
|
||||
// Take a source back. Scrubbed and parked, never deleted.
|
||||
//
|
||||
void
|
||||
RPAudioPoolRelease(ALuint src)
|
||||
{
|
||||
if (!alIsSource(src))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
RPAudioScrubSource(src);
|
||||
|
||||
if (gAudioPoolFreeCount < kAudioPoolMax)
|
||||
{
|
||||
gAudioPoolFree[gAudioPoolFreeCount++] = src;
|
||||
return;
|
||||
}
|
||||
|
||||
alDeleteSources(1, &src); // unreachable: cap < array size
|
||||
--gAudioPoolTotal;
|
||||
}
|
||||
|
||||
//
|
||||
//#############################################################################
|
||||
// RequestAudioChannels
|
||||
@@ -1271,30 +1526,54 @@ Logical
|
||||
Check(this);
|
||||
Check(source_request);
|
||||
|
||||
//Do we have enough?
|
||||
//
|
||||
// SOURCE POOLING (docs/SOUND.md). This used to alGenSources per sound
|
||||
// event, with ReleaseSourceSet alDeleteSources'ing on release -- so play
|
||||
// activity CHURNED through OpenAL's per-context source limit (the driver
|
||||
// grants 256 mono here). Recovering the soundbanks took the voice count
|
||||
// per sound from about 1.1 zones to about 2.6, roughly doubling that churn.
|
||||
//
|
||||
// The BT tree measured this exact problem: raising the budget was NOT the
|
||||
// fix, recycling was, and it was a net CPU win besides. Sources are now
|
||||
// generated once and handed back to a free list, so steady-state play costs
|
||||
// no allocation at all.
|
||||
//
|
||||
int requested = source_request->count;
|
||||
|
||||
bool failed = true;
|
||||
|
||||
alGetError();
|
||||
if (requested > (int)(sizeof(source_request->sources) / sizeof(source_request->sources[0])))
|
||||
{
|
||||
requested = (int)(sizeof(source_request->sources) / sizeof(source_request->sources[0]));
|
||||
source_request->count = requested;
|
||||
}
|
||||
|
||||
for (int i = 0; i < requested; i++)
|
||||
{
|
||||
if (!alIsSource(source_request->sources[i]))
|
||||
if (source_request->sources[i] != 0 && alIsSource(source_request->sources[i]))
|
||||
{
|
||||
alGenSources(1, source_request->sources + i);
|
||||
continue; // slot already holds a live source
|
||||
}
|
||||
}
|
||||
|
||||
ALenum error = alGetError();
|
||||
if (error == AL_NO_ERROR)
|
||||
{
|
||||
failed = false;
|
||||
}
|
||||
|
||||
if (failed)
|
||||
{
|
||||
return False;
|
||||
ALuint src = 0;
|
||||
|
||||
if (!RPAudioPoolAcquire(&src))
|
||||
{
|
||||
//
|
||||
// Out of sources. Hand back everything acquired on THIS attempt so a
|
||||
// failed request cannot strand voices -- the renderer's steal loop
|
||||
// will free some and retry.
|
||||
//
|
||||
for (int j = 0; j < i; j++)
|
||||
{
|
||||
if (source_request->sources[j] != 0)
|
||||
{
|
||||
RPAudioPoolRelease(source_request->sources[j]);
|
||||
source_request->sources[j] = 0;
|
||||
}
|
||||
}
|
||||
return False;
|
||||
}
|
||||
|
||||
source_request->sources[i] = src;
|
||||
}
|
||||
|
||||
return True;
|
||||
@@ -1375,23 +1654,27 @@ Logical
|
||||
|
||||
void L4AudioRenderer::ReleaseSourceSet(SourceSet &sourceSet)
|
||||
{
|
||||
//
|
||||
// SOURCE POOLING (docs/SOUND.md): park each source on the free list rather
|
||||
// than destroying it. RPAudioPoolRelease stops it, detaches its buffer and
|
||||
// scrubs the state -- including the EFX filter and reverb send -- so the
|
||||
// next owner starts clean.
|
||||
//
|
||||
// The bulk alDeleteSources(count, sources) this replaces was also a leak
|
||||
// waiting to happen: per the AL spec it is ATOMIC, so ONE invalid name in
|
||||
// the array (an empty slot of a partial set, or the old -1 sentinel on a
|
||||
// double release) meant NOTHING was deleted and the whole set leaked.
|
||||
// Slots are parked at 0, which is never a valid AL name -- unlike -1, which
|
||||
// alIsSource would be asked about as 0xFFFFFFFF.
|
||||
//
|
||||
for (int i = 0; i < sourceSet.count; i++)
|
||||
{
|
||||
ALenum state;
|
||||
alGetSourcei(sourceSet.sources[i], AL_SOURCE_STATE, &state);
|
||||
|
||||
if (state == AL_PLAYING)
|
||||
if (sourceSet.sources[i] != 0)
|
||||
{
|
||||
alSourceStop(sourceSet.sources[i]);
|
||||
RPAudioPoolRelease(sourceSet.sources[i]);
|
||||
sourceSet.sources[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
alDeleteSources(sourceSet.count, sourceSet.sources);
|
||||
|
||||
for (int i = 0; i < sourceSet.count; i++)
|
||||
{
|
||||
sourceSet.sources[i] = -1;
|
||||
}
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer profile bits ~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
@@ -6,6 +6,14 @@
|
||||
#include "l4audres.h"
|
||||
#include "openal/al.h"
|
||||
|
||||
//
|
||||
// Master volume, standing in for the amplifier the cabinets had. Stepped by
|
||||
// PgUp/PgDn (L4APP.cpp) and persisted to volume.cfg; see L4AUDRND.cpp.
|
||||
//
|
||||
extern float gRPMasterVolume;
|
||||
|
||||
void RPAudioMasterVolumeStep(int direction);
|
||||
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4AudioRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
|
||||
@@ -6,6 +6,8 @@
|
||||
#include "l4ctrl.h"
|
||||
#include "l4keybd.h"
|
||||
#include "l4app.h"
|
||||
#include "l4audrnd.h" // RPAudioMasterVolumeStep, for the PgUp/PgDn keys
|
||||
#include "l4audres.h" // RPBassTrimStep, for the Home/End keys
|
||||
#include "l4dinput.h"
|
||||
#include "..\munga\appmgr.h"
|
||||
#include "dxutils.h"
|
||||
@@ -1513,6 +1515,78 @@ void
|
||||
// Update the PC keyboard mapping group
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// Master volume, PgUp louder / PgDn quieter.
|
||||
//
|
||||
// The cabinets ran the game at unity and left level to an external
|
||||
// amplifier and crossover; without that hardware the player has to be able
|
||||
// to reach the volume while playing.
|
||||
//
|
||||
// POLLED, not taken off the key message below, and that is deliberate. The
|
||||
// pump below only ever consumes WM_KEYUP / WM_SYSKEYUP / WM_CHAR from the
|
||||
// front of the queue, and the front-end runs message loops of its own, so
|
||||
// key messages are raced for and routinely lost -- measured here at roughly
|
||||
// two of every six presses arriving. That is survivable for a one-shot like
|
||||
// the abort chord; it is not survivable for a control you tap repeatedly to
|
||||
// find a level. Reading the key state directly costs nothing and cannot be
|
||||
// dropped.
|
||||
//
|
||||
// Page keys because they produce no typed character, so they cannot collide
|
||||
// with the character-keyed commands the pump feeds, nothing else in RP binds
|
||||
// them, and they exist on tenkeyless keyboards.
|
||||
//
|
||||
// The foreground check keeps an alt-tabbed game from eating the volume keys
|
||||
// of whatever the player switched to.
