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abd720dd6e |
@@ -40,6 +40,11 @@ ipch/
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*.log
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*.log
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rpl4.log
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rpl4.log
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# Where the game window and the exploded view's panes were last dragged
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# to (RP412MFDLAYOUT). Per-machine by nature - it is screen coordinates
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# on somebody's desk.
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mfd_layout.cfg
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# Build-output static libs that land in lib/ (the two committed dependency
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# Build-output static libs that land in lib/ (the two committed dependency
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# libs, OpenAL32.lib and libsndfile-1.lib, stay tracked).
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# libs, OpenAL32.lib and libsndfile-1.lib, stay tracked).
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/lib/Munga_L4.lib
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/lib/Munga_L4.lib
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+78
-1
@@ -13,6 +13,7 @@ L4TEXOP::WrapType d3d_OBJECT::mLastWrapV = L4TEXOP::WrapType::REPEAT;
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bool d3d_OBJECT::mLastTexturingState = true;
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bool d3d_OBJECT::mLastTexturingState = true;
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long d3d_OBJECT::mNextID = 1;
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long d3d_OBJECT::mNextID = 1;
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stdext::hash_map<std::string, L4TEXOP> d3d_OBJECT::mTextureCache;
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stdext::hash_map<std::string, L4TEXOP> d3d_OBJECT::mTextureCache;
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LPDIRECT3DTEXTURE9 d3d_OBJECT::mNamePlateMarkers[d3d_OBJECT::kNamePlateCount + 1] = { NULL };
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void chgext(char *filePath, const char *newExtension)
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void chgext(char *filePath, const char *newExtension)
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{
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{
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@@ -156,7 +157,36 @@ d3d_OBJECT *d3d_OBJECT::LoadObject(LPDIRECT3DDEVICE9 device, char *fileName)
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{
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{
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sprintf(textureFilename, "VIDEO\\%s", materials[i].pTextureFilename);
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sprintf(textureFilename, "VIDEO\\%s", materials[i].pTextureFilename);
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}
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}
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object->mDrawOps[i].texture = LoadTexture(device, textureFilename);
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//
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// playerN is not a file - it is a pilot's callsign, drawn into
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// a texture at run time, so loading it always fails. Give the
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// plate its marker texture instead: it keeps the eight sign
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// faces as eight separate draw ops through consolidation, and
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// the Winners Circle swaps the real callsign in later.
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//
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const char *base = strrchr(textureFilename, '\\');
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base = (base != NULL) ? base + 1 : textureFilename;
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int plate = 0;
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if (_strnicmp(base, "player", 6) == 0 &&
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base[6] >= '1' && base[6] <= '8')
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{
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plate = base[6] - '0';
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}
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if (plate != 0)
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{
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memset(&object->mDrawOps[i].texture, 0, sizeof(L4TEXOP));
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object->mDrawOps[i].texture.texture =
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NamePlateMarker(device, plate);
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if (object->mDrawOps[i].texture.texture != NULL)
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{
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object->mDrawOps[i].texture.texture->AddRef();
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}
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}
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else
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{
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object->mDrawOps[i].texture = LoadTexture(device, textureFilename);
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}
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}
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}
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if (nextDetailOp < numDetailOps && detailOps[nextDetailOp] == i)
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if (nextDetailOp < numDetailOps && detailOps[nextDetailOp] == i)
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@@ -286,6 +316,53 @@ void d3d_OBJECT::FlushTextureCache()
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(*iter).second.texture->Release();
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(*iter).second.texture->Release();
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}
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}
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mTextureCache.clear();
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mTextureCache.clear();
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for (int plate = 0; plate <= kNamePlateCount; ++plate)
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{
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if (mNamePlateMarkers[plate] != NULL)
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||||||
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{
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mNamePlateMarkers[plate]->Release();
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mNamePlateMarkers[plate] = NULL;
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}
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||||||
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}
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||||||
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}
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//
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// A distinct 1x1 texture per plate, so the eight sign faces stay eight
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// separate draw ops through mesh consolidation instead of merging into one.
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// Its content never shows - the callsign replaces it before the podium.
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//
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LPDIRECT3DTEXTURE9 d3d_OBJECT::NamePlateMarker(LPDIRECT3DDEVICE9 device, int plate)
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{
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if (plate < 1 || plate > kNamePlateCount || device == NULL)
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||||||
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{
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return NULL;
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}
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if (mNamePlateMarkers[plate] == NULL)
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{
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device->CreateTexture(1, 1, 1, 0, D3DFMT_A4R4G4B4, D3DPOOL_MANAGED,
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&mNamePlateMarkers[plate], NULL);
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}
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return mNamePlateMarkers[plate];
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}
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//
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// Which plate a texture is the marker for, or 0 if it is not one.
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//
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int d3d_OBJECT::NamePlateFor(LPDIRECT3DTEXTURE9 texture)
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{
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if (texture == NULL)
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||||||
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{
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return 0;
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}
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for (int plate = 1; plate <= kNamePlateCount; ++plate)
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{
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if (mNamePlateMarkers[plate] == texture)
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{
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return plate;
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}
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}
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return 0;
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||||||
}
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}
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||||||
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d3d_OBJECT::d3d_OBJECT(LPDIRECT3DDEVICE9 device, int vertCount)
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d3d_OBJECT::d3d_OBJECT(LPDIRECT3DDEVICE9 device, int vertCount)
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|||||||
@@ -111,6 +111,27 @@ public:
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// race loop tears the renderer down between missions).
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// race loop tears the renderer down between missions).
|
||||||
static void FlushTextureCache();
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static void FlushTextureCache();
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||||||
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||||||
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//------------------------------------------------------------------
|
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// Pilot name plates.
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//
|
||||||
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// The Winners Circle signs ask for textures called player1..player8,
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// which are not files - the renderer draws each pilot's callsign into
|
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// a texture at run time. Loading them fails and the plates come out
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// blank, so the draw ops that wanted them are noted here as the
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// geometry loads, and bound to the real textures once the finishing
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// order is known.
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//
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||||||
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// Cleared with the texture cache: the entries point at objects that
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// belong to the mission being torn down.
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||||||
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//------------------------------------------------------------------
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||||||
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// Each plate is given a distinct marker texture as it loads. Without
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||||||
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// one they are eight identical untextured draw ops, and consolidation
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||||||
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// merges every static mesh by material - all eight plates would
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// collapse into a single shared op that can only ever show one name.
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enum { kNamePlateCount = 8 };
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static LPDIRECT3DTEXTURE9 NamePlateMarker(LPDIRECT3DDEVICE9 device, int plate);
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static int NamePlateFor(LPDIRECT3DTEXTURE9 texture);
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private:
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private:
|
||||||
static d3d_OBJECT* LoadSpheres(LPDIRECT3DDEVICE9 device, char *fileName);
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static d3d_OBJECT* LoadSpheres(LPDIRECT3DDEVICE9 device, char *fileName);
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@@ -150,6 +171,9 @@ private:
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|||||||
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||||||
static long mNextID;
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static long mNextID;
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||||||
static stdext::hash_map< std::string , L4TEXOP > mTextureCache;
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static stdext::hash_map< std::string , L4TEXOP > mTextureCache;
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||||||
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||||||
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// index 1..8; [0] unused so the index is the plate number
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||||||
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static LPDIRECT3DTEXTURE9 mNamePlateMarkers[kNamePlateCount + 1];
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||||||
};
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};
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||||||
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||||||
extern int gNumBatches;
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extern int gNumBatches;
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||||||
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|||||||
@@ -10,6 +10,74 @@ namespace
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|||||||
|
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||||||
const int buttonGap = 4;
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const int buttonGap = 4;
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||||||
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||||||
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//---------------------------------------------------------------
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||||||
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// Sticky placement for the exploded view. See L4MFDVIEW.h; ported
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||||||
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// from BT411's BT_GLASS_LAYOUT.
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||||||
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//---------------------------------------------------------------
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||||||
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enum { LayoutOff = 0, LayoutLoad, LayoutSave };
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||||||
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||||||
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const char layoutFileName[] = "mfd_layout.cfg";
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||||||
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||||||
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// every window taking part, so Save can walk them
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||||||
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enum { maxLayoutWindows = 12 };
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||||||
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struct LayoutWindow
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||||||
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{
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||||||
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void *window;
|
||||||
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const char *title;
|
||||||
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Logical withSize;
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||||||
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Logical bare; // frame stripped, per the file
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||||||
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};
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||||||
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LayoutWindow layoutWindows[maxLayoutWindows];
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||||||
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int layoutWindowCount = 0;
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||||||
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||||||
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//---------------------------------------------------------------
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||||||
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// Take a window's frame off: no title bar, no border, nothing to
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||||||
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// drag it by. WS_SYSMENU stays - it draws nothing once the caption
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||||||
|
// is gone, but without one DefWindowProc will not honour Alt+F4,
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||||||
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// and a bare window with no way to close it is a trap.
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||||||
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//---------------------------------------------------------------
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||||||
|
void StripWindowFrame(HWND window)
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||||||
|
{
|
||||||
|
LONG_PTR style = GetWindowLongPtrA(window, GWL_STYLE);
|
||||||
|
style &= ~(WS_CAPTION | WS_THICKFRAME | WS_MINIMIZEBOX |
|
||||||
|
WS_MAXIMIZEBOX | WS_BORDER | WS_DLGFRAME);
|
||||||
|
style |= WS_POPUP;
|
||||||
|
SetWindowLongPtrA(window, GWL_STYLE, style);
|
||||||
|
}
|
||||||
|
|
||||||
|
int LayoutMode()
|
||||||
|
{
|
||||||
|
static int mode = -1;
|
||||||
|
if (mode < 0)
|
||||||
|
{
|
||||||
|
const char *setting = getenv("RP412MFDLAYOUT");
|
||||||
|
if (setting == NULL || setting[0] == '\0')
|
||||||
|
{
|
||||||
|
mode = LayoutOff;
|
||||||
|
}
|
||||||
|
else if (!stricmp(setting, "off") || !stricmp(setting, "0"))
|
||||||
|
{
|
||||||
|
mode = LayoutOff;
|
||||||
|
}
|
||||||
|
else if (!stricmp(setting, "load") || !stricmp(setting, "restore"))
|
||||||
|
{
|
||||||
|
mode = LayoutLoad;
|
||||||
|
}
|
||||||
|
else // save / adjust / on / 1
|
||||||
|
{
|
||||||
|
mode = LayoutSave;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (mode != LayoutOff)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "MFDLayout: RP412MFDLAYOUT="
|
||||||
|
<< ((mode == LayoutSave) ? "save" : "load")
|
||||||
|
<< " (" << layoutFileName << ")\n" << std::flush;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return mode;
|
||||||
|
}
|
||||||
|
|
||||||
//---------------------------------------------------------------
|
//---------------------------------------------------------------
|
||||||
// Button banks run UNDER the glass: a button reaches this far in
|
// Button banks run UNDER the glass: a button reaches this far in
|
||||||
// from the display edge, but only the indicator strip clears that
|
// from the display edge, but only the indicator strip clears that
|
||||||
@@ -108,6 +176,15 @@ namespace
|
|||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
case WM_EXITSIZEMOVE:
|
||||||
|
//
|
||||||
|
// A drag just finished. Write the whole arrangement now rather
|
||||||
|
// than trusting teardown, so a hard kill still leaves the
|
||||||
|
// layout that was on screen. No-op unless the mode is save.
|
||||||
|
//
|
||||||
|
RPWindowLayout_Save();
|
||||||
|
return 0;
|
||||||
|
|
||||||
case WM_CLOSE:
|
case WM_CLOSE:
|
||||||
// Part of the cockpit; just hide it.
|
// Part of the cockpit; just hide it.
|
||||||
ShowWindow(hwnd, SW_HIDE);
|
ShowWindow(hwnd, SW_HIDE);
|
||||||
@@ -148,6 +225,8 @@ MFDSplitView::MFDSplitView(
|
|||||||
sourceHeight = source_height;
|
sourceHeight = source_height;
|
||||||
buttonCount = 0;
|
buttonCount = 0;
|
||||||
pressedIndex = -1;
|
pressedIndex = -1;
|
||||||
|
paneTitle = title;
|
||||||
|
ownWindow = (parent == NULL) ? True : False;
|
||||||
|
|
||||||
pixels = new unsigned long[source_width * source_height];
|
pixels = new unsigned long[source_width * source_height];
|
||||||
memset(pixels, 0, source_width * source_height * sizeof(unsigned long));
|
memset(pixels, 0, source_width * source_height * sizeof(unsigned long));
|
||||||
@@ -230,6 +309,14 @@ MFDSplitView::MFDSplitView(
|
|||||||
{
|
{
|
||||||
SetWindowLongPtrA((HWND) window, GWLP_USERDATA, (LONG_PTR) this);
|
SetWindowLongPtrA((HWND) window, GWLP_USERDATA, (LONG_PTR) this);
|
||||||
ShowWindow((HWND) window, SW_SHOWNOACTIVATE);
|
ShowWindow((HWND) window, SW_SHOWNOACTIVATE);
|
||||||
|
|
||||||
|
// only the exploded view's own windows can be dragged, so only
|
||||||
|
// those have a placement worth remembering. Position only - see
|
||||||
|
// RPWindowLayout_Register.
|
||||||
|
if (ownWindow)
|
||||||
|
{
|
||||||
|
RPWindowLayout_Register(window, paneTitle, False);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -241,6 +328,9 @@ MFDSplitView::~MFDSplitView()
|
|||||||
{
|
{
|
||||||
Check_Pointer(this);
|
Check_Pointer(this);
|
||||||
|
|
||||||
|
// out of the layout registry before the window goes
|
||||||
|
RPWindowLayout_Forget(window);
|
||||||
|
|
||||||
if (window != NULL)
|
if (window != NULL)
|
||||||
{
|
{
|
||||||
SetWindowLongPtrA((HWND) window, GWLP_USERDATA, 0);
|
SetWindowLongPtrA((HWND) window, GWLP_USERDATA, 0);
|
||||||
@@ -259,6 +349,272 @@ Logical
|
|||||||
return pixels != NULL;
|
return pixels != NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
// Join the saved layout. Registering twice just refreshes the entry, so
|
||||||
|
// a window re-registering after being rebuilt is harmless.
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
void
|
||||||
|
RPWindowLayout_Register(void *window, const char *title, Logical with_size)
|
||||||
|
{
|
||||||
|
if (window == NULL || title == NULL)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for (int i = 0; i < layoutWindowCount; ++i)
|
||||||
|
{
|
||||||
|
if (layoutWindows[i].window == window)
|
||||||
|
{
|
||||||
|
layoutWindows[i].title = title;
|
||||||
|
layoutWindows[i].withSize = with_size;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (layoutWindowCount >= maxLayoutWindows)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
layoutWindows[layoutWindowCount].window = window;
|
||||||
|
layoutWindows[layoutWindowCount].title = title;
|
||||||
|
layoutWindows[layoutWindowCount].withSize = with_size;
|
||||||
|
layoutWindows[layoutWindowCount].bare = False;
|
||||||
|
++layoutWindowCount;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
RPWindowLayout_Forget(void *window)
|
||||||
|
{
|
||||||
|
for (int i = 0; i < layoutWindowCount; ++i)
|
||||||
|
{
|
||||||
|
if (layoutWindows[i].window == window)
|
||||||
|
{
|
||||||
|
layoutWindows[i] = layoutWindows[--layoutWindowCount];
|
||||||
|
layoutWindows[layoutWindowCount].window = NULL;
|
||||||
|
layoutWindows[layoutWindowCount].title = NULL;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
// Sticky placement: restore the saved placement over the computed one.
|
||||||
|
//
|
||||||
|
// Called once everything has been built and placed, so a window the file
|
||||||
|
// does not mention simply keeps where it was put. Size comes back only
|
||||||
|
// for windows registered with it - see the header.