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
// Home/End do the same for the bass trim - the crossover's low band to
|
||||
// PgUp/PgDn's amplifier.
|
||||
//
|
||||
{
|
||||
static int volume_up_held = 0;
|
||||
static int volume_down_held = 0;
|
||||
static int bass_up_held = 0;
|
||||
static int bass_down_held = 0;
|
||||
|
||||
int focused = 0;
|
||||
|
||||
if (HWND foreground = GetForegroundWindow())
|
||||
{
|
||||
DWORD foreground_process = 0;
|
||||
|
||||
GetWindowThreadProcessId(foreground, &foreground_process);
|
||||
focused = (foreground_process == GetCurrentProcessId());
|
||||
}
|
||||
|
||||
const int up = focused && (GetAsyncKeyState(VK_PRIOR) & 0x8000) != 0;
|
||||
const int down = focused && (GetAsyncKeyState(VK_NEXT) & 0x8000) != 0;
|
||||
const int bass_up = focused && (GetAsyncKeyState(VK_HOME) & 0x8000) != 0;
|
||||
const int bass_down = focused && (GetAsyncKeyState(VK_END) & 0x8000) != 0;
|
||||
|
||||
if (up && !volume_up_held)
|
||||
{
|
||||
RPAudioMasterVolumeStep(+1);
|
||||
}
|
||||
if (down && !volume_down_held)
|
||||
{
|
||||
RPAudioMasterVolumeStep(-1);
|
||||
}
|
||||
if (bass_up && !bass_up_held)
|
||||
{
|
||||
RPBassTrimStep(+1);
|
||||
}
|
||||
if (bass_down && !bass_down_held)
|
||||
{
|
||||
RPBassTrimStep(-1);
|
||||
}
|
||||
|
||||
volume_up_held = up;
|
||||
volume_down_held = down;
|
||||
bass_up_held = bass_up;
|
||||
bass_down_held = bass_down;
|
||||
}
|
||||
|
||||
if (flags.keyboardExists)
|
||||
{
|
||||
//RB 1/20/07
|
||||
|
||||
+144
-7
@@ -3828,6 +3828,13 @@ static LRESULT CALLBACK
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
static WNDPROC gCockpitBaseProc = NULL;
|
||||
|
||||
//
|
||||
// Which window we subclassed, so the destructor can put its own proc
|
||||
// back. The shell is the GAME window: it outlives the cockpit and
|
||||
// carries the console screen from one race to the next.
|
||||
//
|
||||
static HWND gCockpitShellWindow = NULL;
|
||||
|
||||
static LRESULT CALLBACK
|
||||
CockpitShellProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
@@ -4358,6 +4365,15 @@ SVGA16::SVGA16(
|
||||
// Split-view mode: decide before BuildWindows so the packed gauge
|
||||
// windows can stay hidden.
|
||||
//------------------------------------------------------------------
|
||||
//
|
||||
// Before anything else: the constructor calls Update() below, and
|
||||
// both of these are read in there. mDisplayToUpdate was only being
|
||||
// set at the END of the constructor, so that first pass indexed the
|
||||
// display arrays with whatever was on the stack.
|
||||
//
|
||||
mDisplayToUpdate = 0;
|
||||
mDisplaysCopiedThisPass = 0;
|
||||
|
||||
splitViews = False;
|
||||
cockpitViewscreen = NULL;
|
||||
Logical explodedViews = False;
|
||||
@@ -4679,9 +4695,25 @@ SVGA16::SVGA16(
|
||||
GetClientRect(cockpit, &inner);
|
||||
LayoutCockpit(inner.right, inner.bottom);
|
||||
|
||||
// catch maximise / restore / drag-resize and re-fit
|
||||
gCockpitBaseProc = (WNDPROC) SetWindowLongPtrA(
|
||||
cockpit, GWLP_WNDPROC, (LONG_PTR) CockpitShellProc);
|
||||
//
|
||||
// Catch maximise / restore / drag-resize and re-fit - ONCE.
|
||||
//
|
||||
// The destructor puts the original proc back, so ordinarily
|
||||
// this window is unsubclassed by the time a second race
|
||||
// builds a new cockpit. The guard is for the case where it
|
||||
// was not: subclassing an already-subclassed window makes
|
||||
// SetWindowLongPtr hand back CockpitShellProc itself as the
|
||||
// "original", and the proc below then chains to itself on
|
||||
// every single message until the stack runs out. That is a
|
||||
// stack overflow a few frames into the second race, with no
|
||||
// hint of a cause in the log.
|
||||
//
|
||||
if (gCockpitShellWindow != cockpit)
|
||||
{
|
||||
gCockpitBaseProc = (WNDPROC) SetWindowLongPtrA(
|
||||
cockpit, GWLP_WNDPROC, (LONG_PTR) CockpitShellProc);
|
||||
gCockpitShellWindow = cockpit;
|
||||
}
|
||||
|
||||
//
|
||||
// Sticky placement for the shell. Position AND size: nothing
|
||||
@@ -4917,6 +4949,30 @@ SVGA16::~SVGA16()
|
||||
cockpitViewscreen = NULL;
|
||||
}
|
||||
|
||||
//
|
||||
// Give the game window its own proc back, and stop answering for a
|
||||
// cockpit that is about to stop existing.
|
||||
//
|
||||
// The window survives us - it is the one that shows the console
|
||||
// screen between races - so both of these outlived their subject.
|
||||
// The subclass was the worse of the two: the next race re-subclassed
|
||||
// the same window and CockpitShellProc ended up chained to itself.
|
||||
// activeCockpit was the quieter one, left pointing at this object
|
||||
// after it was freed, ready for the next WM_SIZE to lay out a
|
||||
// cockpit that had already gone.
|
||||
//
|
||||
if (gCockpitShellWindow != NULL)
|
||||
{
|
||||
SetWindowLongPtrA(
|
||||
gCockpitShellWindow, GWLP_WNDPROC, (LONG_PTR) gCockpitBaseProc);
|
||||
gCockpitShellWindow = NULL;
|
||||
gCockpitBaseProc = NULL;
|
||||
}
|
||||
if (activeCockpit == this)
|
||||
{
|
||||
activeCockpit = NULL;
|
||||
}
|
||||
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
@@ -4997,12 +5053,16 @@ Logical SVGA16::Update(Logical forceAll)
|
||||
GaugeRenderer *renderer = application->GetGaugeRenderer();
|
||||
if (!valid || renderer == NULL)
|
||||
{
|
||||
mDisplaysCopiedThisPass = 0;
|
||||
CLEAR_SCREEN_COPY();
|
||||
return False; // Do no more!
|
||||
}
|
||||
|
||||
if (++mDisplayToUpdate >= NUMGAUGEWINDOWS)
|
||||
// one display per call; the rotation steps at the end of the function
|
||||
if (mDisplayToUpdate >= NUMGAUGEWINDOWS)
|
||||
{
|
||||
mDisplayToUpdate = 0;
|
||||
}
|
||||
|
||||
//Top MFD's
|
||||
L4GraphicsPort *UL = static_cast<L4GraphicsPort*>(renderer->GetGraphicsPort("auxUL2"));
|
||||
@@ -5045,7 +5105,10 @@ Logical SVGA16::Update(Logical forceAll)
|
||||
lrMask |= (lrMask << 16);
|
||||
} else
|
||||
{
|
||||
//No MFDs to draw, break out early
|
||||
//No MFDs to draw, break out early. The sweep counter resets
|
||||
//too: leaving it part-used would keep the renderer in its
|
||||
//copy phase, and it never draws another gauge while there.
|
||||
mDisplaysCopiedThisPass = 0;
|
||||
return False;
|
||||
}
|
||||
} else
|
||||
@@ -5057,7 +5120,8 @@ Logical SVGA16::Update(Logical forceAll)
|
||||
secPalette = &((SVGA16 *) secPort->graphicsDisplay)->palette[secPort->paletteID];
|
||||
} else
|
||||
{
|
||||
//No secondary, skip
|
||||
//No secondary, skip - and end the sweep, as above.
|
||||
mDisplaysCopiedThisPass = 0;
|
||||
return False;
|
||||
}
|
||||
}
|
||||
@@ -5227,7 +5291,80 @@ Logical SVGA16::Update(Logical forceAll)
|
||||
// if (end.ticks - start.ticks > 100)
|
||||
// end = start;
|
||||
|
||||
return False; // True == 'more to do'
|
||||
//
|
||||
//------------------------------------------------------------------
|
||||
// Step the rotation, and say "more to do" until every display has
|
||||
// had its turn.
|
||||
//
|
||||
// This used to return False unconditionally, which told the gauge
|
||||
// renderer its copy phase was over after a SINGLE display. A full
|
||||
// gauge sweep - one gauge per background pass, so as many passes as
|
||||
// there are active gauges - therefore refreshed one display, and the
|
||||
// map, one of three, came round only every third sweep.
|
||||
//
|
||||
// That is invisible with frame time to spare, because the background
|
||||
// loop keeps running until the frame budget is used up and gets
|
||||
// through several sweeps. On a big map the 3D foreground eats the
|
||||
// whole budget, the loop drops to the one pass per frame it is
|
||||
// guaranteed, and the map goes seconds between refreshes - which is
|
||||
// what the field reports describe, on exactly those maps. A death
|
||||
// makes the renderer skip every static object, the budget frees up,
|
||||
// and the backlog drains at once: the display appears to come back
|
||||
// to life, which is the tell that led here.
|
||||
//------------------------------------------------------------------
|
||||
//
|
||||
mDisplayToUpdate++;
|
||||
if (mDisplayToUpdate >= NUMGAUGEWINDOWS)
|
||||
{
|
||||
mDisplayToUpdate = 0;
|
||||
}
|
||||
|
||||
if (++mDisplaysCopiedThisPass < NUMGAUGEWINDOWS)
|
||||
{
|
||||
return True; // call again - there are displays waiting
|
||||
}
|
||||
mDisplaysCopiedThisPass = 0;
|
||||
|
||||
//
|
||||
// RP412GAUGEDIAG=1 reports how often the displays are actually being
|
||||
// refreshed. Pixel-watching from outside cannot tell a display that
|
||||
// is not refreshing from one whose picture simply is not changing,
|
||||
// and that ambiguity is exactly what makes "my map froze" hard to
|
||||
// pin down. This counts the real thing.
|
||||
//
|
||||
{
|
||||
static int diagnostics = -1;
|
||||
if (diagnostics < 0)
|
||||
{
|
||||
const char *setting = getenv("RP412GAUGEDIAG");
|
||||
diagnostics = (setting != NULL && atoi(setting) != 0) ? 1 : 0;
|
||||
}
|
||||
if (diagnostics)
|
||||
{
|
||||
static unsigned long window_start = 0;
|
||||
static int sweeps = 0;
|
||||
unsigned long now = GetTickCount();
|
||||
++sweeps;
|
||||
if (window_start == 0)
|
||||
{
|
||||
window_start = now;
|
||||
}
|
||||
else if (now - window_start >= 2000)
|
||||
{
|
||||
// tenths, by hand: whole sweeps per second rounds the
|
||||
// interesting cases - a starved pipeline managing two
|
||||
// thirds of a sweep a second reads as a flat "0/s".
|
||||
int tenths = sweeps * 10000 / (int)(now - window_start);
|
||||
DEBUG_STREAM << "GaugeDiag: " << sweeps << " display sweep(s) in "
|
||||
<< (now - window_start) << " ms ("
|
||||
<< (tenths / 10) << '.' << (tenths % 10) << "/s, "
|
||||
<< NUMGAUGEWINDOWS << " displays each)\n" << std::flush;
|
||||
window_start = now;
|
||||
sweeps = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
return False; // the sweep is complete
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -293,6 +293,17 @@ private:
|
||||
|
||||
int mDisplayToUpdate;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// How many displays this copy pass has refreshed.
|
||||
//
|
||||
// The gauge renderer's copy phase ends the moment Update() reports it
|
||||
// has finished, and Update() reported that after ONE display - so a
|
||||
// whole gauge sweep refreshed a single display, and the map, one of
|
||||
// three, came round only every third sweep. Counting them out means
|
||||
// one sweep refreshes all of them.
|
||||
//------------------------------------------------------------------
|
||||
int mDisplaysCopiedThisPass;
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Split-view mode (L4MFDSPLIT=1): the five channel-packed MFDs and
|
||||
// the rotated map render as their own desktop windows; the packed
|
||||
|
||||
@@ -17,6 +17,10 @@
|
||||
#include "..\munga\nttmgr.h"
|
||||
#include "..\munga\app.h"
|
||||
#include "l4particles.h"
|
||||
#include "l4padrio.h" // PadRIO::IsActive, for the per-frame lamp sweep
|
||||
#include "..\munga\gaugrend.h"
|
||||
#include "..\munga\lamp.h"
|
||||
#include "..\munga\mode.h"
|
||||
#include "DXUtils.h"
|
||||
|
||||
using namespace std;
|
||||
@@ -5983,11 +5987,84 @@ void
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Execute Method, performs the rendering of one frame
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
// RPSweepCockpitLamps
|
||||
//
|
||||
// Push the cockpit lamp STATE once per frame, instead of once per gauge
|
||||
// cycle.
|
||||
//
|
||||
// The on-screen vRIO buttons light themselves from PadRIO::GetLampState,
|
||||
// and they redraw with their MFD strip. What FILLS that store is
|
||||
// LampManager::Update -> AssertNewLampValue -> SetLamp, and that rides
|
||||
// the gauge renderer's FOREGROUND turn - which comes round only once per
|
||||
// full gauge cycle. On a busy map the cycle takes the best part of a
|
||||
// second, so the lit buttons froze and any flash stalled while the 3D
|
||||
// view, a separate per-frame render, stayed perfectly smooth. BT411 saw
|
||||
// the same thing on its glass surround and fixed it the same way.
|
||||
//
|
||||
// It is cheap: a sweep over the lamps, no raster, and AssertNewLampValue
|
||||
// already drops anything that has not changed - so this pushes no extra
|
||||
// traffic, it only stops changes arriving late.
|
||||
//
|
||||
// Only when a PadRIO is active, i.e. cockpit-less play. With real serial
|
||||
// hardware selected the pod keeps its authentic bandwidth-paced cadence,
|
||||
// untouched. RP412LAMPSWEEP=0 restores the once-per-cycle behaviour.
|
||||
//===========================================================================
|
||||
//
|
||||
static void
|
||||
RPSweepCockpitLamps()
|
||||
{
|
||||
static int
|
||||
enabled = -1;
|
||||
|
||||
if (enabled < 0)
|
||||
{
|
||||
const char
|
||||
*setting = getenv("RP412LAMPSWEEP");
|
||||
|
||||
enabled = (setting != NULL && setting[0] == '0') ? 0 : 1;
|
||||
}
|
||||
if (!enabled || !PadRIO::IsActive() || application == NULL)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// Only while a mission is actually running. This is called from the
|
||||
// top of the frame, ahead of the state switch below, so it would
|
||||
// otherwise fire while the mission is still being built and the
|
||||
// gauges do not exist yet.
|
||||
//
|
||||
if (application->GetApplicationState() != Application::RunningMission)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GaugeRenderer
|
||||
*renderer = application->GetGaugeRenderer();
|
||||
ModeManager
|
||||
*modes = application->GetModeManager();
|
||||
|
||||
if (renderer != NULL && modes != NULL)
|
||||
{
|
||||
LampManager
|
||||
*lamps = renderer->GetLampManager();
|
||||
|
||||
if (lamps != NULL)
|
||||
{
|
||||
lamps->Update(modes->GetModeMask());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::InterestingEntityIterator* all_iterator)
|
||||
{
|
||||
Component *component;
|
||||
HRESULT hr;
|
||||
|
||||
RPSweepCockpitLamps(); // keep the lit buttons tracking the sim (see above)
|
||||
|
||||
// timing variables
|
||||
__int64 ticks = HiResNowTicks();
|
||||
#ifdef LOGFRAMERATE
|
||||
|
||||
@@ -227,6 +227,7 @@
|
||||
<ClCompile Include="..\MUNGA\WRHOUS.cpp" />
|
||||
<ClCompile Include=".\DXUtils.cpp" />
|
||||
<ClCompile Include=".\L4APP.cpp" />
|
||||
<ClCompile Include=".\L4AUDEFX.cpp" />
|
||||
<ClCompile Include=".\L4AUDHDW.cpp" />
|
||||
<ClCompile Include=".\L4AUDIO.cpp" />
|
||||
<ClCompile Include=".\L4AUDLVL.cpp" />
|
||||
@@ -432,6 +433,7 @@
|
||||
<ClInclude Include="..\MUNGA\WRHOUS.h" />
|
||||
<ClInclude Include=".\DXUtils.h" />
|
||||
<ClInclude Include=".\L4APP.H" />
|
||||
<ClInclude Include=".\L4AUDEFX.h" />
|
||||
<ClInclude Include=".\L4AUDHDW.h" />
|
||||
<ClInclude Include=".\L4AUDIO.h" />
|
||||
<ClInclude Include=".\L4AUDLVL.h" />
|
||||
|
||||
@@ -486,6 +486,9 @@
|
||||
<ClCompile Include=".\L4AUDHDW.cpp">
|
||||
<Filter>Source Files\MUNGA_L4</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include=".\L4AUDEFX.cpp">
|
||||
<Filter>Source Files\MUNGA_L4</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include=".\L4AUDIO.cpp">
|
||||
<Filter>Source Files\MUNGA_L4</Filter>
|
||||
</ClCompile>
|
||||
@@ -1058,6 +1061,9 @@
|
||||
<ClInclude Include=".\L4APP.H">
|
||||
<Filter>Header Files\MUNGA_L4</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include=".\L4AUDEFX.h">
|
||||
<Filter>Header Files\MUNGA_L4</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include=".\L4AUDHDW.h">
|
||||
<Filter>Header Files\MUNGA_L4</Filter>
|
||||
</ClInclude>
|
||||
|
||||
@@ -32,6 +32,13 @@ SAMPLEINFO PRESET_getSampleInfo(int bank, int preset, int sampleInd)
|
||||
default.file = "";
|
||||
default.implemented = false;
|
||||
default.loop = SampleLoop::LoopAtWill;
|
||||
//
|
||||
// -1 = no buffer. Every caller tests bufferIndex >= 0 before using it as
|
||||
// an index, and this one field was being left as whatever was on the
|
||||
// stack - so "this zone does not exist" read as a real buffer whenever
|
||||
// the garbage happened to be positive, and indexed g_buffers with it.