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
void
|
||||||
|
RPWindowLayout_Load()
|
||||||
|
{
|
||||||
|
if (LayoutMode() == LayoutOff || layoutWindowCount == 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
FILE *file = fopen(layoutFileName, "rt");
|
||||||
|
if (file == NULL)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "MFDLayout: no " << layoutFileName
|
||||||
|
<< " yet (using the computed arrangement)\n" << std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
int restored = 0;
|
||||||
|
char line[256];
|
||||||
|
while (fgets(line, sizeof(line), file) != NULL)
|
||||||
|
{
|
||||||
|
char *cursor = line;
|
||||||
|
while (*cursor == ' ' || *cursor == '\t')
|
||||||
|
{
|
||||||
|
++cursor;
|
||||||
|
}
|
||||||
|
if (*cursor == '#' || *cursor == '\r' || *cursor == '\n' || *cursor == '\0')
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// titles carry no '=', so the first one splits the line
|
||||||
|
char *equals = strchr(cursor, '=');
|
||||||
|
if (equals == NULL)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
*equals = '\0';
|
||||||
|
char *end = equals;
|
||||||
|
while (end > cursor && (end[-1] == ' ' || end[-1] == '\t'))
|
||||||
|
{
|
||||||
|
--end;
|
||||||
|
}
|
||||||
|
*end = '\0';
|
||||||
|
|
||||||
|
int x = 0, y = 0, w = 0, h = 0;
|
||||||
|
if (sscanf(equals + 1, "%d,%d,%d,%d", &x, &y, &w, &h) < 2)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Optional trailing keyword, "x,y,w,h,noframe". Searched for
|
||||||
|
// rather than parsed in place so a hand-edited line survives a
|
||||||
|
// stray space or a missing comma.
|
||||||
|
//
|
||||||
|
Logical bare = (strstr(equals + 1, "noframe") != NULL) ? True : False;
|
||||||
|
|
||||||
|
for (int i = 0; i < layoutWindowCount; ++i)
|
||||||
|
{
|
||||||
|
LayoutWindow &entry = layoutWindows[i];
|
||||||
|
if (entry.title == NULL || strcmp(entry.title, cursor) != 0)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
HWND target = (HWND) entry.window;
|
||||||
|
if (target == NULL || !IsWindow(target))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// a saved size of nothing is a corrupt line, not an instruction
|
||||||
|
Logical size_it = (entry.withSize && w > 0 && h > 0) ? True : False;
|
||||||
|
|
||||||
|
//
|
||||||
|
// Saved coordinates belong to whatever monitors were plugged
|
||||||
|
// in that day. If the placement lands on none of today's, drop
|
||||||
|
// it and keep the computed one - restoring the game window
|
||||||
|
// somewhere invisible would leave nothing to drag back.
|
||||||
|
//
|
||||||
|
RECT landing;
|
||||||
|
landing.left = x;
|
||||||
|
landing.top = y;
|
||||||
|
if (size_it)
|
||||||
|
{
|
||||||
|
landing.right = x + w;
|
||||||
|
landing.bottom = y + h;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
RECT current;
|
||||||
|
if (!GetWindowRect(target, ¤t))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
landing.right = x + (current.right - current.left);
|
||||||
|
landing.bottom = y + (current.bottom - current.top);
|
||||||
|
}
|
||||||
|
if (MonitorFromRect(&landing, MONITOR_DEFAULTTONULL) == NULL)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "MFDLayout: " << cursor << " was saved at "
|
||||||
|
<< x << "," << y << " - off every monitor now, ignoring\n"
|
||||||
|
<< std::flush;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Frame off, if the line asked. A bare window's rect IS its
|
||||||
|
// client rect, so whatever client area it has now is the size
|
||||||
|
// to hand back - which also makes the round trip stable: once
|
||||||
|
// bare, what Save records is already the client.
|
||||||
|
//
|
||||||
|
entry.bare = bare;
|
||||||
|
if (bare)
|
||||||
|
{
|
||||||
|
if (!size_it)
|
||||||
|
{
|
||||||
|
RECT client;
|
||||||
|
if (GetClientRect(target, &client))
|
||||||
|
{
|
||||||
|
w = client.right;
|
||||||
|
h = client.bottom;
|
||||||
|
size_it = True;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
StripWindowFrame(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
SetWindowPos(target, NULL, x, y, w, h,
|
||||||
|
SWP_NOZORDER | SWP_NOACTIVATE |
|
||||||
|
(size_it ? 0 : SWP_NOSIZE) | (bare ? SWP_FRAMECHANGED : 0));
|
||||||
|
++restored;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
fclose(file);
|
||||||
|
|
||||||
|
DEBUG_STREAM << "MFDLayout: restored " << restored << " window placement(s) from "
|
||||||
|
<< layoutFileName << "\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
// Write where every registered window currently is. The whole file each
|
||||||
|
// time - it is a handful of lines, and a rewrite leaves nothing
|
||||||
|
// half-written for a hard kill to catch.
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
void
|
||||||
|
RPWindowLayout_Save()
|
||||||
|
{
|
||||||
|
if (LayoutMode() != LayoutSave || layoutWindowCount == 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
FILE *file = fopen(layoutFileName, "wt");
|
||||||
|
if (file == NULL)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "MFDLayout: could not write " << layoutFileName
|
||||||
|
<< "\n" << std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
fputs("# RP412 window placement. RP412MFDLAYOUT=save writes this on each\n"
|
||||||
|
"# finished drag and on exit; =load restores it.\n"
|
||||||
|
"# <title>=<x>,<y>,<w>,<h>. The game window gets its size back too;\n"
|
||||||
|
"# for the display panes the size is reference only, since theirs\n"
|
||||||
|
"# follows their content.\n"
|
||||||
|
"# Append ,noframe to take that window's title bar and border off.\n"
|
||||||
|
"# Put it where you want it first - a bare window has nothing to\n"
|
||||||
|
"# drag by, so its line stops changing once the frame is gone.\n", file);
|
||||||
|
|
||||||
|
int wrote = 0;
|
||||||
|
for (int i = 0; i < layoutWindowCount; ++i)
|
||||||
|
{
|
||||||
|
LayoutWindow &entry = layoutWindows[i];
|
||||||
|
if (entry.title == NULL)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
HWND entry_window = (HWND) entry.window;
|
||||||
|
if (entry_window == NULL || !IsWindow(entry_window))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
//
|
||||||
|
// rcNormalPosition rather than GetWindowRect: a minimised window
|
||||||
|
// reports a nonsense rect and a maximised one reports the screen,
|
||||||
|
// and neither is what to come back to. This is the restored
|
||||||
|
// placement whatever state the window is in, so quitting from
|
||||||
|
// maximised still records where the window will reappear.
|
||||||
|
//
|
||||||
|
WINDOWPLACEMENT placement;
|
||||||
|
memset(&placement, 0, sizeof(placement));
|
||||||
|
placement.length = sizeof(placement);
|
||||||
|
if (!GetWindowPlacement(entry_window, &placement))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
RECT bounds = placement.rcNormalPosition;
|
||||||
|
// the flag is the player's instruction, not something measured off
|
||||||
|
// the window, so a rewrite has to carry it back out
|
||||||
|
fprintf(file, "%s=%ld,%ld,%ld,%ld%s\n", entry.title,
|
||||||
|
(long) bounds.left, (long) bounds.top,
|
||||||
|
(long) (bounds.right - bounds.left),
|
||||||
|
(long) (bounds.bottom - bounds.top),
|
||||||
|
entry.bare ? ",noframe" : "");
|
||||||
|
++wrote;
|
||||||
|
}
|
||||||
|
fclose(file);
|
||||||
|
|
||||||
|
DEBUG_STREAM << "MFDLayout: saved " << wrote << " window placement(s) to "
|
||||||
|
<< layoutFileName << "\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
// Compute the display rectangle and the button rectangles, growing the
|
// Compute the display rectangle and the button rectangles, growing the
|
||||||
// client area to make room for the strips.
|
// client area to make room for the strips.
|
||||||
@@ -490,6 +846,20 @@ void
|
|||||||
// one message per frame, and queued WM_PAINTs (lowest priority) starve
|
// one message per frame, and queued WM_PAINTs (lowest priority) starve
|
||||||
// behind it - panes would freeze on their first frame.
|
// behind it - panes would freeze on their first frame.
|
||||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
// Off screen, and stay off: the pane keeps its pixels and geometry, it
|
||||||
|
// simply stops being shown. Repaint() on a hidden window is harmless.
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
void
|
||||||
|
MFDSplitView::Hide()
|
||||||
|
{
|
||||||
|
Check_Pointer(this);
|
||||||
|
if (window != NULL)
|
||||||
|
{
|
||||||
|
ShowWindow((HWND) window, SW_HIDE);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void
|
void
|
||||||
MFDSplitView::SetPosition(int x, int y)
|
MFDSplitView::SetPosition(int x, int y)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -71,6 +71,20 @@ public:
|
|||||||
void
|
void
|
||||||
Resize(int display_width, int display_height);
|
Resize(int display_width, int display_height);
|
||||||
|
|
||||||
|
// Take the pane off screen. Used for the Winners Circle, which wants
|
||||||
|
// the whole viewscreen: the panes overlap it like the pod's bezels,
|
||||||
|
// so hiding them uncovers the full canvas underneath.
|
||||||
|
void
|
||||||
|
Hide();
|
||||||
|
|
||||||
|
// caption and HWND, for the sticky-placement file
|
||||||
|
const char *
|
||||||
|
Title() const
|
||||||
|
{ return paneTitle; }
|
||||||
|
void *
|
||||||
|
Window()
|
||||||
|
{ return window; }
|
||||||
|
|
||||||
~MFDSplitView();
|
~MFDSplitView();
|
||||||
|
|
||||||
Logical
|
Logical
|
||||||
@@ -141,4 +155,78 @@ protected:
|
|||||||
int
|
int
|
||||||
buttonAnchorA,
|
buttonAnchorA,
|
||||||
buttonAnchorB;
|
buttonAnchorB;
|
||||||
|
|
||||||
|
// the window caption, and the key this pane is saved under
|
||||||
|
const char
|
||||||
|
*paneTitle;
|
||||||
|
// True for a pane of its own on the desktop (the exploded view); the
|
||||||
|
// composited cockpit's panes are chrome-less children and cannot be
|
||||||
|
// dragged, so there is nothing to remember for them.
|
||||||
|
Logical
|
||||||
|
ownWindow;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
//########################################################################
|
||||||
|
// Sticky window placement.
|
||||||
|
//
|
||||||
|
// The game window and, in the exploded view, each display pane are all
|
||||||
|
// draggable, but their placement is recomputed on every launch - so
|
||||||
|
// putting a window somewhere useful never survived the menu-race-menu
|
||||||
|
// loop. RP412MFDLAYOUT remembers it, in mfd_layout.cfg beside
|
||||||
|
// bindings.txt:
|
||||||
|
//
|
||||||
|
// off / 0 / unset computed placement only, no file (default)
|
||||||
|
// load / restore restore saved placement at startup, never write
|
||||||
|
// save / adjust restore, then rewrite on each finished drag and
|
||||||
|
// on teardown - the round trip
|
||||||
|
//
|
||||||
|
// One "<title>=x,y,w,h" line per window, plus an optional ",noframe"
|
||||||
|
// that takes that window's title bar and border off - for a cockpit that
|
||||||
|
// fills a monitor edge to edge without -fit's all-or-nothing, or an
|
||||||
|
// exploded pane photographed without chrome. A bare window has nothing
|
||||||
|
// to drag by, so place it first and add the flag after; Save carries the
|
||||||
|
// flag back out, since it is an instruction rather than something
|
||||||
|
// measured off the window. Windows are always built framed, so deleting
|
||||||
|
// the flag is all it takes to get the frame back.
|
||||||
|
//
|
||||||
|
// Whether the size comes back depends on the window, which is why
|
||||||
|
// Register takes it as a flag:
|
||||||
|
//
|
||||||
|
// display panes position only. A pane's size follows its content and
|
||||||
|
// its button banks, so an old size from a different
|
||||||
|
// build must not distort it.
|
||||||
|
// the game window position and size. Nothing derives that size - -res
|
||||||
|
// only decides how sharp the scene is, and the cockpit
|
||||||
|
// fits itself to whatever client area it is given - so
|
||||||
|
// a window sized to suit a monitor should come back
|
||||||
|
// that way, and half-restoring it would be the strange
|
||||||
|
// behaviour. RPL4.CPP registers it before the console
|
||||||
|
// screen, so the saved placement is there from the
|
||||||
|
// first frame rather than arriving when a race starts.
|
||||||
|
//
|
||||||
|
// A placement that lands on none of the monitors currently plugged in is
|
||||||
|
// ignored rather than applied - restoring the game window off screen
|
||||||
|
// would leave nothing to drag back.
|
||||||
|
//
|
||||||
|
// Lives here because the display panes were the first to need it; the
|
||||||
|
// game window joined later rather than grow a second copy of the same
|
||||||
|
// file format.
|
||||||
|
//
|
||||||
|
// Ported from BT411's BT_GLASS_LAYOUT.
|
||||||
|
//########################################################################
|
||||||
|
|
||||||
|
// Take part in the saved layout. title is the key in the file and must
|
||||||
|
// outlive the window (the callers pass string literals).
|
||||||
|
void
|
||||||
|
RPWindowLayout_Register(void *window, const char *title, Logical with_size);
|
||||||
|
void
|
||||||
|
RPWindowLayout_Forget(void *window);
|
||||||
|
|
||||||
|
// Apply the saved placement over the computed one. Call once everything
|
||||||
|
// has been built and placed.
|
||||||
|
void
|
||||||
|
RPWindowLayout_Load();
|
||||||
|
|
||||||
|
// Write every registered window's placement. No-op unless mode is save.
|
||||||
|
void
|
||||||
|
RPWindowLayout_Save();
|
||||||
|
|||||||
@@ -3839,6 +3839,11 @@ static LRESULT CALLBACK
|
|||||||
cockpit->LayoutCockpit(LOWORD(lParam), HIWORD(lParam));
|
cockpit->LayoutCockpit(LOWORD(lParam), HIWORD(lParam));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
//
|
||||||
|
// WM_EXITSIZEMOVE is not handled here: RPL4.CPP's own WndProc takes
|
||||||
|
// it, and this chains straight through to that, so the shell saves on
|
||||||
|
// every finished drag whether or not a cockpit has been built.
|
||||||
|
//
|
||||||
return CallWindowProcA(gCockpitBaseProc, hwnd, message, wParam, lParam);
|
return CallWindowProcA(gCockpitBaseProc, hwnd, message, wParam, lParam);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -4161,6 +4166,29 @@ void
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
// Clear the glass off the screen for the Winners Circle.