|
||||
//
|
||||
default.bufferIndex = -1;
|
||||
|
||||
if (sampleInd < 0 || sampleInd >= allPresets[bank-1][preset].sampleNum)
|
||||
{
|
||||
|
||||
@@ -42,6 +42,7 @@
|
||||
#include <strsafe.h>
|
||||
#include <direct.h>
|
||||
#include <shellapi.h>
|
||||
#include <time.h> // the test-build expiry check
|
||||
|
||||
#define SPOOL_SIZE 0x600000
|
||||
|
||||
@@ -182,6 +183,97 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
||||
//
|
||||
RPL4Environ_Load();
|
||||
|
||||
//
|
||||
//-------------------------------------------------------------------------
|
||||
// Test builds have a shelf life.
|
||||
//
|
||||
// A tester still racing a fortnight-old binary reports things that were
|
||||
// fixed a week ago, and the afternoon spent chasing them is gone. So the
|
||||
// build says plainly that it is out of date and stops, rather than
|
||||
// running on and being quietly wrong about what it is.
|
||||
//
|
||||
// This is a nudge, not a lock: the date comes from the machine's own
|
||||
// clock, so anyone determined can wind it back, and RP412NOEXPIRY=1 is
|
||||
// there for us when an old build has to be run on purpose. It is
|
||||
// deliberately not listed in environ.ini - a bypass every tester can see
|
||||
// is a bypass every tester will use, and then the build never goes stale
|
||||
// for the one person it was meant to stop.
|
||||
//
|
||||
// $expireDays in stamp-version.ps1 is what sets this, and 0 turns it off
|
||||
// for a real release.
|
||||
//-------------------------------------------------------------------------
|
||||
//
|
||||
#if RP412_EXPIRES
|
||||
{
|
||||
const char *no_expiry = getenv("RP412NOEXPIRY");
|
||||
Logical overridden = (no_expiry != NULL && atoi(no_expiry) != 0);
|
||||
|
||||
__time64_t raw_now = _time64(NULL);
|
||||
struct tm today;
|
||||
if (!overridden && _localtime64_s(&today, &raw_now) == 0)
|
||||
{
|
||||
int now_stamp =
|
||||
(today.tm_year + 1900) * 10000 + (today.tm_mon + 1) * 100 + today.tm_mday;
|
||||
int expiry_stamp =
|
||||
RP412_EXPIRY_YEAR * 10000 + RP412_EXPIRY_MONTH * 100 + RP412_EXPIRY_DAY;
|
||||
|
||||
if (now_stamp > expiry_stamp)
|
||||
{
|
||||
DEBUG_STREAM << "Build expired on " << RP412_EXPIRY_TEXT
|
||||
<< " - refusing to run\n" << std::flush;
|
||||
|
||||
char notice[512];
|
||||
sprintf(notice,
|
||||
"This Red Planet test build has expired.\n\n"
|
||||
" Build %s\n"
|
||||
" Expired %s\n\n"
|
||||
"Test builds are good for a fortnight so that nobody spends an "
|
||||
"afternoon chasing something that was fixed a week ago.\n\n"
|
||||
"Ask for the current one.",
|
||||
RP412_VERSION_LONG, RP412_EXPIRY_TEXT);
|
||||
MessageBoxA(NULL, notice, "Red Planet - test build expired",
|
||||
MB_OK | MB_ICONWARNING | MB_SETFOREGROUND);
|
||||
return 1;
|
||||
}
|
||||
|
||||
//
|
||||
// The last few days get a line in the log, so somebody reading a
|
||||
// report can see the build was nearly out rather than wondering.
|
||||
//
|
||||
struct tm expiry_day;
|
||||
memset(&expiry_day, 0, sizeof(expiry_day));
|
||||
expiry_day.tm_year = RP412_EXPIRY_YEAR - 1900;
|
||||
expiry_day.tm_mon = RP412_EXPIRY_MONTH - 1;
|
||||
expiry_day.tm_mday = RP412_EXPIRY_DAY;
|
||||
//
|
||||
// The END of the expiry day, because that is the rule the check
|
||||
// above enforces - the build is good for all of that date and
|
||||
// refuses the morning after. Anchoring at midday instead would
|
||||
// report one day fewer than the build actually has left.
|
||||
//
|
||||
expiry_day.tm_hour = 23;
|
||||
expiry_day.tm_min = 59;
|
||||
expiry_day.tm_sec = 59;
|
||||
expiry_day.tm_isdst = -1;
|
||||
__time64_t expiry_time = _mktime64(&expiry_day);
|
||||
if (expiry_time != (__time64_t) -1)
|
||||
{
|
||||
int days_left = (int)((expiry_time - raw_now) / (24 * 60 * 60));
|
||||
if (days_left <= 3)
|
||||
{
|
||||
DEBUG_STREAM << "Build expires " << RP412_EXPIRY_TEXT << " ("
|
||||
<< days_left << " day(s) left)\n" << std::flush;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (overridden)
|
||||
{
|
||||
DEBUG_STREAM << "Build expiry (" << RP412_EXPIRY_TEXT
|
||||
<< ") waived by RP412NOEXPIRY\n" << std::flush;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
|
||||
|
||||
#ifdef RP412_STEAM
|
||||
|
||||
@@ -185,6 +185,30 @@ namespace
|
||||
"# default is 60; the arcade pods shipped at 25.\n"
|
||||
"TARGETFPS=60\n"
|
||||
"\n"
|
||||
"# How long one background pass may spend drawing cockpit gauges, in\n"
|
||||
"# milliseconds. The gauges and the MFD/map displays are redrawn in the\n"
|
||||
"# time left over after the 3D view; on a big, busy map there is none\n"
|
||||
"# left, and at the original one-gauge-per-pass the map and the countdown\n"
|
||||
"# clock could sit frozen for seconds at a time - until something (a\n"
|
||||
"# death, say) lightened the 3D view enough for the backlog to drain.\n"
|
||||
"# Working to a slice ties the refresh rate to elapsed time instead. Set\n"
|
||||
"# 0 for the old behaviour; raise it to favour the displays over frame\n"
|
||||
"# rate.\n"
|
||||
"RP412GAUGESLICE=2\n"
|
||||
"\n"
|
||||
"# 1 = log how many times a second every cockpit display is actually\n"
|
||||
"# refreshed, to rpl4.log. Watching the screen cannot tell a display that\n"
|
||||
"# has stopped refreshing from one whose picture simply is not changing.\n"
|
||||
"#RP412GAUGEDIAG=1\n"
|
||||
"\n"
|
||||
"# 0 = light the on-screen cockpit buttons on the same slow cadence the\n"
|
||||
"# arcade pod's serial hardware used. The lamp state is filled once per\n"
|
||||
"# gauge cycle, so under the load described above the lit buttons froze\n"
|
||||
"# and flashing ones stalled while the 3D view stayed perfectly smooth.\n"
|
||||
"# On by default: the buttons are refreshed every frame instead. Ignored\n"
|
||||
"# when real RIO hardware is selected - the pod keeps its own cadence.\n"
|
||||
"#RP412LAMPSWEEP=0\n"
|
||||
"\n"
|
||||
"# 1 = Steam networking (lobbies, FakeIP mesh). Needs the Steam client\n"
|
||||
"# running and steam_appid.txt beside the exe; without them the game\n"
|
||||
"# logs the reason and falls back to plain TCP. 0 = TCP only.\n"
|
||||
@@ -205,6 +229,35 @@ namespace
|
||||
"# Unset or nonzero = on (the default); 0 = off.\n"
|
||||
"#RP412KEYLIGHT=0\n"
|
||||
"\n"
|
||||
"# The cabinets ran the game at unity and did all their volume and tone\n"
|
||||
"# shaping outside it, in an amplifier and a 3-way crossover. You almost\n"
|
||||
"# certainly have neither, so these two stand in for them. Both default\n"
|
||||
"# to leaving the mix exactly as the pod played it.\n"
|
||||
"\n"
|
||||
"# Master volume, 0.0 to 2.0, the amplifier's knob. 1.0 is unity. The\n"
|
||||
"# sound effects now carry the pitch, layering and dynamics the original\n"
|
||||
"# AWE32 soundbanks ask for, which is a good deal livelier than earlier\n"
|
||||
"# 4.12 builds - lower this if the whole thing sits too hot.\n"
|
||||
"#\n"
|
||||
"# PageUp and PageDown change it while you play, in steps of 0.05, and\n"
|
||||
"# whatever you leave it on is written to volume.cfg beside the exe and\n"
|
||||
"# used from then on - so this line only decides where a machine that has\n"
|
||||
"# never been touched starts out. Delete volume.cfg to come back here.\n"
|
||||
"#RP412AUDIOVOLUME=0.8\n"
|
||||
"\n"
|
||||
"# Bass trim, 0.0 to 1.0, the crossover's low band. 1.0 is the low end\n"
|
||||
"# exactly as authored. The soundbanks put real weight under collisions,\n"
|
||||
"# engines and explosions - deep layers earlier builds played at the\n"
|
||||
"# wrong rate, so they barely sounded at all. Lower this to pull that\n"
|
||||
"# back; it eases in below 22kHz of playback rate and reaches full cut\n"
|
||||
"# on the deepest layers, leaving the mid and top alone.\n"
|
||||
"#\n"
|
||||
"# Home and End change it while you play, in steps of 0.05, and what you\n"
|
||||
"# leave it on is written to bass.cfg beside the exe and used from then\n"
|
||||
"# on - so this line only decides where an untouched machine starts.\n"
|
||||
"# Delete bass.cfg to come back here.\n"
|
||||
"#RP412AUDIOBASS=0.7\n"
|
||||
"\n"
|
||||
"# Invert the stick on top of whatever bindings.txt produces:\n"
|
||||
"# X = invert X only, Y = invert Y only, XY = both (case-insensitive).\n"
|
||||
"#L4PADFLIP=XY\n"
|
||||
|
||||
+367
-76
@@ -33,6 +33,17 @@ namespace
|
||||
{ "brewers", "Brewer's Bane" },
|
||||
{ "pain", "Paingod's Passage" },
|
||||
{ "headoff", "Freezemoon's Freeway" },
|
||||
|
||||
// Maps that came with the promoted resource file. The console
|
||||
// config brackets their names in dashes, which is how it marks
|
||||
// the ones that are not original arcade tracks.