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
void
|
||||||
|
SVGA16::HideSecondaryDisplays()
|
||||||
|
{
|
||||||
|
Check_Pointer(this);
|
||||||
|
|
||||||
|
if (!splitViews)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
for (int view = 0; view < SplitViewCount; ++view)
|
||||||
|
{
|
||||||
|
if (splitView[view] != NULL)
|
||||||
|
{
|
||||||
|
splitView[view]->Hide();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
DEBUG_STREAM << "SVGA16: secondary displays hidden for the podium\n"
|
||||||
|
<< std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
// Fit the 1920x1080 cockpit canvas into the given client area: one
|
// Fit the 1920x1080 cockpit canvas into the given client area: one
|
||||||
// uniform scale (so the canvas never stretches - a wider desktop just
|
// uniform scale (so the canvas never stretches - a wider desktop just
|
||||||
@@ -4434,6 +4462,15 @@ SVGA16::SVGA16(
|
|||||||
splitView[SplitMFDLowerRight]->SetPosition(
|
splitView[SplitMFDLowerRight]->SetPosition(
|
||||||
work.left + right_x, work.top + bottom_y);
|
work.left + right_x, work.top + bottom_y);
|
||||||
splitView[SplitMap]->SetPosition(work.left + map_x, work.top + map_y);
|
splitView[SplitMap]->SetPosition(work.left + map_x, work.top + map_y);
|
||||||
|
|
||||||
|
//
|
||||||
|
// ...and then let RP412MFDLAYOUT put everything back where it was
|
||||||
|
// dragged to last time. Windows the file does not mention keep the
|
||||||
|
// arrangement just computed above. The game window is registered
|
||||||
|
// already - RPL4.CPP does that before the console screen ever
|
||||||
|
// shows - so this picks it up alongside the panes.
|
||||||
|
//
|
||||||
|
RPWindowLayout_Load();
|
||||||
}
|
}
|
||||||
else if (splitViews)
|
else if (splitViews)
|
||||||
{
|
{
|
||||||
@@ -4645,6 +4682,23 @@ SVGA16::SVGA16(
|
|||||||
// catch maximise / restore / drag-resize and re-fit
|
// catch maximise / restore / drag-resize and re-fit
|
||||||
gCockpitBaseProc = (WNDPROC) SetWindowLongPtrA(
|
gCockpitBaseProc = (WNDPROC) SetWindowLongPtrA(
|
||||||
cockpit, GWLP_WNDPROC, (LONG_PTR) CockpitShellProc);
|
cockpit, GWLP_WNDPROC, (LONG_PTR) CockpitShellProc);
|
||||||
|
|
||||||
|
//
|
||||||
|
// Sticky placement for the shell. Position AND size: nothing
|
||||||
|
// derives that size here - -res only decides how sharp the
|
||||||
|
// scene is - so a window sized to suit a monitor should come
|
||||||
|
// back that way. RPL4.CPP registered it before the console
|
||||||
|
// screen; this reload undoes the sizing just done above, and
|
||||||
|
// runs after the subclass on purpose so its WM_SIZE puts
|
||||||
|
// LayoutCockpit over the restored client area.
|
||||||
|
//
|
||||||
|
// -fit sits it borderless over the whole monitor, so there is
|
||||||
|
// no placement of the player's to remember.
|
||||||
|
//
|
||||||
|
if (!fit_display)
|
||||||
|
{
|
||||||
|
RPWindowLayout_Load();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
@@ -4840,6 +4894,14 @@ SVGA16::~SVGA16()
|
|||||||
//---------------------------------------------------------
|
//---------------------------------------------------------
|
||||||
//SVGASetSplitterClock(False);
|
//SVGASetSplitterClock(False);
|
||||||
|
|
||||||
|
//
|
||||||
|
// Backstop for the sticky placement: every finished drag has already
|
||||||
|
// been written, but a window moved and then closed straight away would
|
||||||
|
// otherwise be missed. Must run before the panes go - it reads their
|
||||||
|
// live window rects, and the game window's.
|
||||||
|
//
|
||||||
|
RPWindowLayout_Save();
|
||||||
|
|
||||||
for (int view = 0; view < SplitViewCount; ++view)
|
for (int view = 0; view < SplitViewCount; ++view)
|
||||||
{
|
{
|
||||||
delete splitView[view];
|
delete splitView[view];
|
||||||
|
|||||||
@@ -349,6 +349,18 @@ public:
|
|||||||
GetCockpit()
|
GetCockpit()
|
||||||
{ return activeCockpit; }
|
{ return activeCockpit; }
|
||||||
|
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
// Take the six secondary displays off screen and leave the whole
|
||||||
|
// canvas to the viewscreen. The Winners Circle wants the podium
|
||||||
|
// uncluttered, and the panes are only bezels over the 3D - hiding
|
||||||
|
// them uncovers what is already being drawn behind.
|
||||||
|
//
|
||||||
|
// There is no matching show: the mission is over by the time this
|
||||||
|
// is called, and the next race builds a fresh cockpit.
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
void
|
||||||
|
HideSecondaryDisplays();
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
Logical
|
Logical
|
||||||
splitViews;
|
splitViews;
|
||||||
|
|||||||
+437
-22
@@ -1797,6 +1797,19 @@ DPLRenderer::DPLRenderer(
|
|||||||
backgroundGreen = 0.0f;
|
backgroundGreen = 0.0f;
|
||||||
backgroundBlue = 0.0f;
|
backgroundBlue = 0.0f;
|
||||||
viewAngle = 30.0f;
|
viewAngle = 30.0f;
|
||||||
|
// the Winners Circle camera is off until the podium asks for it. No
|
||||||
|
// restore path is needed: a fresh DPLRenderer is built per mission, so
|
||||||
|
// the next race re-reads viewangle from RPDPL.INI.
|
||||||
|
mPresentationCamera = False;
|
||||||
|
mPresentationFog = False;
|
||||||
|
mPresentationAspect = 0.0f;
|
||||||
|
mPresentationFadeTime = 0.0f;
|
||||||
|
mPresentationFogRed = 0.0f;
|
||||||
|
mPresentationFogGreen = 0.0f;
|
||||||
|
mPresentationFogBlue = 0.0f;
|
||||||
|
mPresentationFogNear = 0.0f;
|
||||||
|
mPresentationFogFar = 0.0f;
|
||||||
|
D3DXMatrixIdentity(&mPresentationView);
|
||||||
dplMainView = NULL;
|
dplMainView = NULL;
|
||||||
dplDeathZone = NULL;
|
dplDeathZone = NULL;
|
||||||
dplMainZone = NULL;
|
dplMainZone = NULL;
|
||||||
@@ -2343,10 +2356,53 @@ void
|
|||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case winnersCircleFogStyle:
|
case winnersCircleFogStyle:
|
||||||
|
//
|
||||||
|
// The presentation shot, restored from the DPL body below. The
|
||||||
|
// stand sits far off the track in open ground, so the track's own
|
||||||
|
// fog leaves it in the dark - this is the lighter blue-violet the
|
||||||
|
// original used to lift it, with the fog pushed back to 100/1050.
|
||||||
//
|
//
|
||||||
// HACK!! This really shouldn't reset the clip planes, but since
|
// HACK!! This really shouldn't reset the clip planes, but since
|
||||||
// it only happens at the end of the review, it should be safe for now.
|
// it only happens at the end of the review, it should be safe for now.
|
||||||
//
|
//
|
||||||
|
fogRed = 0.32f;
|
||||||
|
fogGreen = 0.30f;
|
||||||
|
fogBlue = 0.65f;
|
||||||
|
fogNear = 100.0f;
|
||||||
|
fogFar = 1050.0f;
|
||||||
|
|
||||||
|
// the per-frame FOGSTART/FOGEND come from these
|
||||||
|
currentFogNear = fogNear;
|
||||||
|
currentFogFar = fogFar;
|
||||||
|
|
||||||
|
clipNear = 0.25f;
|
||||||
|
clipFar = 1100.0f;
|
||||||
|
|
||||||
|
// tells the end-of-mission fade to stand down
|
||||||
|
mPresentationFog = True;
|
||||||
|
|
||||||
|
//
|
||||||
|
// Crop to the shape the stand was composed for. 4:3 unless
|
||||||
|
// RP412PODIUMASPECT says otherwise; 0 turns it off and lets
|
||||||
|
// the podium run full width.
|
||||||
|
//
|
||||||
|
mPresentationAspect = 4.0f / 3.0f;
|
||||||
|
{
|
||||||
|
const char *aspect = getenv("RP412PODIUMASPECT");
|
||||||
|
if (aspect != NULL)
|
||||||
|
{
|
||||||
|
mPresentationAspect = (float) atof(aspect);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// unconditional: fogUpdating is off while a vehicle drives its own
|
||||||
|
// headlight fog, and the podium overrides all of that
|
||||||
|
if (mDevice != NULL)
|
||||||
|
{
|
||||||
|
mDevice->SetRenderState(D3DRS_FOGCOLOR,
|
||||||
|
D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen),
|
||||||
|
(int)(255 * fogBlue)));
|
||||||
|
}
|
||||||
// dpl_SetViewClipPlanes ( dplMainView, 0.25f, 1100.0f );
|
// dpl_SetViewClipPlanes ( dplMainView, 0.25f, 1100.0f );
|
||||||
// dpl_SetViewFog(
|
// dpl_SetViewFog(
|
||||||
// dplMainView,
|
// dplMainView,
|
||||||
@@ -5608,6 +5664,24 @@ void
|
|||||||
intersect_mask = INTERSECT_ALL;
|
intersect_mask = INTERSECT_ALL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// RP412RENDERDIAG=1: name what actually gets built, so a missing
|
||||||
|
// Winners Circle can be told from one that is simply out of shot.
|
||||||
|
//
|
||||||
|
{
|
||||||
|
static const char *diag = getenv("RP412RENDERDIAG");
|
||||||
|
if (diag != NULL && atoi(diag) != 0)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "RenderDiag: building class"
|
||||||
|
<< entity->GetClassID() << " res "
|
||||||
|
<< entity->GetResourceID() << " at "
|
||||||
|
<< entity->localOrigin.linearPosition.x << ","
|
||||||
|
<< entity->localOrigin.linearPosition.y << ","
|
||||||
|
<< entity->localOrigin.linearPosition.z
|
||||||
|
<< "\n" << std::flush;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Logical first_object = True;
|
Logical first_object = True;
|
||||||
|
|
||||||
video_iterator.First();
|
video_iterator.First();
|
||||||
@@ -5997,12 +6071,110 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
|
|||||||
if (mCamShipHUD)
|
if (mCamShipHUD)
|
||||||
mCamShipHUD->Execute();
|
mCamShipHUD->Execute();
|
||||||
|
|
||||||
|
//
|
||||||
|
// The eye renderable has just written D3DTS_VIEW from the viewpoint
|
||||||
|
// entity. For the Winners Circle the shot comes from off the stand
|
||||||
|
// instead, so stomp it here - before the read-back below that feeds
|
||||||
|
// every draw call.
|
||||||
|
//
|
||||||
|
if (mPresentationCamera)
|
||||||
|
{
|
||||||
|
mDevice->SetTransform(D3DTS_VIEW, &mPresentationView);
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// RP412RENDERDIAG=1: report what the frame is actually made of once the
|
||||||
|
// mission is ending, which is the only way to tell an empty scene from a
|
||||||
|
// misaimed camera.
|
||||||
|
//
|
||||||
|
{
|
||||||
|
static const char *diag = getenv("RP412RENDERDIAG");
|
||||||
|
static int reported = 0;
|
||||||
|
if (diag != NULL && atoi(diag) != 0 &&
|
||||||
|
currentAppState == Application::EndingMission && reported < 4)
|
||||||
|
{
|
||||||
|
++reported;
|
||||||
|
int dynamic_count = 0;
|
||||||
|
SChainIteratorOf<HierarchicalDrawComponent*> diag_iter(&mRenderables);
|
||||||
|
while (diag_iter.ReadAndNext() != NULL)
|
||||||
|
{
|
||||||
|
++dynamic_count;
|
||||||
|
}
|
||||||
|
DEBUG_STREAM << "RenderDiag: ending frame " << reported
|
||||||
|
<< " dead=" << (l4_application->IsDead() ? 1 : 0)
|
||||||
|
<< " statics=" << (int) mConsolidatedStaticObjects.size()
|
||||||
|
<< " renderables=" << dynamic_count
|
||||||
|
<< " camera=" << (mPresentationCamera ? 1 : 0)
|
||||||
|
<< "\n" << std::flush;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
gNumBatches = 0;
|
gNumBatches = 0;
|
||||||
static Time lastFrameTime = mTargetRenderTime;
|
static Time lastFrameTime = mTargetRenderTime;
|
||||||
Scalar dT = mTargetRenderTime - lastFrameTime;
|
Scalar dT = mTargetRenderTime - lastFrameTime;
|
||||||
lastFrameTime = mTargetRenderTime;
|
lastFrameTime = mTargetRenderTime;
|
||||||
currentFrameTime = Now();
|
currentFrameTime = Now();
|
||||||
|
|
||||||
|
//
|
||||||
|
// Fade the presentation up out of black, if one is running. Same lever
|
||||||
|
// the end-of-mission fade pulls: scale the fog colour and both fog
|
||||||
|
// distances, here from nothing up to what the podium asked for.
|
||||||
|
//
|
||||||
|
if (mPresentationFadeTime > 0.0f)
|
||||||
|
{
|
||||||
|
Scalar remaining = mPresentationFadeEnd - Now();
|
||||||
|
Scalar fade = 1.0f - (remaining / mPresentationFadeTime);
|
||||||
|
if (fade >= 1.0f)
|
||||||
|
{
|
||||||
|
fade = 1.0f;
|
||||||
|
mPresentationFadeTime = 0.0f; // done
|
||||||
|
}
|
||||||
|
if (fade < 0.0f)
|
||||||
|
{
|
||||||
|
fade = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
fogRed = mPresentationFogRed * fade;
|
||||||
|
fogGreen = mPresentationFogGreen * fade;
|
||||||
|
fogBlue = mPresentationFogBlue * fade;
|
||||||
|
currentFogNear = mPresentationFogNear * fade;
|
||||||
|
currentFogFar = mPresentationFogFar * fade;
|
||||||
|
|
||||||
|
mDevice->SetRenderState(D3DRS_FOGCOLOR,
|
||||||
|
D3DCOLOR_XRGB((int)(255 * fogRed), (int)(255 * fogGreen),
|
||||||
|
(int)(255 * fogBlue)));
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Pillarbox: black the whole target first, then narrow the viewport so
|
||||||
|
// everything after this - clear, scene, reticle - lands inside the crop
|
||||||
|
// and the surround stays black. Restored after Present.
|
||||||
|
//
|
||||||
|
if (mPresentationAspect > 0.0f)
|
||||||
|
{
|
||||||
|
D3DVIEWPORT9 full;
|
||||||
|
full.X = 0;
|
||||||
|
full.Y = 0;
|
||||||
|
full.Width = mPresentParams.BackBufferWidth;
|
||||||
|
full.Height = mPresentParams.BackBufferHeight;
|
||||||
|
full.MinZ = 0.0f;
|
||||||
|
full.MaxZ = 1.0f;
|
||||||
|
mDevice->SetViewport(&full);
|
||||||
|
mDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
||||||
|
|
||||||
|
DWORD cropped = (DWORD)
|
||||||
|
(mPresentParams.BackBufferHeight * mPresentationAspect);
|
||||||
|
if (cropped > mPresentParams.BackBufferWidth)
|
||||||
|
{
|
||||||
|
cropped = mPresentParams.BackBufferWidth;
|
||||||
|
}
|
||||||
|
|
||||||
|
D3DVIEWPORT9 crop = full;
|
||||||
|
crop.Width = cropped;
|
||||||
|
crop.X = (mPresentParams.BackBufferWidth - cropped) / 2;
|
||||||
|
mDevice->SetViewport(&crop);
|
||||||
|
}
|
||||||
|
|
||||||
DWORD currentFog;
|
DWORD currentFog;
|
||||||
mDevice->GetRenderState(D3DRS_FOGCOLOR, ¤tFog);
|
mDevice->GetRenderState(D3DRS_FOGCOLOR, ¤tFog);
|
||||||
hr = mDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, currentFog, 1.0f, 0);
|
hr = mDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, currentFog, 1.0f, 0);
|
||||||
@@ -6152,15 +6324,70 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
|
|||||||
mDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
|
mDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
|
||||||
mDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
mDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
||||||
|
|
||||||
if (mReticle && !l4_application->IsDead())
|
//
|
||||||
|
// No gunsight on the podium - the race is over and nothing is being
|
||||||
|
// aimed at. It is drawn in the 2D pass, so it survives everything else
|
||||||
|
// the presentation turns off.