|
||||
{ "arena", "-- Arena (Small) --" },
|
||||
{ "demoderb", "-- Arena (Large) --" },
|
||||
{ "donut", "-- Donut --" },
|
||||
{ "tourdemars", "-- Tour De Mars --" },
|
||||
{ "trough", "-- Ares' Armpits --" },
|
||||
{ "wiserguys", "-- Wiserguy's --" },
|
||||
{ "rpweekend2014", "-- Zaxxis --" },
|
||||
};
|
||||
|
||||
// Football excludes pain/headoff and adds the football build of
|
||||
@@ -110,6 +121,23 @@ namespace
|
||||
{ "spitter", "Spitter" },
|
||||
{ "puck", "Armadillo" },
|
||||
{ "dragon", "Dragon" },
|
||||
|
||||
// Restored with the promoted resource file: cut from the .bld
|
||||
// after 4.10 shipped, back now that RPL4.RES carries them again.
|
||||
// Names from the console's own RPConfig.xml.
|
||||
{ "dark", "Blacker Puck" },
|
||||
{ "blktrn", "Black Tarantula" },
|
||||
{ "neut", "Neutrino" },
|
||||
|
||||
// Community variants that came with the same archive.
|
||||
{ "blkrpuck", "Blacker Armadillo" },
|
||||
{ "blkrbroc", "Blacker Broccoli" },
|
||||
{ "blkrdragon", "Blacker Dragon" },
|
||||
{ "blkrlepton", "Blacker Lepton" },
|
||||
{ "blkrquark", "Blacker Quark" },
|
||||
{ "blkrspk", "Blacker Speck" },
|
||||
{ "blkrtran", "Blacker Tarantula" },
|
||||
{ "blkrwasp", "Blacker Wasp" },
|
||||
};
|
||||
|
||||
const CatalogEntry kColors[] =
|
||||
@@ -214,6 +242,13 @@ namespace
|
||||
|
||||
HWND menuWindow;
|
||||
HWND nameEdit;
|
||||
|
||||
// Every list group is a drop-down. They are owner-drawn so they
|
||||
// keep the green-on-black panel look instead of arriving in
|
||||
// system colours, and their labels are painted by PaintMenu.
|
||||
HWND combo[GroupCount];
|
||||
RECT comboLabel[GroupCount];
|
||||
|
||||
HFONT textFont;
|
||||
HFONT titleFont;
|
||||
HBRUSH editBrush;
|
||||
@@ -223,6 +258,9 @@ namespace
|
||||
};
|
||||
|
||||
FEState *gFE = NULL;
|
||||
|
||||
// ItemName() reads this to answer with the right track list.
|
||||
const int *gItemNameSelection = NULL;
|
||||
int gLastMissionSeconds = 0;
|
||||
|
||||
// carried across races so cycling back to the menu keeps the
|
||||
@@ -584,69 +622,207 @@ namespace
|
||||
//---------------------------------------------------------------
|
||||
// Layout: three columns of lists + the launch button
|
||||
//---------------------------------------------------------------
|
||||
void AddGroupItems(
|
||||
FEState *fe, int group, int count,
|
||||
int x, int *y, int row_h, int width)
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// The groups that became drop-downs, in the order they are laid
|
||||
// out. Scenario is deliberately NOT one of them: it decides what
|
||||
// the others contain, so it stays visible as a pair of buttons.
|
||||
//---------------------------------------------------------------
|
||||
int ComboGroups(const int *selection, int *groups)
|
||||
{
|
||||
for (int i = 0; i < count; ++i)
|
||||
int n = 0;
|
||||
groups[n++] = GroupMap;
|
||||
groups[n++] = GroupTime;
|
||||
groups[n++] = GroupWeather;
|
||||
groups[n++] = GroupLength;
|
||||
groups[n++] = GroupVehicle;
|
||||
if (IsFootball(selection))
|
||||
{
|
||||
FEItem *item = &fe->items[fe->itemCount++];
|
||||
item->group = group;
|
||||
item->index = i;
|
||||
item->rect.left = x;
|
||||
item->rect.top = *y;
|
||||
item->rect.right = x + width;
|
||||
item->rect.bottom = *y + row_h;
|
||||
*y += row_h;
|
||||
groups[n++] = GroupTeam;
|
||||
groups[n++] = GroupPosition;
|
||||
}
|
||||
*y += row_h; // gap below the group
|
||||
else
|
||||
{
|
||||
groups[n++] = GroupColor;
|
||||
groups[n++] = GroupBadge;
|
||||
}
|
||||
return n;
|
||||
}
|
||||
|
||||
// The combo id is its group, so CBN_SELCHANGE says which list moved.
|
||||
const int kComboIdBase = 100;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// CBS_OWNERDRAWFIXED only hands us the item area: the frame around
|
||||
// the closed box and its drop arrow are still drawn by the system,
|
||||
// which lands a white/grey Windows control in the middle of a black
|
||||
// panel. So the closed box is painted here instead - black field,
|
||||
// dim green border, bright green text and arrow - and the control
|
||||
// keeps doing everything else, including the list it drops.