|
||||||
|
//
|
||||||
|
if (mReticle && !l4_application->IsDead() && !InPresentation())
|
||||||
mReticle->Render(0, &viewTransform);
|
mReticle->Render(0, &viewTransform);
|
||||||
|
|
||||||
if (mCamShipHUD)
|
if (mCamShipHUD && !InPresentation())
|
||||||
mCamShipHUD->Render(0, &viewTransform);
|
mCamShipHUD->Render(0, &viewTransform);
|
||||||
|
|
||||||
hr = mDevice->EndScene();
|
hr = mDevice->EndScene();
|
||||||
|
|
||||||
hr = mDevice->Present(NULL, NULL, gMainPresentWindow, NULL);
|
hr = mDevice->Present(NULL, NULL, gMainPresentWindow, NULL);
|
||||||
|
|
||||||
|
// hand the whole target back
|
||||||
|
if (mPresentationAspect > 0.0f)
|
||||||
|
{
|
||||||
|
D3DVIEWPORT9 full;
|
||||||
|
full.X = 0;
|
||||||
|
full.Y = 0;
|
||||||
|
full.Width = mPresentParams.BackBufferWidth;
|
||||||
|
full.Height = mPresentParams.BackBufferHeight;
|
||||||
|
full.MinZ = 0.0f;
|
||||||
|
full.MaxZ = 1.0f;
|
||||||
|
mDevice->SetViewport(&full);
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// RP412RENDERDIAG=1: did the ending frame actually reach the window, and
|
||||||
|
// what colour did it clear to? A black clear with a blue-violet fog set
|
||||||
|
// means something is overwriting the fog behind us.
|
||||||
|
//
|
||||||
|
{
|
||||||
|
static const char *diag = getenv("RP412RENDERDIAG");
|
||||||
|
static int presented = 0;
|
||||||
|
if (diag != NULL && atoi(diag) != 0 &&
|
||||||
|
application->GetApplicationState() == Application::EndingMission &&
|
||||||
|
presented < 4)
|
||||||
|
{
|
||||||
|
++presented;
|
||||||
|
DWORD fog_now = 0;
|
||||||
|
mDevice->GetRenderState(D3DRS_FOGCOLOR, &fog_now);
|
||||||
|
HWND present_window = (HWND) gMainPresentWindow;
|
||||||
|
RECT present_rect;
|
||||||
|
present_rect.left = present_rect.top = 0;
|
||||||
|
present_rect.right = present_rect.bottom = 0;
|
||||||
|
if (present_window != NULL)
|
||||||
|
{
|
||||||
|
GetClientRect(present_window, &present_rect);
|
||||||
|
}
|
||||||
|
DEBUG_STREAM << "RenderDiag: present " << presented
|
||||||
|
<< " hr=0x" << std::hex << (unsigned int) hr << std::dec
|
||||||
|
<< " fogcolor=0x" << std::hex << (unsigned int) fog_now << std::dec
|
||||||
|
<< " window=" << (void*) present_window
|
||||||
|
<< " visible=" << (present_window != NULL &&
|
||||||
|
IsWindowVisible(present_window) ? 1 : 0)
|
||||||
|
<< " rect=" << present_rect.right << "x" << present_rect.bottom
|
||||||
|
<< " backbuf=" << mPresentParams.BackBufferWidth << "x"
|
||||||
|
<< mPresentParams.BackBufferHeight
|
||||||
|
<< "\n" << std::flush;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (hr == D3DERR_DEVICELOST)
|
if (hr == D3DERR_DEVICELOST)
|
||||||
{
|
{
|
||||||
int bbCount = mPresentParams.BackBufferCount;
|
int bbCount = mPresentParams.BackBufferCount;
|
||||||
@@ -6736,27 +6963,167 @@ void
|
|||||||
}
|
}
|
||||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
//
|
//
|
||||||
|
//
|
||||||
|
// Un-stubbed for the Winners Circle, which asks for 45 degrees to get all
|
||||||
|
// eight racers in frame. The DPL body below it built a dpl_View; the D3D9
|
||||||
|
// path builds the same two matrices DPLReadINIPage does and pushes them,
|
||||||
|
// because mProjectionMatrix only reaches the device on the LaunchingMission
|
||||||
|
// edge and on the sky-pass restore - rebuilding alone would not show until
|
||||||
|
// the next frame.
|
||||||
|
//
|
||||||
|
// Pass degrees, as the INI does. RPDPL.INI ships viewangle=40, which is what
|
||||||
|
// to hand back afterwards - not the 30 in the constructor, which the INI
|
||||||
|
// overwrites at load.
|
||||||
|
//
|
||||||
void DPLRenderer::SetViewAngle(Degree new_angle)
|
void DPLRenderer::SetViewAngle(Degree new_angle)
|
||||||
{
|
{
|
||||||
//STUBBED: DPL RB 1/14/07
|
Check(this);
|
||||||
//Check(this);
|
|
||||||
////
|
viewAngle = (float) new_angle.angle;
|
||||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
||||||
//// Convert From Degree To Radian
|
Radian view_angle;
|
||||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
view_angle = new_angle;
|
||||||
////
|
// tan(half angle): the culling helper GetViewRatio() reads this, and
|
||||||
//Radian view_angle;
|
// nothing has written it since the DPL body was stubbed out
|
||||||
//view_angle = new_angle;
|
viewRatio = (float) tan(view_angle / 2.0f);
|
||||||
//viewAngle = view_angle;
|
aspectRatio = (float) y_size / (float) x_size;
|
||||||
//viewRatio = tan(viewAngle/2.0f);
|
|
||||||
////
|
// pillarboxed shots render into a narrower viewport, so the projection
|
||||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
// has to use that shape or the scene comes out squashed rather than
|
||||||
//// Calc Aspect Ratio and Set View Projection
|
// cropped
|
||||||
////~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
float projection_aspect = (mPresentationAspect > 0.0f)
|
||||||
////
|
? mPresentationAspect
|
||||||
//aspectRatio = (float) y_size / (float) x_size;
|
: ((float) x_size / (float) y_size);
|
||||||
//dpl_SetViewProjection ( dplMainView, -1.0f, -aspectRatio, 1.0f, aspectRatio, 1.0f/viewRatio);
|
|
||||||
//dpl_FlushView(dplMainView);
|
D3DXMatrixIdentity(&mProjectionMatrix);
|
||||||
|
D3DXMatrixPerspectiveFovLH(
|
||||||
|
&mProjectionMatrix,
|
||||||
|
viewAngle * (PI / 180.0f),
|
||||||
|
projection_aspect,
|
||||||
|
clipNear,
|
||||||
|
clipFar);
|
||||||
|
mProjectionMatrix(0, 0) *= -1; // handedness flip - the view is RH
|
||||||
|
|
||||||
|
mDecalProjectionMatrix = mProjectionMatrix;
|
||||||
|
mDecalProjectionMatrix._33 -= mDecalEpsilon;
|
||||||
|
|
||||||
|
if (mDevice != NULL)
|
||||||
|
{
|
||||||
|
mDevice->SetTransform(D3DTS_PROJECTION, &mProjectionMatrix);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
//
|
||||||
|
// The presentation camera. DPLEyeRenderable writes D3DTS_VIEW from the
|
||||||
|
// viewpoint entity every frame; ExecuteImplementation reads it straight back
|
||||||
|
// out of the device and hands it to every draw call. Overriding it between
|
||||||
|
// those two points is enough to move the shot without touching the eye
|
||||||
|
// renderable or building a CameraShip.
|
||||||
|
//
|
||||||
|
void
|
||||||
|
DPLRenderer::SetPresentationCamera(const Point3D &eye, const Point3D &look_at)
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
|
||||||
|
D3DXVECTOR3 from((float) eye.x, (float) eye.y, (float) eye.z);
|
||||||
|
D3DXVECTOR3 at((float) look_at.x, (float) look_at.y, (float) look_at.z);
|
||||||
|
|
||||||
|
//
|
||||||
|
// LookAt*LH*, to match the LH projection. The two differ by exactly the
|
||||||
|
// sign of the view direction, and RH here points the camera the opposite
|
||||||
|
// way: ask to look down at the stand and you get sky behind you.
|
||||||
|
//
|
||||||
|
// The engine's own eye renderable does use RH, and is right to - its
|
||||||
|
// forward and up come out of the entity matrix already in that
|
||||||
|
// convention. A camera aimed with plain world coordinates does not, so
|
||||||
|
// it wants the handedness the projection was built with.
|
||||||
|
//
|
||||||
|
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
|
||||||
|
|
||||||
|
D3DXMatrixLookAtLH(&mPresentationView, &from, &at, &up);
|
||||||
|
mPresentationCamera = True;
|
||||||
|
}
|
||||||
|
|
||||||
|
void
|
||||||
|
DPLRenderer::ClearPresentationCamera()
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
mPresentationCamera = False;
|
||||||
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
//
|
||||||
|
// Give the pilot a vehicle to look at. Their own is built insideEntity - a
|
||||||
|
// cockpit and no hull - so on the podium they would be the one empty spot.
|
||||||
|
// outsideEntity is what builds the exterior, and the renderables for it are
|
||||||
|
// added to what is already there.
|
||||||
|
//
|
||||||
|
void
|
||||||
|
DPLRenderer::ShowViewpointFromOutside()
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
|
||||||
|
Entity *viewpoint = GetLinkedEntity();
|
||||||
|
if (viewpoint == NULL)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "WinnersCircle: no viewpoint entity to turn around\n"
|
||||||
|
<< std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Add the exterior alongside what is already there rather than tearing
|
||||||
|
// the entity down and rebuilding it. The teardown path is safe for
|
||||||
|
// scenery going out of range, but not for the viewpoint entity: it is
|
||||||
|
// never uninteresting, the eye renderable goes with it, and doing it
|
||||||
|
// mid-mission stops the scene rendering altogether.
|
||||||
|
//
|
||||||
|
// This is what NotifyOfNewInterestingEntity does, minus the teardown
|
||||||
|
// and with the view type forced.
|
||||||
|
//
|
||||||
|
Check(application);
|
||||||
|
ResourceFile *resource_file = application->GetResourceFile();
|
||||||
|
Check(resource_file);
|
||||||
|
ResourceDescription *video_resource = resource_file->SearchList(
|
||||||
|
viewpoint->GetResourceID(),
|
||||||
|
ResourceDescription::VideoModelResourceType);
|
||||||
|
|
||||||
|
if (video_resource == NULL)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "WinnersCircle: own vehicle has no exterior model\n"
|
||||||
|
<< std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
video_resource->Lock();
|
||||||
|
MakeEntityRenderables(viewpoint, video_resource, outsideEntity);
|
||||||
|
video_resource->Unlock();
|
||||||
|
|
||||||
|
DEBUG_STREAM << "WinnersCircle: own vehicle given an exterior\n"
|
||||||
|
<< std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
//
|
||||||
|
// Come up out of the black. SetFogStyle(winnersCircleFogStyle) has already
|
||||||
|
// put the target fog in place, so remember it and ramp toward it - the same
|
||||||
|
// multiply the end-of-mission fade uses, run the other way.
|
||||||
|
//
|
||||||
|
void
|
||||||
|
DPLRenderer::StartPresentationFadeIn(Scalar seconds)
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
|
||||||
|
mPresentationFogRed = fogRed;
|
||||||
|
mPresentationFogGreen = fogGreen;
|
||||||
|
mPresentationFogBlue = fogBlue;
|
||||||
|
mPresentationFogNear = currentFogNear;
|
||||||
|
mPresentationFogFar = currentFogFar;
|
||||||
|
|
||||||
|
mPresentationFadeTime = (seconds > 0.0f) ? seconds : 0.01f;
|
||||||
|
mPresentationFadeEnd = Now();
|
||||||
|
mPresentationFadeEnd += mPresentationFadeTime;
|
||||||
}
|
}
|
||||||
//
|
//
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
@@ -6800,8 +7167,56 @@ void DPLRenderer::SortAndReloadNameBitmaps()
|
|||||||
LoadBitSliceTexture(name_bitmap, mNameTextures[index]);
|
LoadBitSliceTexture(name_bitmap, mNameTextures[index]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
LoadOrdinalBitmaps();
|
LoadOrdinalBitmaps();
|
||||||
|
|
||||||
|
BindNamePlates();
|
||||||
|
}
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
//
|
||||||
|
// Put the callsigns on the Winners Circle plates.
|
||||||
|
//
|
||||||
|
// mNameTextures is indexed by finishing place (rank + 1), which is how the
|
||||||
|
// signs are numbered, so the plate beside each spot names whoever is standing
|
||||||
|
// on it. The plates are static geometry and have already been merged into the
|
||||||
|
// consolidated mesh by now, so it is the consolidated draw ops that have to be
|
||||||
|
// re-pointed - the objects they were built from are no longer drawn.
|
||||||
|
//
|
||||||
|
void DPLRenderer::BindNamePlates()
|
||||||
|
{
|
||||||
|
int name_count = (int) (sizeof(mNameTextures) / sizeof(mNameTextures[0]));
|
||||||
|
int bound = 0;
|
||||||
|
int found = 0;
|
||||||
|
|
||||||
|
std::list<d3d_OBJECT*>::const_iterator iter;
|
||||||
|
for (iter = mConsolidatedStaticObjects.begin();
|
||||||
|
iter != mConsolidatedStaticObjects.end(); ++iter)
|
||||||
|
{
|
||||||
|
d3d_OBJECT *object = *iter;
|
||||||
|
if (object == NULL)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
for (int op = 0; op < object->GetDrawOpCount(); ++op)
|
||||||
|
{
|
||||||
|
L4DRAWOP *draw_op = object->GetDrawOp(op);
|
||||||
|
int plate = d3d_OBJECT::NamePlateFor(draw_op->texture.texture);
|
||||||
|
if (plate == 0)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
++found;
|
||||||
|
if (plate < name_count && mNameTextures[plate] != NULL)
|
||||||
|
{
|
||||||
|
draw_op->texture.texture = mNameTextures[plate];
|
||||||
|
++bound;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
DEBUG_STREAM << "NamePlates: " << bound << " of " << found
|
||||||
|
<< " plates given a callsign\n" << std::flush;
|
||||||
}
|
}
|
||||||
|
|
||||||
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
|||||||
@@ -310,10 +310,57 @@ public:
|
|||||||
|
|
||||||
void SetViewAngle(Degree new_angle);
|
void SetViewAngle(Degree new_angle);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
// Winners Circle presentation camera.
|
||||||
|
//
|
||||||
|
// The eye normally rides the viewpoint entity - your own vehicle -
|
||||||
|
// and DPLEyeRenderable writes D3DTS_VIEW from it each frame. For the
|
||||||
|
// podium the shot has to come from off the stand looking back, with
|
||||||
|
// every racer including you in frame, so this overrides that view
|
||||||
|
// for as long as it is set. Culling still runs from the viewpoint
|
||||||
|
// entity, which is standing on the podium, so the stand and everyone
|
||||||
|
// on it stay resident.
|
||||||
|
//
|
||||||
|
// Eye and target are world space. ClearPresentationCamera() hands
|
||||||
|
// the view back to the entity.
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
void SetPresentationCamera(const Point3D &eye, const Point3D &look_at);
|
||||||
|
void ClearPresentationCamera();
|
||||||
|
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
// True once the Winners Circle has taken the screen. The end-of-
|
||||||
|
// mission fade-to-black checks this and stands down: it multiplies
|
||||||
|
// the fog to black over FADE_OUT_TIME, which would otherwise black
|
||||||
|
// out the podium no matter what is drawn.
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
Logical InPresentation() const { return mPresentationFog; }
|
||||||
|
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
// Bring the presentation up out of black over the given seconds. The
|
||||||
|
// race's own fade-to-black has already run by this point; this is
|
||||||
|
// its mirror image, ramping the fog colour and both fog distances
|
||||||
|
// back up from nothing to what the Winners Circle asked for.
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
void StartPresentationFadeIn(Scalar seconds);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
// Rebuild the viewpoint entity - the pilot's own vehicle - as an
|
||||||
|
// exterior. It is normally built insideEntity, which is a cockpit
|
||||||
|
// and no hull, so from any camera that is not in it you see nothing
|
||||||
|
// where your own vehicle should be. Disconnected_Eye is the engine's
|
||||||
|
// own switch for this: "so higher level renderers can fix the eye in
|
||||||
|
// one spot and watch the viewpoint entity drive around."
|
||||||
|
//------------------------------------------------------------------
|
||||||
|
void ShowViewpointFromOutside();
|
||||||
|
|
||||||
unsigned int* MakeBitSliceStorage();
|
unsigned int* MakeBitSliceStorage();
|
||||||
|
|
||||||
void SortAndReloadNameBitmaps();
|
void SortAndReloadNameBitmaps();
|
||||||
|
|
||||||
|
// re-point the Winners Circle sign faces at the current callsign
|
||||||
|
// textures; the plates live in the consolidated static mesh
|
||||||
|
void BindNamePlates();
|
||||||
|
|
||||||
void LoadNameBitmaps();
|
void LoadNameBitmaps();
|
||||||
|
|
||||||
void LoadOrdinalBitmaps();
|
void LoadOrdinalBitmaps();
|
||||||
@@ -438,6 +485,22 @@ private:
|
|||||||
D3DXMATRIX mDecalProjectionMatrix;
|
D3DXMATRIX mDecalProjectionMatrix;
|
||||||
float mDecalEpsilon;
|
float mDecalEpsilon;
|
||||||
|
|
||||||
|
// Winners Circle: overrides D3DTS_VIEW while set (see
|
||||||
|
// SetPresentationCamera)
|
||||||
|
D3DXMATRIX mPresentationView;
|
||||||
|
Logical mPresentationCamera;
|
||||||
|
Logical mPresentationFog;
|
||||||
|
// >0 pillarboxes the scene to this aspect. The Winners Circle was
|
||||||
|
// built to be looked at from a 4:3 pod monitor and its platform runs
|
||||||
|
// out at the sides of a 16:9 canvas, so the shot is cropped to the
|
||||||
|
// shape it was composed for and the surround left black.
|
||||||
|
float mPresentationAspect;
|
||||||
|
// fade-in: end time, duration, and the fog it is ramping toward
|
||||||
|
Time mPresentationFadeEnd;
|
||||||
|
Scalar mPresentationFadeTime;
|
||||||
|
float mPresentationFogRed, mPresentationFogGreen, mPresentationFogBlue;
|
||||||
|
float mPresentationFogNear, mPresentationFogFar;
|
||||||
|
|
||||||
void FindBestAdapterIndices(bool isWindowed);
|
void FindBestAdapterIndices(bool isWindowed);
|
||||||
|
|
||||||
float mCloudRed, mCloudGreen, mCloudBlue;
|
float mCloudRed, mCloudGreen, mCloudBlue;
|
||||||
|
|||||||
@@ -2283,6 +2283,20 @@ void
|
|||||||
//
|
//
|
||||||
case FadeOutState:
|
case FadeOutState:
|
||||||
{
|
{
|
||||||
|
//
|
||||||
|
// The Winners Circle has taken the screen, so leave it alone.
|
||||||
|
// This fade multiplies the fog colour and both fog distances
|
||||||
|
// toward zero every frame, which blacks out the whole scene -
|
||||||
|
// correct when the race just ends, fatal to a podium shown
|
||||||
|
// afterwards. Stand down and stop running.
|
||||||
|
//
|
||||||
|
if (myRenderer->InPresentation())
|
||||||
|
{
|
||||||
|
myState = WaitForStartState;
|
||||||
|
myRenderer->RemoveDynamicRenderable(this);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
percent_time_left = (myStateTimer - current_time)/FADE_OUT_TIME;
|
percent_time_left = (myStateTimer - current_time)/FADE_OUT_TIME;
|
||||||
if(percent_time_left <= 0.0f)
|
if(percent_time_left <= 0.0f)
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -41,6 +41,26 @@ radar moved out of the middle of the road (`environ.ini`). Each display's
|
|||||||
button bank now reaches under its glass, so the picture itself is the press
|
button bank now reaches under its glass, so the picture itself is the press
|
||||||
target rather than a sliver at the edge.
|
target rather than a sliver at the edge.
|
||||||
|
|
||||||
|
[v4.12.4](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.4)
|
||||||
|
is about the lobby. Both rooms now show the host's mission setup — the track,
|
||||||
|
then time of day, weather and game length — since everyone flies the owner's
|
||||||
|
picks and it was the one thing in the room nobody could see for themselves.
|
||||||
|
The football team sheet names each player's VTV beside their team colours and
|
||||||
|
position. And a lobby holds **eight** players rather than four, a full grid as
|
||||||
|
the pod hall ran it, with the room sizing its roster to whatever space the
|
||||||
|
window gives it.
|
||||||
|
|
||||||
|
[v4.12.5](https://gitea.mysticmachines.com/VWE/RP412/releases/tag/v4.12.5)
|
||||||
|
restores the **Winners Circle**. The pod hall stood the finishers on a
|
||||||
|
numbered award platform when the race ended, and all of it was still in this
|
||||||
|
repo — the stand, eight ranked spots in every map, and the code to put racers
|
||||||
|
on them — wired only into the mission-review build and so never once run by a
|
||||||
|
pod. The race now fades out and fades back in on the platform: finishers in
|
||||||
|
finishing order, each pilot's callsign on the plate beside their spot, the
|
||||||
|
cockpit glass cleared away, held for a few seconds before the results screen.
|
||||||
|
Three pieces of it had been stubbed out in the D3D9 port and are working
|
||||||
|
again.
|
||||||
|
|
||||||
## Playing
|
## Playing
|
||||||
|
|
||||||
Grab the release zip (or run `pack-dist.ps1` on a build). Single player:
|
Grab the release zip (or run `pack-dist.ps1` on a build). Single player:
|
||||||
|
|||||||
@@ -11,6 +11,16 @@
|
|||||||
#include "..\munga\hostmgr.h"
|
#include "..\munga\hostmgr.h"
|
||||||
#include "..\munga\nttmgr.h"
|
#include "..\munga\nttmgr.h"
|
||||||
|
|
||||||
|
//
|
||||||
|
// How long the mission stays up after the buzzer, for the Winners Circle.
|
||||||
|
// This timer is the only thing holding the simulation and the renderer
|
||||||
|
// open once the race is over - when it runs out the player dispatches the
|
||||||
|
// StopMission that retires the application. The stock 3 seconds is the
|
||||||
|
// fade; the rest is the podium. Kept under the +30s LightsOut post so that
|
||||||
|
// never fires while the stand is up.
|
||||||
|
//
|
||||||
|
const Scalar winnersCircleHoldTime = 11.0f;
|
||||||
|
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
//######################## RPPlayer__StatusMessage ######################
|
//######################## RPPlayer__StatusMessage ######################
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
@@ -188,6 +198,24 @@ void
|
|||||||
ForceUpdate();
|
ForceUpdate();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
// Hold the mission open for the Winners Circle.
|
||||||
|
//
|
||||||
|
// The base handler sets a 3 second fade, and when it runs out the
|
||||||
|
// player dispatches the StopMission that retires the application and
|
||||||
|
// takes the renderer with it. That is the only thing keeping the sim
|
||||||
|
// and the renderer alive after the race, so the podium gets exactly as
|
||||||
|
// long as this timer says. Sim and render both keep running throughout
|
||||||
|
// EndingMission - neither has a case for it that bails out.
|
||||||
|
//
|
||||||
|
// Only on a clean finish: an abort should still leave promptly.
|
||||||
|
//
|
||||||
|
if (application->GetApplicationState() == Application::EndingMission)
|
||||||
|
{
|
||||||
|
fadeTimeRemaining = winnersCircleHoldTime;
|
||||||
|
}
|
||||||
Check_Fpu();
|
Check_Fpu();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+39
-1
@@ -26,6 +26,7 @@
|
|||||||
#include "rpl4lobby.h"
|
#include "rpl4lobby.h"
|
||||||
#include "..\munga_l4\l4steamtransport.h"
|
#include "..\munga_l4\l4steamtransport.h"
|
||||||
#include "..\munga_l4\l4splr.h"
|
#include "..\munga_l4\l4splr.h"
|
||||||
|
#include "..\munga_l4\l4mfdview.h" // RPWindowLayout_*
|
||||||
#include "rpl4ver.h"
|
#include "rpl4ver.h"
|
||||||
#include "..\munga\resver.h"
|
#include "..\munga\resver.h"
|
||||||
#include "..\munga\resource.h"
|
#include "..\munga\resource.h"
|
||||||
@@ -123,6 +124,15 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
case WM_EXITSIZEMOVE:
|
||||||
|
//
|
||||||
|
// A drag or resize just finished. Here rather than in the
|
||||||
|
// cockpit's subclass so it also covers the console screen, which
|
||||||
|
// is where the window gets moved before there is any cockpit to
|
||||||
|
// subclass. No-op unless RP412MFDLAYOUT is save.
|
||||||
|
//
|
||||||
|
RPWindowLayout_Save();
|
||||||
|
return 0;
|
||||||
}
|
}
|
||||||
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
return DefWindowProc(hWnd, uMsg, wParam, lParam);
|
||||||
}
|
}
|
||||||
@@ -177,7 +187,7 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
|||||||
fclose(file);
|
fclose(file);
|
||||||
}
|
}
|
||||||
|
|
||||||
DEBUG_STREAM << "Red Planet 4.12.3" << std::endl << std::flush;
|
DEBUG_STREAM << "Red Planet 4.12.5" << std::endl << std::flush;
|
||||||
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
|
DEBUG_STREAM << "L4CONTROLS=" << getenv("L4CONTROLS") << std::endl << std::flush;
|
||||||
|
|
||||||
#ifdef RP412_STEAM
|
#ifdef RP412_STEAM
|
||||||
@@ -254,6 +264,21 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
|||||||
return FALSE;
|
return FALSE;
|
||||||
|
|
||||||
ShowWindow(hWnd, nShowCmd);
|
ShowWindow(hWnd, nShowCmd);
|
||||||
|
|
||||||
|
//
|
||||||
|
// Sticky placement, from the first frame the player sees. SVGA16 also
|
||||||
|
// registers and reloads when it builds the cockpit, but that is not
|
||||||
|
// until a mission starts - without this the console screen would come
|
||||||
|
// up at the default rect with its title bar still on, and only jump
|
||||||
|
// to the saved placement once a race began. -fit takes the whole
|
||||||
|
// monitor and has no placement of the player's to restore.
|
||||||
|
//
|
||||||
|
if (!L4Application::GetFitDisplay() && !L4Application::GetFullscreen())
|
||||||
|
{
|
||||||
|
RPWindowLayout_Register(hWnd, "RPL4", True);
|
||||||
|
RPWindowLayout_Load();
|
||||||
|
}
|
||||||
|
|
||||||
#if !_DEBUG
|
#if !_DEBUG
|
||||||
// Arcade pods have no mouse - but desktop/windowed play needs the
|
// Arcade pods have no mouse - but desktop/windowed play needs the
|
||||||
// cursor for the on-screen cockpit buttons, so hide it only when
|
// cursor for the on-screen cockpit buttons, so hide it only when
|
||||||
@@ -475,6 +500,19 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Last word on the window's placement. Every finished drag has already
|
||||||
|
// written it and SVGA16 writes again as the cockpit comes down, but a
|
||||||
|
// session that never started a race has neither - and quitting from
|
||||||
|
// the console screen is exactly how somebody would leave after moving
|
||||||
|
// the window to where they want it. No-op unless the mode is save.
|
||||||
|
//
|
||||||
|
if (IsWindow(hWnd))
|
||||||
|
{
|
||||||
|
RPWindowLayout_Save();
|
||||||
|
}
|
||||||
|
RPWindowLayout_Forget(hWnd);
|
||||||
|
|
||||||
#if !_DEBUG
|
#if !_DEBUG
|
||||||
// symmetric with the fullscreen-only hide at startup
|
// symmetric with the fullscreen-only hide at startup
|
||||||
if (L4Application::GetFullscreen())
|
if (L4Application::GetFullscreen())
|
||||||
|
|||||||
@@ -15,12 +15,56 @@
|
|||||||
#include "..\rp\vtv.h"
|
#include "..\rp\vtv.h"
|
||||||
#include "rpl4mppr.h"
|
#include "rpl4mppr.h"
|
||||||
#include "..\rp\rpplayer.h"
|
#include "..\rp\rpplayer.h"
|
||||||
|
#include "..\munga_l4\l4video.h"
|
||||||
|
#include "..\munga\dropzone.h"
|
||||||
|
#include "..\munga\director.h"
|
||||||
|
#include "..\munga\nttmgr.h"
|
||||||
|
#include "..\munga_l4\l4vb16.h"
|
||||||
|
|
||||||
//
|
//
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
// RPL4Application
|
// RPL4Application
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
//
|
//
|
||||||
|
const Receiver::HandlerEntry
|
||||||
|
RPL4Application::MessageHandlerEntries[]=
|
||||||
|
{
|
||||||
|
MESSAGE_ENTRY(RPL4Application, StopMission),
|
||||||
|
MESSAGE_ENTRY(RPL4Application, WinnersCircle)
|
||||||
|
};
|
||||||
|
|
||||||
|
Receiver::MessageHandlerSet& RPL4Application::GetMessageHandlers()
|
||||||
|
{
|
||||||
|
static Receiver::MessageHandlerSet messageHandlers(
|
||||||
|
ELEMENTS(RPL4Application::MessageHandlerEntries),
|
||||||
|
RPL4Application::MessageHandlerEntries,
|
||||||
|
L4Application::GetMessageHandlers());
|
||||||
|
return messageHandlers;
|
||||||
|
}
|
||||||
|
|
||||||
|
Derivation* RPL4Application::GetClassDerivations()
|
||||||
|
{
|
||||||
|
static Derivation classDerivations(
|
||||||
|
L4Application::GetClassDerivations(), "RPL4Application");
|
||||||
|
return &classDerivations;
|
||||||
|
}
|
||||||
|
|
||||||
|
RPL4Application::SharedData
|
||||||
|
RPL4Application::DefaultData(
|
||||||
|
RPL4Application::GetClassDerivations(),
|
||||||
|
RPL4Application::GetMessageHandlers()
|
||||||
|
);
|
||||||
|
|
||||||
|
//
|
||||||
|
// How long to sit on black between the race fading out and the podium
|
||||||
|
// fading in. The race fade is FADE_OUT_TIME (half a second), so this is
|
||||||
|
// that plus a beat, to land on black rather than on the tail of it.