|
||||
//---------------------------------------------------------------
|
||||
WNDPROC gComboProc = NULL;
|
||||
|
||||
LRESULT CALLBACK ComboSubclassProc(
|
||||
HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
{
|
||||
if (message == WM_ERASEBKGND)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
if (message == WM_PAINT)
|
||||
{
|
||||
PAINTSTRUCT ps;
|
||||
HDC dc = BeginPaint(hwnd, &ps);
|
||||
|
||||
RECT rc;
|
||||
GetClientRect(hwnd, &rc);
|
||||
|
||||
HBRUSH field = CreateSolidBrush(kBlack);
|
||||
FillRect(dc, &rc, field);
|
||||
DeleteObject(field);
|
||||
|
||||
HBRUSH edge = CreateSolidBrush(kGreenDim);
|
||||
FrameRect(dc, &rc, edge);
|
||||
DeleteObject(edge);
|
||||
|
||||
int arrow_w = rc.bottom - rc.top;
|
||||
|
||||
char text[128];
|
||||
text[0] = '\0';
|
||||
int sel = (int) SendMessageA(hwnd, CB_GETCURSEL, 0, 0);
|
||||
if (sel >= 0)
|
||||
{
|
||||
SendMessageA(hwnd, CB_GETLBTEXT, sel, (LPARAM) text);
|
||||
}
|
||||
|
||||
HFONT font = (HFONT) SendMessageA(hwnd, WM_GETFONT, 0, 0);
|
||||
HGDIOBJ old_font = (font != NULL) ? SelectObject(dc, font) : NULL;
|
||||
SetBkMode(dc, TRANSPARENT);
|
||||
SetTextColor(dc, kGreenBright);
|
||||
|
||||
RECT label = rc;
|
||||
label.left += 6;
|
||||
label.right -= arrow_w;
|
||||
DrawTextA(dc, text, -1, &label,
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE | DT_END_ELLIPSIS);
|
||||
|
||||
// the arrow, a plain triangle rather than a themed button
|
||||
int cx = rc.right - arrow_w / 2;
|
||||
int cy = (rc.top + rc.bottom) / 2;
|
||||
int r = arrow_w / 6;
|
||||
POINT tri[3];
|
||||
tri[0].x = cx - r; tri[0].y = cy - r / 2;
|
||||
tri[1].x = cx + r; tri[1].y = cy - r / 2;
|
||||
tri[2].x = cx; tri[2].y = cy + r;
|
||||
HBRUSH tip = CreateSolidBrush(kGreenBright);
|
||||
HGDIOBJ old_brush = SelectObject(dc, tip);
|
||||
HGDIOBJ old_pen = SelectObject(dc, GetStockObject(NULL_PEN));
|
||||
Polygon(dc, tri, 3);
|
||||
SelectObject(dc, old_pen);
|
||||
SelectObject(dc, old_brush);
|
||||
DeleteObject(tip);
|
||||
|
||||
if (old_font != NULL) SelectObject(dc, old_font);
|
||||
EndPaint(hwnd, &ps);
|
||||
return 0;
|
||||
}
|
||||
return CallWindowProcA(gComboProc, hwnd, message, wParam, lParam);
|
||||
}
|
||||
|
||||
void DestroyCombos(FEState *fe)
|
||||
{
|
||||
for (int g = 0; g < GroupCount; ++g)
|
||||
{
|
||||
if (fe->combo[g] != NULL)
|
||||
{
|
||||
DestroyWindow(fe->combo[g]);
|
||||
fe->combo[g] = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// defined below, next to the catalogs it reads
|
||||
const char *ItemName(int group, int index);
|
||||
|
||||
void LayoutMenu(FEState *fe, int client_w, int client_h)
|
||||
{
|
||||
fe->itemCount = 0;
|
||||
gItemNameSelection = fe->selection;
|
||||
|
||||
int row_h = client_h / 36;
|
||||
if (row_h < 18) row_h = 18;
|
||||
if (row_h > 30) row_h = 30;
|
||||
|
||||
int col_w = client_w / 5;
|
||||
int col1 = client_w / 14;
|
||||
int col2 = col1 + col_w + client_w / 28;
|
||||
int col3 = col2 + col_w + client_w / 28;
|
||||
int top = client_h / 7;
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// Every list is a drop-down, so the menu no longer grows with the
|
||||
// content: eight controls instead of ninety-odd rows. Two columns
|
||||
// of label-over-box, settings on the left and loadout on the right,
|
||||
// with the scenario left as visible buttons because it decides what
|
||||
// the other lists contain.
|
||||
//---------------------------------------------------------------
|
||||
int margin = client_w / 14;
|
||||
int gap = client_w / 20;
|
||||
int col_w = (client_w - 2 * margin - gap) / 2;
|
||||
if (col_w < 1) col_w = 1;
|
||||
int col2 = margin + col_w + gap;
|
||||
|
||||
int block_h = row_h * 5 / 2; // label, box, breathing room
|
||||
|
||||
// scenario: buttons, top of the left column
|
||||
int y = top;
|
||||
AddGroupItems(fe, GroupScenario, FE_COUNT(kScenarios), col1, &y, row_h, col_w);
|
||||
int map_count;
|
||||
ActiveMaps(fe->selection, &map_count);
|
||||
AddGroupItems(fe, GroupMap, map_count, col1, &y, row_h, col_w);
|
||||
AddGroupItems(fe, GroupTime, FE_COUNT(kTimes), col1, &y, row_h, col_w);
|
||||
AddGroupItems(fe, GroupWeather, FE_COUNT(kWeather), col1, &y, row_h, col_w);
|
||||
AddGroupItems(fe, GroupLength, FE_COUNT(kLengths), col1, &y, row_h, col_w);
|
||||
|
||||
y = top;
|
||||
AddGroupItems(fe, GroupVehicle, FE_COUNT(kVehicles), col2, &y, row_h, col_w);
|
||||
|
||||
y = top + 2 * row_h; // leave room for the name edit + header
|
||||
if (IsFootball(fe->selection))
|
||||
fe->comboLabel[GroupScenario].left = margin;
|
||||
fe->comboLabel[GroupScenario].right = margin + col_w;
|
||||
fe->comboLabel[GroupScenario].top = y;
|
||||
fe->comboLabel[GroupScenario].bottom = y + row_h;
|
||||
y += row_h;
|
||||
for (int i = 0; i < FE_COUNT(kScenarios); ++i)
|
||||
{
|
||||
AddGroupItems(fe, GroupTeam, FE_COUNT(kTeams), col3, &y, row_h, col_w);
|
||||
AddGroupItems(fe, GroupPosition, FE_COUNT(kPositions), col3, &y, row_h, col_w);
|
||||
FEItem *item = &fe->items[fe->itemCount++];
|
||||
item->group = GroupScenario;
|
||||
item->index = i;
|
||||
item->rect.left = margin + i * (col_w / 2);
|
||||
item->rect.top = y;
|
||||
item->rect.right = item->rect.left + col_w / 2 - row_h / 3;
|
||||
item->rect.bottom = y + row_h;
|
||||
}
|
||||
else
|
||||
y += row_h + row_h / 2;
|
||||
|
||||
int groups[GroupCount];
|
||||
int group_count = ComboGroups(fe->selection, groups);
|
||||
|
||||
// left column takes the mission settings, right the loadout; the
|
||||
// split is where the vehicle list starts. The pilot name heads
|
||||
// the loadout column - it is who you are, so it reads before
|
||||
// what you are driving.
|
||||
int left_y = y;
|
||||
int right_y = top;
|
||||
int name_y = right_y;
|
||||
right_y += block_h;
|
||||
for (int g = 0; g < group_count; ++g)
|
||||
{
|
||||
AddGroupItems(fe, GroupColor, FE_COUNT(kColors), col3, &y, row_h, col_w);
|
||||
AddGroupItems(fe, GroupBadge, FE_COUNT(kBadges), col3, &y, row_h, col_w);
|
||||
int group = groups[g];
|
||||
Logical left = (group == GroupMap || group == GroupTime ||
|
||||
group == GroupWeather || group == GroupLength);
|
||||
int x = left ? margin : col2;
|
||||
int *slot = left ? &left_y : &right_y;
|
||||
|
||||
fe->comboLabel[group].left = x;
|
||||
fe->comboLabel[group].right = x + col_w;
|
||||
fe->comboLabel[group].top = *slot;
|
||||
fe->comboLabel[group].bottom = *slot + row_h;
|
||||
*slot += block_h;
|
||||
}
|
||||
|
||||
|
||||
// launch button
|
||||
FEItem *launch = &fe->items[fe->itemCount++];
|
||||
launch->group = GroupLaunch;
|
||||
launch->index = 0;
|
||||
launch->rect.left = col3;
|
||||
launch->rect.left = col2;
|
||||
launch->rect.top = client_h - 3 * row_h;
|
||||
launch->rect.right = col3 + col_w;
|
||||
launch->rect.right = col2 + col_w;
|
||||
launch->rect.bottom = client_h - row_h;
|
||||
|
||||
// Steam lobby buttons, offered whenever environ.ini asked for Steam.
|
||||
@@ -656,17 +832,17 @@ namespace
|
||||
FEItem *host = &fe->items[fe->itemCount++];
|
||||
host->group = GroupSteamHost;
|
||||
host->index = 0;
|
||||
host->rect.left = col3;
|
||||
host->rect.left = col2;
|
||||
host->rect.top = client_h - 6 * row_h;
|
||||
host->rect.right = col3 + col_w;
|
||||
host->rect.right = col2 + col_w;
|
||||
host->rect.bottom = client_h - 5 * row_h;
|
||||
|
||||
FEItem *join = &fe->items[fe->itemCount++];
|
||||
join->group = GroupSteamJoin;
|
||||
join->index = 0;
|
||||
join->rect.left = col3;
|
||||
join->rect.left = col2;
|
||||
join->rect.top = client_h - (9 * row_h) / 2;
|
||||
join->rect.right = col3 + col_w;
|
||||
join->rect.right = col2 + col_w;
|
||||
join->rect.bottom = client_h - (7 * row_h) / 2;
|
||||
}
|
||||
|
||||
@@ -682,16 +858,67 @@ namespace
|
||||
FEItem *quit = &fe->items[fe->itemCount++];
|
||||
quit->group = GroupExit;
|
||||
quit->index = 0;
|
||||
quit->rect.left = col1;
|
||||
quit->rect.left = margin;
|
||||
quit->rect.top = client_h - 2 * row_h;
|
||||
quit->rect.right = col1 + col_w / 2;
|
||||
quit->rect.right = margin + col_w / 2;
|
||||
quit->rect.bottom = client_h - row_h;
|
||||
|
||||
// pilot name edit sits at the top of column 3
|
||||
// pilot name, under the loadout column
|
||||
fe->comboLabel[GroupLaunch].left = col2; // reused: name label
|
||||
fe->comboLabel[GroupLaunch].right = col2 + col_w;
|
||||
fe->comboLabel[GroupLaunch].top = name_y;
|
||||
fe->comboLabel[GroupLaunch].bottom = name_y + row_h;
|
||||
if (fe->nameEdit != NULL)
|
||||
{
|
||||
MoveWindow(fe->nameEdit,
|
||||
col3, top - row_h / 4, col_w, row_h, TRUE);
|
||||
MoveWindow(fe->nameEdit, col2, name_y + row_h, col_w, row_h, TRUE);
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------
|
||||
// The drop-downs themselves. Rebuilt rather than moved, because
|
||||
// the scenario swaps two of them outright (team/position for
|
||||
// colour/badge) and reshuffles the track list.