|
||||||
|
//
|
||||||
|
const Scalar winnersCircleFadeOutTime = 0.7f;
|
||||||
|
|
||||||
|
// and how quickly the stand comes up out of the black afterwards
|
||||||
|
const Scalar winnersCircleFadeInTime = 0.45f;
|
||||||
|
|
||||||
RPL4Application::RPL4Application(
|
RPL4Application::RPL4Application(
|
||||||
HINSTANCE hInstance,
|
HINSTANCE hInstance,
|
||||||
HWND hWnd,
|
HWND hWnd,
|
||||||
@@ -43,6 +87,333 @@ RPL4Application::~RPL4Application()
|
|||||||
Check_Fpu();
|
Check_Fpu();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//#############################################################################
|
||||||
|
// ShowWinnersCircle
|
||||||
|
//#############################################################################
|
||||||
|
//
|
||||||
|
// The pod hall's award platform. Every map carries a "wcircle" stand at
|
||||||
|
// (1200,0,0) with eight ranked dropzones named win1..win8 on it - rank 1 at
|
||||||
|
// the front on the low tier, ranks 4-8 across the back on the high one. All
|
||||||
|
// this shipped; only the mission-review build ever drove it.
|
||||||
|
//
|
||||||
|
// Stand the finishers on their spots in finishing order, freeze them, and
|
||||||
|
// look back at the stand from in front of it.
|
||||||
|
//
|
||||||
|
void
|
||||||
|
RPL4Application::ShowWinnersCircle()
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
|
||||||
|
// RP412PODIUM=0 skips the whole thing
|
||||||
|
const char *podium_mode = getenv("RP412PODIUM");
|
||||||
|
if (podium_mode != NULL && atoi(podium_mode) == 0)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "WinnersCircle: disabled\n" << std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
EntityManager *entity_manager = GetEntityManager();
|
||||||
|
if (entity_manager == NULL)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
EntityGroup *dropzones = entity_manager->FindGroup("DropZones");
|
||||||
|
if (dropzones == NULL)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "WinnersCircle: no DropZones group\n" << std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
// Walk the finishing order. Player::CalcRanking has been ranking every
|
||||||
|
// scoring player by score each frame, in football as much as in a race
|
||||||
|
// (CalcFootballRanking exists but is never called), so rank order is
|
||||||
|
// meaningful in both.
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
char winners_spot[] = "win?";
|
||||||
|
char *place = winners_spot + 3;
|
||||||
|
int placed = 0;
|
||||||
|
Point3D standFront(0.0f, 0.0f, 0.0f);
|
||||||
|
Point3D standCentre(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
Player *p;
|
||||||
|
for (int rank = 0; (p = CameraDirector::FindPlayerByRank(rank)) != NULL; ++rank)
|
||||||
|
{
|
||||||
|
if (rank > 7)
|
||||||
|
{
|
||||||
|
break; // only eight spots exist on the stand
|
||||||
|
}
|
||||||
|
*place = (char) ('1' + rank);
|
||||||
|
|
||||||
|
ChainIteratorOf<Node*> iterator(dropzones->groupMembers);
|
||||||
|
DropZone *dropzone;
|
||||||
|
while ((dropzone = (DropZone*) iterator.ReadAndNext()) != NULL)
|
||||||
|
{
|
||||||
|
if (!strcmp(dropzone->GetDropZoneName(), winners_spot))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (dropzone == NULL)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
Entity *vehicle = p->GetPlayerVehicle();
|
||||||
|
if (vehicle == NULL || vehicle->GetClassID() != VTVClassID)
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
VTV *vtv = (VTV*) vehicle;
|
||||||
|
vtv->Reset(dropzone->localOrigin, VTV::MissionReviewReset);
|
||||||
|
vtv->SetPerformance(&VTV::DoNothing);
|
||||||
|
vtv->FlushEvents();
|
||||||
|
|
||||||
|
Point3D spot = dropzone->localOrigin.linearPosition;
|
||||||
|
if (placed == 0)
|
||||||
|
{
|
||||||
|
// remember where the front of the stand is - the shot is framed
|
||||||
|
// off it rather than off hardcoded map coordinates
|
||||||
|
standFront = spot;
|
||||||
|
}
|
||||||
|
standCentre += spot;
|
||||||
|
DEBUG_STREAM << "WinnersCircle: " << winners_spot << " at "
|
||||||
|
<< spot.x << "," << spot.y << "," << spot.z << "\n" << std::flush;
|
||||||
|
++placed;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (placed == 0)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "WinnersCircle: nobody to place\n" << std::flush;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
// Switch the world back on.
|
||||||
|
//
|
||||||
|
// Dying collapses the view and sets the application "dead" until the
|
||||||
|
// pilot reincarnates - while that flag is up the renderer skips every
|
||||||
|
// static object, which is the whole map. A pilot killed near the buzzer
|
||||||
|
// is still waiting for a respawn that will never come, so the flag is
|
||||||
|
// still up and the podium would play out against a black screen.
|
||||||
|
//
|
||||||
|
// The mission-review build never hit this: it watches from a CameraShip,
|
||||||
|
// which cannot die, so nothing ever set the flag there.
|
||||||
|
//
|
||||||
|
// Standing the finishers up IS the resurrection, so clear it.
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
SetIsDead(false);
|
||||||
|
|
||||||
|
DPLRenderer *dpl_renderer = GetVideoRenderer();
|
||||||
|
if (dpl_renderer == NULL)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
// Your own vehicle is built as a cockpit with no hull, so from any
|
||||||
|
// camera outside it there is nothing where you should be - on the stand
|
||||||
|
// you would be the one empty spot. Turn it inside out before the shot.
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
dpl_renderer->ShowViewpointFromOutside();
|
||||||
|
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
// The name plates are drawn per rank slot, so they have to be re-sorted
|
||||||
|
// now that the finishing order is final - otherwise the signs read in
|
||||||
|
// whatever order the players were created.
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
dpl_renderer->SortAndReloadNameBitmaps();
|
||||||
|
|
||||||
|
//
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
// Widen to 45 degrees and pull back in front of the stand so the whole
|
||||||
|
// line-up frames up. The stand runs from z~3 (rank 1, low) to z~39
|
||||||
|
// (ranks 4-8, high) and x~1180..1219; at 45 degrees that needs roughly
|
||||||
|
// 30 units of standoff. Eye is above the top tier looking slightly
|
||||||
|
// down at the middle of the group.
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
//
|
||||||
|
standCentre.x /= (Scalar) placed;
|
||||||
|
standCentre.y /= (Scalar) placed;
|
||||||
|
standCentre.z /= (Scalar) placed;
|
||||||
|
|
||||||
|
//
|
||||||
|
// Stand off along the line from the middle of the group out through the
|
||||||
|
// front spot, so the shot faces the stand however the map has it turned,
|
||||||
|
// and lift the eye above the top tier to look down on the line-up.
|
||||||
|
//
|
||||||
|
Vector3D facing;
|
||||||
|
facing.x = standFront.x - standCentre.x;
|
||||||
|
facing.y = 0.0f;
|
||||||
|
facing.z = standFront.z - standCentre.z;
|
||||||
|
Scalar reach = (Scalar) sqrt(facing.x * facing.x + facing.z * facing.z);
|
||||||
|
if (reach < 0.01f)
|
||||||
|
{
|
||||||
|
facing.x = 0.0f; facing.z = -1.0f; reach = 1.0f;
|
||||||
|
}
|
||||||
|
//
|
||||||
|
// Framing is tunable while the shot is being dialled in:
|
||||||
|
// RP412PODIUMSTANDOFF distance out in front of the stand
|
||||||
|
// RP412PODIUMHEIGHT eye height above the group
|
||||||
|
// RP412PODIUMAIM height of the aim point above the group
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Framed off the stand itself: down low and tilted up across the tiers,
|
||||||
|
// which is how you photograph a podium. It is a balance in both
|
||||||
|
// directions - drop the camera further or tilt harder and the sky takes
|
||||||
|
// the top half while the winner's spot slides off the bottom; tilt down
|
||||||
|
// instead and it becomes a floor plan. Pillarboxing to 4:3 is what lets
|
||||||
|
// it sit this close without the platform trailing off at the sides.
|
||||||
|
//
|
||||||
|
Scalar standoff = 36.0f;
|
||||||
|
Scalar height = 12.0f;
|
||||||
|
Scalar aim_lift = 2.0f;
|
||||||
|
const char *tune = getenv("RP412PODIUMSTANDOFF");
|
||||||
|
if (tune != NULL && atof(tune) != 0.0) standoff = (Scalar) atof(tune);
|
||||||
|
tune = getenv("RP412PODIUMHEIGHT");
|
||||||
|
if (tune != NULL && atof(tune) != 0.0) height = (Scalar) atof(tune);
|
||||||
|
tune = getenv("RP412PODIUMAIM");
|
||||||
|
if (tune != NULL) aim_lift = (Scalar) atof(tune);
|
||||||
|
|
||||||
|
Point3D eye;
|
||||||
|
eye.x = standCentre.x + (facing.x / reach) * standoff;
|
||||||
|
eye.y = standCentre.y + height;
|
||||||
|
eye.z = standCentre.z + (facing.z / reach) * standoff;
|
||||||
|
standCentre.y += aim_lift;
|
||||||
|
|
||||||
|
//
|
||||||
|
// RP412PODIUMCAM=0 leaves the view in the cockpit, which is also the
|
||||||
|
// way to tell a bad camera from a scene that is not drawing at all.
|
||||||
|
//
|
||||||
|
//
|
||||||
|
// Clear the cockpit glass away. The MFDs and the radar sit over the
|
||||||
|
// viewscreen like the pod's bezels and have nothing to say once the
|
||||||
|
// race is over; the podium gets the whole canvas.
|
||||||
|
//
|
||||||
|
SVGA16 *cockpit = SVGA16::GetCockpit();
|
||||||
|
if (cockpit != NULL)
|
||||||
|
{
|
||||||
|
cockpit->HideSecondaryDisplays();
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Fog first: it pulls the clip plane in to 1100, and SetViewAngle is what
|
||||||
|
// rebuilds the projection that reads it.
|
||||||
|
//
|
||||||
|
dpl_renderer->SetFogStyle(DPLRenderer::winnersCircleFogStyle);
|
||||||
|
|
||||||
|
const char *camera_mode = getenv("RP412PODIUMCAM");
|
||||||
|
if (camera_mode == NULL || atoi(camera_mode) != 0)
|
||||||
|
{
|
||||||
|
dpl_renderer->SetViewAngle(Degree(45.0f));
|
||||||
|
dpl_renderer->SetPresentationCamera(eye, standCentre);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// still rebuild the projection so the new clip plane takes effect
|
||||||
|
dpl_renderer->SetViewAngle(Degree(40.0f));
|
||||||
|
}
|
||||||
|
if (camera_mode != NULL && atoi(camera_mode) == 0)
|
||||||
|
{
|
||||||
|
DEBUG_STREAM << "WinnersCircle: presentation camera disabled\n"
|
||||||
|
<< std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Everything is in place behind the black - bring it up.
|
||||||
|
// RP412PODIUMFADEIN sets the ramp in seconds.
|
||||||
|
//
|
||||||
|
Scalar fade_in = winnersCircleFadeInTime;
|
||||||
|
const char *fade_tune = getenv("RP412PODIUMFADEIN");
|
||||||
|
if (fade_tune != NULL && atof(fade_tune) > 0.0)
|
||||||
|
{
|
||||||
|
fade_in = (Scalar) atof(fade_tune);
|
||||||
|
}
|
||||||
|
dpl_renderer->StartPresentationFadeIn(fade_in);
|
||||||
|
|
||||||
|
DEBUG_STREAM << "WinnersCircle: " << placed << " placed; centre "
|
||||||
|
<< standCentre.x << "," << standCentre.y << "," << standCentre.z
|
||||||
|
<< " eye " << eye.x << "," << eye.y << "," << eye.z
|
||||||
|
<< "\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//#############################################################################
|
||||||
|
// StopMissionMessageHandler
|
||||||
|
//#############################################################################
|
||||||
|
//
|
||||||
|
// The mission is over. Show the podium, then let the base handler run - it
|
||||||
|
// puts the player into MissionEndingState, whose fade timer is what actually
|
||||||
|
// keeps the sim and the renderer alive until teardown.
|
||||||
|
//
|
||||||
|
void
|
||||||
|
RPL4Application::StopMissionMessageHandler(StopMissionMessage *message)
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
|
||||||
|
//
|
||||||
|
// StopMission arrives twice: once from the console at the buzzer, and
|
||||||
|
// again from the player when the ending fade runs out - that second one
|
||||||
|
// is what actually retires the application. Only the first is the end of
|
||||||
|
// the race.
|
||||||
|
//
|
||||||
|
if (GetApplicationState() != Application::EndingMission)
|
||||||
|
{
|
||||||
|
//
|
||||||
|
//-------------------------------------------------------------
|
||||||
|
// Don't cut straight to the podium. The race gets its own
|
||||||
|
// fade-to-black first - that fade is already running by the time
|
||||||
|
// this returns - and the Winners Circle comes up out of the
|
||||||
|
// black afterwards. Standing everyone up now would just fade out
|
||||||
|
// the podium instead of the race.
|
||||||
|
//
|
||||||
|
// FADE_OUT_TIME is half a second; a beat more than that lands on
|
||||||
|
// black rather than on the tail of the fade.
|
||||||
|
//-------------------------------------------------------------
|
||||||
|
//
|
||||||
|
Receiver::Message podium_message(
|
||||||
|
WinnersCircleMessageID, sizeof(Receiver::Message));
|
||||||
|
|
||||||
|
Time event_time;
|
||||||
|
event_time = Now();
|
||||||
|
event_time += winnersCircleFadeOutTime;
|
||||||
|
|
||||||
|
Post(LowEventPriority, this, &podium_message, event_time);
|
||||||
|
|
||||||
|
DEBUG_STREAM << "WinnersCircle: race over, fading out\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
|
L4Application::StopMissionMessageHandler(message);
|
||||||
|
Check_Fpu();
|
||||||
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
//#############################################################################
|
||||||
|
// WinnersCircleMessageHandler
|
||||||
|
//#############################################################################
|
||||||
|
//
|
||||||
|
// The race has faded to black. Set the stand up behind the black and fade
|
||||||
|
// back in to it.
|
||||||
|
//
|
||||||
|
void
|
||||||
|
RPL4Application::WinnersCircleMessageHandler(Receiver::Message *)
|
||||||
|
{
|
||||||
|
Check(this);
|
||||||
|
|
||||||
|
DEBUG_STREAM << "WinnersCircle: standing the finishers up\n" << std::flush;
|
||||||
|
ShowWinnersCircle();
|
||||||
|
Check_Fpu();
|
||||||
|
}
|
||||||
|
|
||||||
//
|
//
|
||||||
//#############################################################################
|
//#############################################################################
|
||||||
// MakeRegistry
|
// MakeRegistry
|
||||||
|
|||||||
@@ -26,4 +26,38 @@ private:
|
|||||||
Mission* MakeMission(NotationFile *notation_file, ResourceFile *resources);
|
Mission* MakeMission(NotationFile *notation_file, ResourceFile *resources);
|
||||||
|
|
||||||
Entity* MakeViewpointEntity(Entity__MakeMessage *);
|
Entity* MakeViewpointEntity(Entity__MakeMessage *);
|
||||||
|
|
||||||
|
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
||||||
|
// The Winners Circle.