|
||||
//---------------------------------------------------------------
|
||||
DestroyCombos(fe);
|
||||
for (int g = 0; g < group_count; ++g)
|
||||
{
|
||||
int group = groups[g];
|
||||
const RECT &label = fe->comboLabel[group];
|
||||
int count = GroupSize(group, fe->selection);
|
||||
|
||||
// The height given at creation is the DROPPED height - what the
|
||||
// closed box shows is the item height - so ask for enough to
|
||||
// show a dozen rows without a scrollbar where the list is short.
|
||||
int drop_rows = (count < 12) ? count : 12;
|
||||
HWND box = CreateWindowExA(
|
||||
0, "COMBOBOX", "",
|
||||
WS_CHILD | WS_VISIBLE | WS_VSCROLL |
|
||||
CBS_DROPDOWNLIST | CBS_OWNERDRAWFIXED | CBS_HASSTRINGS,
|
||||
label.left, label.top + row_h,
|
||||
label.right - label.left, row_h + drop_rows * row_h,
|
||||
fe->menuWindow, (HMENU)(INT_PTR)(kComboIdBase + group),
|
||||
(HINSTANCE) GetWindowLongPtr(fe->menuWindow, GWLP_HINSTANCE), NULL);
|
||||
if (box == NULL)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
SendMessageA(box, WM_SETFONT, (WPARAM) fe->textFont, TRUE);
|
||||
SendMessageA(box, CB_SETITEMHEIGHT, (WPARAM) -1, row_h);
|
||||
SendMessageA(box, CB_SETITEMHEIGHT, 0, row_h);
|
||||
|
||||
// paint the closed box ourselves - see ComboSubclassProc
|
||||
WNDPROC previous = (WNDPROC) SetWindowLongPtrA(
|
||||
box, GWLP_WNDPROC, (LONG_PTR) ComboSubclassProc);
|
||||
if (gComboProc == NULL)
|
||||
{
|
||||
gComboProc = previous;
|
||||
}
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
SendMessageA(box, CB_ADDSTRING, 0, (LPARAM) ItemName(group, i));
|
||||
}
|
||||
if (fe->selection[group] >= count) fe->selection[group] = 0;
|
||||
SendMessageA(box, CB_SETCURSEL, fe->selection[group], 0);
|
||||
fe->combo[group] = box;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -714,7 +941,6 @@ namespace
|
||||
}
|
||||
|
||||
// the map rows need the active scenario's list
|
||||
const int *gItemNameSelection = NULL;
|
||||
|
||||
const char *ItemName(int group, int index)
|
||||
{
|
||||
@@ -776,21 +1002,31 @@ namespace
|
||||
|
||||
SelectObject(mem, fe->textFont);
|
||||
|
||||
// group headers (drawn above each group's first item)
|
||||
int previous_group = -1;
|
||||
// Labels: one above each drop-down, one above the scenario
|
||||
// buttons, one above the pilot name box. The drop-downs draw
|
||||
// themselves (WM_DRAWITEM), so all that is left here is their
|
||||
// captions.
|
||||
SetTextColor(mem, kGreenBright);
|
||||
for (int g = 0; g < GroupCount; ++g)
|
||||
{
|
||||
Logical labelled = (g == GroupScenario) || (fe->combo[g] != NULL);
|
||||
if (!labelled && g != GroupLaunch)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
RECT label = fe->comboLabel[g];
|
||||
if (label.right <= label.left)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
const char *caption = (g == GroupLaunch) ? "PILOT NAME" : GroupTitle(g);
|
||||
DrawTextA(mem, caption, -1, &label,
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
|
||||
for (int i = 0; i < fe->itemCount; ++i)
|
||||
{
|
||||
const FEItem *item = &fe->items[i];
|
||||
if (item->group != previous_group && item->group < GroupLaunch)
|
||||
{
|
||||
previous_group = item->group;
|
||||
RECT header = item->rect;
|
||||
header.top -= (item->rect.bottom - item->rect.top);
|
||||
header.bottom = item->rect.top;
|
||||
SetTextColor(mem, kGreenBright);
|
||||
DrawTextA(mem, GroupTitle(item->group), -1, &header,
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
|
||||
Logical selected =
|
||||
(item->group >= GroupLaunch) ||
|
||||
@@ -848,26 +1084,14 @@ namespace
|
||||
}
|
||||
RECT text = row;
|
||||
text.left += 6;
|
||||
// On a narrow window the longest names (Screaming Broccoli,
|
||||
// Blacker Tarantula) outrun their column. Ellipsis rather than
|
||||
// a glyph sliced down the middle.
|
||||
DrawTextA(mem, ItemName(item->group, item->index), -1, &text,
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE | DT_END_ELLIPSIS);
|
||||
}
|
||||
|
||||
// pilot-name header
|
||||
if (fe->nameEdit != NULL)
|
||||
{
|
||||
RECT edit_rect;
|
||||
GetWindowRect(fe->nameEdit, &edit_rect);
|
||||
POINT corner = { edit_rect.left, edit_rect.top };
|
||||
ScreenToClient(fe->menuWindow, &corner);
|
||||
RECT header;
|
||||
header.left = corner.x;
|
||||
header.right = corner.x + 300;
|
||||
header.bottom = corner.y;
|
||||
header.top = corner.y - 26;
|
||||
SetTextColor(mem, kGreenBright);
|
||||
DrawTextA(mem, "PILOT NAME", -1, &header,
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
||||
}
|
||||
// (the pilot-name caption is drawn with the other labels above)
|
||||
|
||||
BitBlt(hdc, 0, 0, client.right, client.bottom, mem, 0, 0, SRCCOPY);
|
||||
|
||||
@@ -954,6 +1178,65 @@ namespace
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_COMMAND:
|
||||
if (fe != NULL && HIWORD(wParam) == CBN_SELCHANGE)
|
||||
{
|
||||
int group = LOWORD(wParam) - kComboIdBase;
|
||||
if (group >= 0 && group < GroupCount && fe->combo[group] != NULL)
|
||||
{
|
||||
int pick = (int) SendMessageA(fe->combo[group], CB_GETCURSEL, 0, 0);
|
||||
if (pick >= 0)
|
||||
{
|
||||
fe->selection[group] = pick;
|
||||
}
|
||||
// the closed box is ours to redraw now
|
||||
InvalidateRect(fe->combo[group], NULL, FALSE);
|
||||
InvalidateRect(fe->menuWindow, NULL, FALSE);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
//
|
||||
// The drop-downs are owner-drawn so they read as part of the
|
||||
// panel rather than as system widgets: green on black, and the
|
||||
// highlight inverted rather than tinted.