|
||||||
|
//
|
||||||
|
// The podium is engine content that only the mission-review build ever
|
||||||
|
// ran: geometry, the eight ranked dropzones and the presentation code all
|
||||||
|
// ship, but the sequence lived on RPL4PlaybackApplication behind a spool
|
||||||
|
// file. This is the same sequence on the path the pods actually race.
|
||||||
|
//
|
||||||
|
public:
|
||||||
|
enum
|
||||||
|
{
|
||||||
|
// posted at the buzzer, fires once the race has faded out
|
||||||
|
WinnersCircleMessageID = L4Application::NextMessageID,
|
||||||
|
NextMessageID
|
||||||
|
};
|
||||||
|
|
||||||
|
static const HandlerEntry
|
||||||
|
MessageHandlerEntries[];
|
||||||
|
static MessageHandlerSet& GetMessageHandlers();
|
||||||
|
static Derivation *GetClassDerivations();
|
||||||
|
static SharedData DefaultData;
|
||||||
|
|
||||||
|
void
|
||||||
|
StopMissionMessageHandler(StopMissionMessage *message);
|
||||||
|
|
||||||
|
// the podium proper, once the screen is already black
|
||||||
|
void
|
||||||
|
WinnersCircleMessageHandler(Receiver::Message *message);
|
||||||
|
|
||||||
|
private:
|
||||||
|
// stand the finishers on their ranked spots and frame the shot
|
||||||
|
void
|
||||||
|
ShowWinnersCircle();
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -498,6 +498,19 @@ namespace
|
|||||||
<< mission_seconds << "s\n" << std::flush;
|
<< mission_seconds << "s\n" << std::flush;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// RP412MISSIONSECONDS overrides the menu's game length. The shortest
|
||||||
|
// the menu offers is 3:00, which is a long wait when what you are
|
||||||
|
// testing is what happens at the buzzer.
|
||||||
|
//
|
||||||
|
const char *seconds_override = getenv("RP412MISSIONSECONDS");
|
||||||
|
if (seconds_override != NULL && atoi(seconds_override) > 0)
|
||||||
|
{
|
||||||
|
mission_seconds = atoi(seconds_override);
|
||||||
|
DEBUG_STREAM << "LocalConsole: length overridden to "
|
||||||
|
<< mission_seconds << "s by RP412MISSIONSECONDS\n" << std::flush;
|
||||||
|
}
|
||||||
|
|
||||||
gMissionSeconds = mission_seconds;
|
gMissionSeconds = mission_seconds;
|
||||||
InterlockedExchange(&gLengthMs, (LONG) mission_seconds * 1000);
|
InterlockedExchange(&gLengthMs, (LONG) mission_seconds * 1000);
|
||||||
gPhase = PhaseWaiting;
|
gPhase = PhaseWaiting;
|
||||||
|
|||||||
+177
-5
@@ -177,6 +177,7 @@ namespace
|
|||||||
GroupLaunch,
|
GroupLaunch,
|
||||||
GroupSteamHost, // buttons, not selections (Steam builds only)
|
GroupSteamHost, // buttons, not selections (Steam builds only)
|
||||||
GroupSteamJoin,
|
GroupSteamJoin,
|
||||||
|
GroupExit,
|
||||||
GroupCount
|
GroupCount
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -413,8 +414,9 @@ namespace
|
|||||||
launch->rect.right = col3 + col_w;
|
launch->rect.right = col3 + col_w;
|
||||||
launch->rect.bottom = client_h - row_h;
|
launch->rect.bottom = client_h - row_h;
|
||||||
|
|
||||||
// Steam lobby buttons (only when the Steam wire is live)
|
// Steam lobby buttons, offered whenever environ.ini asked for Steam.
|
||||||
if (RPL4Lobby_Available())
|
// Painting greys them out and says so if the wire never came up.
|
||||||
|
if (RPL4Lobby_Configured())
|
||||||
{
|
{
|
||||||
FEItem *host = &fe->items[fe->itemCount++];
|
FEItem *host = &fe->items[fe->itemCount++];
|
||||||
host->group = GroupSteamHost;
|
host->group = GroupSteamHost;
|
||||||
@@ -433,6 +435,23 @@ namespace
|
|||||||
join->rect.bottom = client_h - (7 * row_h) / 2;
|
join->rect.bottom = client_h - (7 * row_h) / 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// Exit, bottom left. Diagonally opposite LAUNCH on purpose: it is
|
||||||
|
// the one button on this screen you cannot undo, so it does not go
|
||||||
|
// next to the one people are aiming for. Half width for the same
|
||||||
|
// reason - it is a way out, not a peer of LAUNCH.
|
||||||
|
//
|
||||||
|
// The window frame used to be the way out, and mfd_layout.cfg's
|
||||||
|
// ,noframe takes it away, so the screen has to offer its own.
|
||||||
|
//
|
||||||
|
FEItem *quit = &fe->items[fe->itemCount++];
|
||||||
|
quit->group = GroupExit;
|
||||||
|
quit->index = 0;
|
||||||
|
quit->rect.left = col1;
|
||||||
|
quit->rect.top = client_h - 2 * row_h;
|
||||||
|
quit->rect.right = col1 + col_w / 2;
|
||||||
|
quit->rect.bottom = client_h - row_h;
|
||||||
|
|
||||||
// pilot name edit sits at the top of column 3
|
// pilot name edit sits at the top of column 3
|
||||||
if (fe->nameEdit != NULL)
|
if (fe->nameEdit != NULL)
|
||||||
{
|
{
|
||||||
@@ -484,6 +503,7 @@ namespace
|
|||||||
case GroupLaunch: return "L A U N C H G A M E";
|
case GroupLaunch: return "L A U N C H G A M E";
|
||||||
case GroupSteamHost: return "HOST STEAM GAME";
|
case GroupSteamHost: return "HOST STEAM GAME";
|
||||||
case GroupSteamJoin: return "JOIN STEAM GAME";
|
case GroupSteamJoin: return "JOIN STEAM GAME";
|
||||||
|
case GroupExit: return "EXIT GAME";
|
||||||
}
|
}
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
@@ -544,12 +564,38 @@ namespace
|
|||||||
RECT row = item->rect;
|
RECT row = item->rect;
|
||||||
if (item->group >= GroupLaunch)
|
if (item->group >= GroupLaunch)
|
||||||
{
|
{
|
||||||
HBRUSH launch_brush = CreateSolidBrush(kGreenBright);
|
//
|
||||||
|
// The lobby buttons are offered whenever environ.ini asked
|
||||||
|
// for Steam, but they only work once the client is actually
|
||||||
|
// there. Dim them and say why rather than leaving them out -
|
||||||
|
// two buttons quietly missing looks like a broken build.
|
||||||
|
//
|
||||||
|
Logical steam_button =
|
||||||
|
(item->group == GroupSteamHost || item->group == GroupSteamJoin);
|
||||||
|
Logical dead = steam_button && !RPL4Lobby_Available();
|
||||||
|
|
||||||
|
COLORREF ink = dead ? kGreenDim : kGreenBright;
|
||||||
|
HBRUSH launch_brush = CreateSolidBrush(ink);
|
||||||
FrameRect(mem, &row, launch_brush);
|
FrameRect(mem, &row, launch_brush);
|
||||||
DeleteObject(launch_brush);
|
DeleteObject(launch_brush);
|
||||||
SetTextColor(mem, kGreenBright);
|
SetTextColor(mem, ink);
|
||||||
DrawTextA(mem, ItemName(item->group, item->index), -1, &row,
|
DrawTextA(mem, ItemName(item->group, item->index), -1, &row,
|
||||||
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||||
|
|
||||||
|
//
|
||||||
|
// The reason, on its own line above the pair. It does not
|
||||||
|
// fit inside a button - they are about sixteen characters
|
||||||
|
// wide and this is more than twice that.
|
||||||
|
//
|
||||||
|
if (dead && item->group == GroupSteamHost)
|
||||||
|
{
|
||||||
|
RECT notice = row;
|
||||||
|
notice.bottom = row.top;
|
||||||
|
notice.top = row.top - (row.bottom - row.top);
|
||||||
|
SetTextColor(mem, kGreenDim);
|
||||||
|
DrawTextA(mem, "STEAM NOT RUNNING", -1, ¬ice,
|
||||||
|
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||||
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -613,7 +659,17 @@ namespace
|
|||||||
}
|
}
|
||||||
else if (item->group == GroupSteamHost || item->group == GroupSteamJoin)
|
else if (item->group == GroupSteamHost || item->group == GroupSteamJoin)
|
||||||
{
|
{
|
||||||
fe->steamAction = (item->group == GroupSteamHost) ? 1 : 2;
|
// dead until the Steam client is there; the button says so
|
||||||
|
if (RPL4Lobby_Available())
|
||||||
|
{
|
||||||
|
fe->steamAction = (item->group == GroupSteamHost) ? 1 : 2;
|
||||||
|
PostMessageA(fe->menuWindow, WM_NULL, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (item->group == GroupExit)
|
||||||
|
{
|
||||||
|
// the same door closing the window goes through
|
||||||
|
fe->closed = True;
|
||||||
PostMessageA(fe->menuWindow, WM_NULL, 0, 0);
|
PostMessageA(fe->menuWindow, WM_NULL, 0, 0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
@@ -1380,6 +1436,122 @@ void
|
|||||||
strcpy(badge, kBadges[b].key);
|
strcpy(badge, kBadges[b].key);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//########################################################################
|
||||||
|
// The host's mission setup, as display names.
|
||||||
|
//
|
||||||
|
// The lobby shows everyone what they are about to fly into, and only the
|
||||||
|
// owner knows it - so the owner publishes these into lobby data and the
|
||||||
|
// members read them back. Names rather than catalog keys: the map lists
|
||||||
|
// differ between race and football, so resolving here means the room
|
||||||
|
// never has to know which scenario's table a key came from.
|
||||||
|
//########################################################################
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedMapName()
|
||||||
|
{
|
||||||
|
if (!gHavePersist)
|
||||||
|
{
|
||||||
|
return kMaps[0].name;
|
||||||
|
}
|
||||||
|
|
||||||
|
int count = 0;
|
||||||
|
const CatalogEntry *maps = ActiveMaps(gPersistSelection, &count);
|
||||||
|
int index = gPersistSelection[GroupMap];
|
||||||
|
if (index < 0 || index >= count)
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
return maps[index].name;
|
||||||
|
}
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedTimeName()
|
||||||
|
{
|
||||||
|
int index = gHavePersist ? gPersistSelection[GroupTime] : 0;
|
||||||
|
if (index < 0 || index >= FE_COUNT(kTimes))
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
return kTimes[index].name;
|
||||||
|
}
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedWeatherName()
|
||||||
|
{
|
||||||
|
int index = gHavePersist ? gPersistSelection[GroupWeather] : 0;
|
||||||
|
if (index < 0 || index >= FE_COUNT(kWeather))
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
return kWeather[index].name;
|
||||||
|
}
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedLengthName()
|
||||||
|
{
|
||||||
|
// the menu defaults this one to 5:00, not to entry zero
|
||||||
|
int index = gHavePersist ? gPersistSelection[GroupLength] : 2;
|
||||||
|
if (index < 0 || index >= FE_COUNT(kLengths))
|
||||||
|
{
|
||||||
|
index = 0;
|
||||||
|
}
|
||||||
|
return kLengths[index].name;
|
||||||
|
}
|
||||||
|
|
||||||
|
//########################################################################
|
||||||
|
// Catalog key -> display name. Member data travels as keys, so the room
|
||||||
|
// needs these to show "Battle Barge" where the wire says "bttlbrg".
|
||||||
|
//########################################################################
|
||||||
|
|
||||||
|
namespace
|
||||||
|
{
|
||||||
|
const char *
|
||||||
|
NameForKey(const CatalogEntry *table, int count, const char *key)
|
||||||
|
{
|
||||||
|
if (key == NULL || key[0] == '\0')
|
||||||
|
{
|
||||||
|
return "";
|
||||||
|
}
|
||||||
|
for (int i = 0; i < count; ++i)
|
||||||
|
{
|
||||||
|
if (strcmp(table[i].key, key) == 0)
|
||||||
|
{
|
||||||
|
return table[i].name;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return key; // unknown to this build: show it raw rather than blank
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_VehicleNameForKey(const char *key)
|
||||||
|
{
|
||||||
|
return NameForKey(kVehicles, FE_COUNT(kVehicles), key);
|
||||||
|
}
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_PositionNameForKey(const char *key)
|
||||||
|
{
|
||||||
|
return NameForKey(kPositions, FE_COUNT(kPositions), key);
|
||||||
|
}
|
||||||
|
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_TeamNameForKey(const char *key)
|
||||||
|
{
|
||||||
|
if (key == NULL || key[0] == '\0')
|
||||||
|
{
|
||||||
|
return "";
|
||||||
|
}
|
||||||
|
for (int i = 0; i < FE_COUNT(kTeams); ++i)
|
||||||
|
{
|
||||||
|
if (strcmp(kTeams[i].key, key) == 0)
|
||||||
|
{
|
||||||
|
return kTeams[i].name;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return key;
|
||||||
|
}
|
||||||
|
|
||||||
//########################################################################
|
//########################################################################
|
||||||
// Football team / position picks (the lobby publishes and cycles these)
|
// Football team / position picks (the lobby publishes and cycles these)
|
||||||
//########################################################################
|
//########################################################################
|
||||||
|
|||||||
@@ -50,6 +50,33 @@ int
|
|||||||
void
|
void
|
||||||
RPL4FrontEnd_GetLoadout(char *vehicle, char *color, char *badge);
|
RPL4FrontEnd_GetLoadout(char *vehicle, char *color, char *badge);
|
||||||
|
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
// This player's mission setup as display names. Only the host's
|
||||||
|
// picks decide the mission, so the lobby owner publishes these for
|
||||||
|
// everyone else to read - names rather than keys, because the map
|
||||||
|
// catalog differs between race and football and resolving it here
|
||||||
|
// saves the room from knowing which table a key belongs to.
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedMapName();
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedTimeName();
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedWeatherName();
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_SelectedLengthName();
|
||||||
|
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
// Catalog key -> display name, for the keys that travel as lobby
|
||||||
|
// member data. Unknown keys come back unchanged rather than blank.