|
||||
//
|
||||
case WM_DRAWITEM:
|
||||
if (fe != NULL)
|
||||
{
|
||||
DRAWITEMSTRUCT *di = (DRAWITEMSTRUCT *) lParam;
|
||||
if (di->CtlType == ODT_COMBOBOX && (int) di->itemID >= 0)
|
||||
{
|
||||
Logical hot =
|
||||
((di->itemState & (ODS_SELECTED | ODS_COMBOBOXEDIT)) == ODS_SELECTED);
|
||||
HBRUSH back = CreateSolidBrush(hot ? kGreenDim : kBlack);
|
||||
FillRect(di->hDC, &di->rcItem, back);
|
||||
DeleteObject(back);
|
||||
|
||||
char text[128];
|
||||
text[0] = '\0';
|
||||
SendMessageA(di->hwndItem, CB_GETLBTEXT, di->itemID, (LPARAM) text);
|
||||
RECT label = di->rcItem;
|
||||
label.left += 6;
|
||||
SetBkMode(di->hDC, TRANSPARENT);
|
||||
SetTextColor(di->hDC, hot ? kBlack : kGreenBright);
|
||||
DrawTextA(di->hDC, text, -1, &label,
|
||||
DT_LEFT | DT_VCENTER | DT_SINGLELINE | DT_END_ELLIPSIS);
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_CTLCOLORLISTBOX:
|
||||
if (fe != NULL)
|
||||
{
|
||||
SetTextColor((HDC) wParam, kGreenBright);
|
||||
SetBkColor((HDC) wParam, kBlack);
|
||||
return (LRESULT) fe->editBrush;
|
||||
}
|
||||
break;
|
||||
|
||||
case WM_CTLCOLOREDIT:
|
||||
if (fe != NULL)
|
||||
{
|
||||
@@ -1483,6 +1766,14 @@ Logical
|
||||
// LobbyRoomLeft: fall through to the setup menu
|
||||
}
|
||||
|
||||
// NOTE: the vehicle catalog below is hand-written while RPL4.RES is
|
||||
// built elsewhere, so the two can drift - this menu offered 'blkspk'
|
||||
// for a while before any vehicle resource backed it. Validating here
|
||||
// does NOT work: the front end runs before the resource file is
|
||||
// opened, so GetResourceFile() has nothing to search yet. If this is
|
||||
// worth guarding, do it offline against the built RPL4.RES (see
|
||||
// tools/resbuild) rather than at menu time.
|
||||
|
||||
for (;;)
|
||||
{
|
||||
FEState fe;
|
||||
|
||||
+84
-43
@@ -725,6 +725,13 @@ void
|
||||
mode_manager->AddModeMask(previousPresetModeMask);
|
||||
}
|
||||
//-----------------------------------
|
||||
// Move the lamps with the mappings.
|
||||
// Doing it here rather than in the
|
||||
// switch handler keeps the keyboard
|
||||
// presets (1-6) in step as well.
|
||||
//-----------------------------------
|
||||
NotifyOfPresetChange(previousPresetNumber, preset_number);
|
||||
//-----------------------------------
|
||||
// Save the new preset number
|
||||
//-----------------------------------
|
||||
previousPresetNumber = preset_number;
|
||||
@@ -733,6 +740,19 @@ void
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
//
|
||||
void
|
||||
L4VTVControlsMapper::NotifyOfPresetChange(
|
||||
int /*old_preset*/,
|
||||
int /*new_preset*/
|
||||
)
|
||||
{
|
||||
Check(this);
|
||||
// The base mapper has no preset lamps to move.
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
//########################### ThrustmasterMapper ##############################
|
||||
//#############################################################################
|
||||
@@ -1400,45 +1420,13 @@ void
|
||||
if (message->dataContents > 0)
|
||||
{
|
||||
//-----------------------------------
|
||||
// Choose a new preset
|
||||
// Choose a new preset. PresetEnable
|
||||
// ignores a repeat of the lit switch
|
||||
// and moves the lamps itself.
|
||||
//-----------------------------------
|
||||
int
|
||||
current_preset_number = (message->dataContents - 1)
|
||||
- LBE4ControlsManager::ButtonSecondary7;
|
||||
|
||||
if (previousPresetNumber != current_preset_number)
|
||||
{
|
||||
//-----------------------------------
|
||||
// Set the old preset lamp to 'dim'
|
||||
//-----------------------------------
|
||||
if (previousPresetNumber >= 0)
|
||||
{
|
||||
Verify(previousPresetNumber < presetCount);
|
||||
|
||||
if (modeLamp[previousPresetNumber] != NULL)
|
||||
{
|
||||
Check(modeLamp[previousPresetNumber]);
|
||||
modeLamp[previousPresetNumber]->SetState(L4Lamp::LampStateDim);
|
||||
}
|
||||
}
|
||||
//-----------------------------------
|
||||
// Set the new preset lamp to 'on'
|
||||
//-----------------------------------
|
||||
if (current_preset_number >= 0)
|
||||
{
|
||||
Verify(current_preset_number < presetCount);
|
||||
|
||||
if (modeLamp[current_preset_number] != NULL)
|
||||
{
|
||||
Check(modeLamp[current_preset_number]);
|
||||
modeLamp[current_preset_number]->SetState(L4Lamp::LampStateOn);
|
||||
}
|
||||
}
|
||||
//-----------------------------------
|
||||
// Change presets
|
||||
//-----------------------------------
|
||||
PresetEnable(current_preset_number);
|
||||
}
|
||||
PresetEnable(
|
||||
(message->dataContents - 1) - LBE4ControlsManager::ButtonSecondary7
|
||||
);
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
@@ -1655,6 +1643,44 @@ void
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// The six amber switches down the map's right flank. Called by PresetEnable,
|
||||
// so the lamps follow the mappings no matter what asked for the change.
|
||||
//
|
||||
void
|
||||
VTVRIOMapper::NotifyOfPresetChange(int old_preset, int new_preset)
|
||||
{
|
||||
Check(this);
|
||||
|
||||
//----------------------------------
|
||||
// Set the old preset lamp to 'dim'
|
||||
//----------------------------------
|
||||
if (old_preset >= 0)
|
||||
{
|
||||
Verify(old_preset < presetCount);
|
||||
|
||||
if (presetLamp[old_preset] != NULL)
|
||||
{
|
||||
Check(presetLamp[old_preset]);
|
||||
presetLamp[old_preset]->SetState(L4Lamp::LampStateDim);
|
||||
}
|
||||
}
|
||||
//----------------------------------
|
||||
// Set the new preset lamp to 'on'
|
||||
//----------------------------------
|
||||
if (new_preset >= 0)
|
||||
{
|
||||
Verify(new_preset < presetCount);
|
||||
|
||||
if (presetLamp[new_preset] != NULL)
|
||||
{
|
||||
Check(presetLamp[new_preset]);
|
||||
presetLamp[new_preset]->SetState(L4Lamp::LampStateOn);
|
||||
}
|
||||
}
|
||||
Check_Fpu();
|
||||
}
|
||||
|
||||
//#############################################################################
|
||||
// Construction and Destruction Support
|
||||
//
|
||||
@@ -1680,6 +1706,20 @@ VTVRIOMapper::VTVRIOMapper(
|
||||
leftPedal = 0.0f;
|
||||
rightPedal = 0.0f;
|
||||
|
||||
//------------------------------------------------
|
||||
// There are no lamps until the mapping blocks
|
||||
// below make them - and under NOMODES they never
|
||||
// do, so the notify methods must see NULLs.
|
||||
//------------------------------------------------
|
||||
{
|
||||
int
|
||||
i;
|
||||
|
||||
for(i=0; i<configLampCount; ++i) configLamp[i] = NULL;
|
||||
for(i=0; i<modeLampCount; ++i) modeLamp[i] = NULL;
|
||||
for(i=0; i<presetCount; ++i) presetLamp[i] = NULL;
|
||||
}
|
||||
|
||||
Check(application);
|
||||
LBE4ControlsManager
|
||||
*controls = Cast_Object(
|
||||
@@ -1915,13 +1955,14 @@ VTVRIOMapper::VTVRIOMapper(
|
||||
this
|
||||
);
|
||||
|
||||
// These lamps are explicitly controlled by SelectPresetMessageHandler
|
||||
modeLamp[i] = CreateControlledLamp(button_number[i]);
|
||||
// These lamps are explicitly controlled by NotifyOfPresetChange.
|
||||
// They are six, and they are NOT the four mode lamps above.
|
||||
presetLamp[i] = CreateControlledLamp(button_number[i]);
|
||||
|
||||
if (modeLamp[i] != NULL)
|
||||
if (presetLamp[i] != NULL)
|
||||
{
|
||||
Check(modeLamp[i]);
|
||||
modeLamp[i]->SetState(
|
||||
Check(presetLamp[i]);
|
||||
presetLamp[i]->SetState(
|
||||
(i==0)? L4Lamp::LampStateOn : L4Lamp::LampStateDim
|
||||
);
|
||||
}
|
||||
|
||||
@@ -104,6 +104,12 @@ ModeMask
|
||||
//
|
||||
void
|
||||
PresetEnable(int preset_number);
|
||||
|
||||
// Announced by PresetEnable for EVERY preset change, whichever way it was
|
||||
// triggered - map-flank switch or keyboard. Platforms carrying preset
|
||||
// lamps move them here; the base mapper has none.
|
||||
virtual void
|
||||
NotifyOfPresetChange(int old_preset, int new_preset);
|
||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||
// Protected data
|
||||
//
|
||||
@@ -250,6 +256,9 @@ public:
|
||||
void
|
||||
NotifyOfConfigurationModeChange(Logical new_state);
|
||||
|
||||
void
|
||||
NotifyOfPresetChange(int old_preset, int new_preset);
|
||||
|
||||
void
|
||||
SetPerformance(Performance performance)
|
||||
{
|
||||
|
||||
+351
-384
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user