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_VehicleNameForKey(const char *key);
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_PositionNameForKey(const char *key);
|
||||||
|
const char *
|
||||||
|
RPL4FrontEnd_TeamNameForKey(const char *key);
|
||||||
|
|
||||||
//---------------------------------------------------------------
|
//---------------------------------------------------------------
|
||||||
// Football team / position: the catalogs, and this player's picks.
|
// Football team / position: the catalogs, and this player's picks.
|
||||||
// The lobby publishes the picks as member data and lets members
|
// The lobby publishes the picks as member data and lets members
|
||||||
|
|||||||
+209
-19
@@ -11,6 +11,7 @@
|
|||||||
//########################################################################
|
//########################################################################
|
||||||
|
|
||||||
Logical RPL4Lobby_Available() { return False; }
|
Logical RPL4Lobby_Available() { return False; }
|
||||||
|
Logical RPL4Lobby_Configured() { return False; }
|
||||||
Logical RPL4Lobby_InRoom() { return False; }
|
Logical RPL4Lobby_InRoom() { return False; }
|
||||||
int RPL4Lobby_Host(HINSTANCE, HWND) { return LobbyRoomLeft; }
|
int RPL4Lobby_Host(HINSTANCE, HWND) { return LobbyRoomLeft; }
|
||||||
int RPL4Lobby_Join(HINSTANCE, HWND) { return LobbyRoomLeft; }
|
int RPL4Lobby_Join(HINSTANCE, HWND) { return LobbyRoomLeft; }
|
||||||
@@ -36,7 +37,10 @@ void RPL4Lobby_PullRaceResults() { }
|
|||||||
|
|
||||||
namespace
|
namespace
|
||||||
{
|
{
|
||||||
enum { kMaxLobbyMembers = 4 };
|
// A full grid is eight pods, as the pod hall ran it. The egg builder
|
||||||
|
// carries the owner plus maxExtraPilots (8), so eight members fit
|
||||||
|
// with room to spare.
|
||||||
|
enum { kMaxLobbyMembers = 8 };
|
||||||
const char kLobbyTagKey[] = "rp412";
|
const char kLobbyTagKey[] = "rp412";
|
||||||
const char kGoKey[] = "go";
|
const char kGoKey[] = "go";
|
||||||
|
|
||||||
@@ -47,6 +51,12 @@ namespace
|
|||||||
const char kResultsKey[] = "res";
|
const char kResultsKey[] = "res";
|
||||||
const char kScenarioKey[] = "sc";
|
const char kScenarioKey[] = "sc";
|
||||||
|
|
||||||
|
// the owner's mission setup, shown to everyone in the room
|
||||||
|
const char kMapKey[] = "mp";
|
||||||
|
const char kTimeKey[] = "td";
|
||||||
|
const char kWeatherKey[] = "wx";
|
||||||
|
const char kLengthKey[] = "ln";
|
||||||
|
|
||||||
// async call-result plumbing
|
// async call-result plumbing
|
||||||
Logical gCallDone = False;
|
Logical gCallDone = False;
|
||||||
Logical gCallOK = False;
|
Logical gCallOK = False;
|
||||||
@@ -154,12 +164,24 @@ namespace
|
|||||||
SteamMatchmaking()->SetLobbyMemberData(gLobby, "ps",
|
SteamMatchmaking()->SetLobbyMemberData(gLobby, "ps",
|
||||||
RPL4FrontEnd_PositionKey(RPL4FrontEnd_GetPositionIndex()));
|
RPL4FrontEnd_PositionKey(RPL4FrontEnd_GetPositionIndex()));
|
||||||
|
|
||||||
// the owner also publishes the scenario, so members know
|
//---------------------------------------------------------------
|
||||||
// whether their team/position pick matters
|
// Only the owner's menu decides the mission, so the owner also
|
||||||
|
// publishes what it picked: the scenario (members need it to know
|
||||||
|
// whether their team/position pick matters) and the setup
|
||||||
|
// everyone is about to fly into.
|
||||||
|
//---------------------------------------------------------------
|
||||||
if (IsOwner())
|
if (IsOwner())
|
||||||
{
|
{
|
||||||
SteamMatchmaking()->SetLobbyData(gLobby, kScenarioKey,
|
SteamMatchmaking()->SetLobbyData(gLobby, kScenarioKey,
|
||||||
RPL4FrontEnd_IsFootballSelected() ? "football" : "race");
|
RPL4FrontEnd_IsFootballSelected() ? "football" : "race");
|
||||||
|
SteamMatchmaking()->SetLobbyData(gLobby, kMapKey,
|
||||||
|
RPL4FrontEnd_SelectedMapName());
|
||||||
|
SteamMatchmaking()->SetLobbyData(gLobby, kTimeKey,
|
||||||
|
RPL4FrontEnd_SelectedTimeName());
|
||||||
|
SteamMatchmaking()->SetLobbyData(gLobby, kWeatherKey,
|
||||||
|
RPL4FrontEnd_SelectedWeatherName());
|
||||||
|
SteamMatchmaking()->SetLobbyData(gLobby, kLengthKey,
|
||||||
|
RPL4FrontEnd_SelectedLengthName());
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -173,6 +195,21 @@ namespace
|
|||||||
return (scenario != NULL && strcmp(scenario, "football") == 0);
|
return (scenario != NULL && strcmp(scenario, "football") == 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//-------------------------------------------------------------------
|
||||||
|
// Lobby data read back as a string, empty when the owner has not
|
||||||
|
// published it yet (a member can be in the room a beat before the
|
||||||
|
// owner's first publish lands).
|
||||||
|
//-------------------------------------------------------------------
|
||||||
|
const char *LobbyText(const char *key)
|
||||||
|
{
|
||||||
|
if (!gInLobby)
|
||||||
|
{
|
||||||
|
return "";
|
||||||
|
}
|
||||||
|
const char *text = SteamMatchmaking()->GetLobbyData(gLobby, key);
|
||||||
|
return (text != NULL) ? text : "";
|
||||||
|
}
|
||||||
|
|
||||||
//---------------------------------------------------------------
|
//---------------------------------------------------------------
|
||||||
// Launch: roster into lobby data, peers into the transport, and
|
// Launch: roster into lobby data, peers into the transport, and
|
||||||
// the hosted-race path primed on the owner
|
// the hosted-race path primed on the owner
|
||||||
@@ -346,11 +383,143 @@ namespace
|
|||||||
-1, &title, DT_CENTER | DT_TOP | DT_SINGLELINE);
|
-1, &title, DT_CENTER | DT_TOP | DT_SINGLELINE);
|
||||||
|
|
||||||
SelectObject(mem, room->textFont);
|
SelectObject(mem, room->textFont);
|
||||||
int row_h = client.bottom / 16;
|
// wider than the old middle-half: the right column now carries
|
||||||
int top = client.bottom / 4;
|
// full catalog names, and in football three of them
|
||||||
int left = client.right / 4;
|
int left = client.right / 6;
|
||||||
int right = 3 * client.right / 4;
|
int right = client.right - client.right / 6;
|
||||||
char text[128];
|
char text[128];
|
||||||
|
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
// The buttons are laid out upward from the bottom edge while the
|
||||||
|
// roster runs down from the top, so everything between the title
|
||||||
|
// and the topmost button has to share one band.
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
int ceiling = client.bottom;
|
||||||
|
if (FootballLobby() && room->teamRect.top > 0)
|
||||||
|
{
|
||||||
|
ceiling = room->teamRect.top;
|
||||||
|
}
|
||||||
|
else if (IsOwner() && room->launchRect.top > 0)
|
||||||
|
{
|
||||||
|
ceiling = room->launchRect.top;
|
||||||
|
}
|
||||||
|
else if (room->leaveRect.top > 0)
|
||||||
|
{
|
||||||
|
ceiling = room->leaveRect.top;
|
||||||
|
}
|
||||||
|
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
// Size the rows to that band rather than to a fixed fraction of
|
||||||
|
// the window: a full lobby is eight players, and eight rows at a
|
||||||
|
// sixteenth each would run off the bottom of every window we
|
||||||
|
// support. Counted in half rows, the band holds
|
||||||
|
//
|
||||||
|
// setup lines + gap + kMaxLobbyMembers rows + gap + hint
|
||||||
|
//
|
||||||
|
// so the row height falls out of the space actually available.
|
||||||
|
// It never grows past the old sixteenth (a two-player lobby
|
||||||
|
// should not have circus-sized rows) and never shrinks below the
|
||||||
|
// font, which is what would actually break - overlapping text.
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
// tmHeight already includes the font's own leading, so a row that
|
||||||
|
// tall cannot clip or collide - asking for more than that just
|
||||||
|
// costs setup lines the room would rather keep.
|
||||||
|
TEXTMETRICA metrics;
|
||||||
|
GetTextMetricsA(mem, &metrics);
|
||||||
|
int min_row = metrics.tmHeight + 2;
|
||||||
|
int max_row = client.bottom / 16;
|
||||||
|
|
||||||
|
int setup_top = title.bottom + client.bottom / 64;
|
||||||
|
int band = ceiling - setup_top;
|
||||||
|
|
||||||
|
int setup_lines = 2;
|
||||||
|
int row_h = 0;
|
||||||
|
for (;;)
|
||||||
|
{
|
||||||
|
// halves: setup, half gap, roster, half gap, hint
|
||||||
|
int halves = 2 * setup_lines + 1 + 2 * kMaxLobbyMembers + 1 + 2;
|
||||||
|
row_h = (2 * band) / halves;
|
||||||
|
if (row_h >= min_row || setup_lines == 0)
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
--setup_lines; // buy room back from the setup lines
|
||||||
|
}
|
||||||
|
if (row_h > max_row) row_h = max_row;
|
||||||
|
if (row_h < 12) row_h = 12;
|
||||||
|
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
// On a window too short to give eight rows the room the standard
|
||||||
|
// font wants, draw this block smaller rather than letting the
|
||||||
|
// rows overlap each other or run under the buttons. Nobody plays
|
||||||
|
// at that size, but a squeezed roster still has to be readable.
|
||||||
|
//---------------------------------------------------------------
|
||||||
|
HFONT squeezed = NULL;
|
||||||
|
HFONT previous = NULL;
|
||||||
|
if (row_h < min_row)
|
||||||
|
{
|
||||||
|
squeezed = CreateFontA(-(row_h * 2 / 3), 0, 0, 0, FW_NORMAL,
|
||||||
|
FALSE, FALSE, FALSE, ANSI_CHARSET, OUT_TT_PRECIS,
|
||||||
|
CLIP_DEFAULT_PRECIS, CLEARTYPE_QUALITY,
|
||||||
|
FIXED_PITCH | FF_MODERN, "Consolas");
|
||||||
|
if (squeezed != NULL)
|
||||||
|
{
|
||||||
|
previous = (HFONT) SelectObject(mem, squeezed);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int top = setup_top;
|
||||||
|
|
||||||
|
const char *map_name = LobbyText(kMapKey);
|
||||||
|
if (map_name[0] != '\0' && setup_lines > 0)
|
||||||
|
{
|
||||||
|
RECT setup;
|
||||||
|
setup.left = client.right / 12;
|
||||||
|
setup.right = client.right - client.right / 12;
|
||||||
|
setup.top = setup_top;
|
||||||
|
setup.bottom = setup.top + row_h;
|
||||||
|
|
||||||
|
SetTextColor(mem, kGreenBright);
|
||||||
|
DrawTextA(mem, map_name, -1, &setup,
|
||||||
|
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||||
|
|
||||||
|
//-----------------------------------------------------------
|
||||||
|
// Conditions on the line below. Game length is the host's
|
||||||
|
// pick too, and the one people ask about first.
|
||||||
|
//-----------------------------------------------------------
|
||||||
|
const char *time_name = LobbyText(kTimeKey);
|
||||||
|
const char *weather_name = LobbyText(kWeatherKey);
|
||||||
|
const char *length_name = LobbyText(kLengthKey);
|
||||||
|
text[0] = '\0';
|
||||||
|
if (time_name[0] != '\0')
|
||||||
|
{
|
||||||
|
strcat(text, time_name);
|
||||||
|
}
|
||||||
|
if (weather_name[0] != '\0')
|
||||||
|
{
|
||||||
|
if (text[0] != '\0') strcat(text, " - ");
|
||||||
|
strcat(text, weather_name);
|
||||||
|
}
|
||||||
|
if (length_name[0] != '\0')
|
||||||
|
{
|
||||||
|
if (text[0] != '\0') strcat(text, " - ");
|
||||||
|
strcat(text, length_name);
|
||||||
|
}
|
||||||
|
if (text[0] != '\0' && setup_lines > 1)
|
||||||
|
{
|
||||||
|
setup.top = setup.bottom;
|
||||||
|
setup.bottom = setup.top + row_h;
|
||||||
|
SetTextColor(mem, kGreenDim);
|
||||||
|
DrawTextA(mem, text, -1, &setup,
|
||||||
|
DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (setup.bottom + row_h / 2 > top)
|
||||||
|
{
|
||||||
|
top = setup.bottom + row_h / 2;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < room->memberCount; ++i)
|
for (int i = 0; i < room->memberCount; ++i)
|
||||||
{
|
{
|
||||||
MemberInfo *member = &room->members[i];
|
MemberInfo *member = &room->members[i];
|
||||||
@@ -367,27 +536,29 @@ namespace
|
|||||||
is_owner_row ? " [HOST]" : "");
|
is_owner_row ? " [HOST]" : "");
|
||||||
DrawTextA(mem, text, -1, &row, DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
DrawTextA(mem, text, -1, &row, DT_LEFT | DT_VCENTER | DT_SINGLELINE);
|
||||||
|
|
||||||
|
//-----------------------------------------------------------
|
||||||
|
// The right column is what this player brings. Football is a
|
||||||
|
// team sheet - team colors and position - but the VTV still
|
||||||
|
// decides how they play it, so name it there too. Keys
|
||||||
|
// travel on the wire; the catalogs turn them back into
|
||||||
|
// names, so nobody reads "bttlbrg".
|
||||||
|
//-----------------------------------------------------------
|
||||||
if (FootballLobby())
|
if (FootballLobby())
|
||||||
{
|
{
|
||||||
// football: the roster is a team sheet
|
|
||||||
if (member->team[0] != '\0')
|
if (member->team[0] != '\0')
|
||||||
{
|
{
|
||||||
const char *position_name = "?";
|
sprintf(text, "%s - %s - %s",
|
||||||
for (int i = 0; i < RPL4FrontEnd_PositionCount(); ++i)
|
RPL4FrontEnd_VehicleNameForKey(member->vehicle),
|
||||||
{
|
RPL4FrontEnd_TeamNameForKey(member->team),
|
||||||
if (strcmp(member->position, RPL4FrontEnd_PositionKey(i)) == 0)
|
RPL4FrontEnd_PositionNameForKey(member->position));
|
||||||
{
|
|
||||||
position_name = RPL4FrontEnd_PositionName(i);
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
sprintf(text, "%s - %s", member->team, position_name);
|
|
||||||
DrawTextA(mem, text, -1, &row, DT_RIGHT | DT_VCENTER | DT_SINGLELINE);
|
DrawTextA(mem, text, -1, &row, DT_RIGHT | DT_VCENTER | DT_SINGLELINE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (member->vehicle[0] != '\0')
|
else if (member->vehicle[0] != '\0')
|
||||||
{
|
{
|
||||||
sprintf(text, "%s / %s", member->vehicle, member->color);
|
sprintf(text, "%s - %s",
|
||||||
|
RPL4FrontEnd_VehicleNameForKey(member->vehicle),
|
||||||
|
member->color);
|
||||||
DrawTextA(mem, text, -1, &row, DT_RIGHT | DT_VCENTER | DT_SINGLELINE);
|
DrawTextA(mem, text, -1, &row, DT_RIGHT | DT_VCENTER | DT_SINGLELINE);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -403,6 +574,13 @@ namespace
|
|||||||
: "Waiting for the host to launch...",
|
: "Waiting for the host to launch...",
|
||||||
-1, &hint, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
-1, &hint, DT_CENTER | DT_VCENTER | DT_SINGLELINE);
|
||||||
|
|
||||||
|
// back to the room font for the buttons, which have their own room
|
||||||
|
if (squeezed != NULL)
|
||||||
|
{
|
||||||
|
SelectObject(mem, previous);
|
||||||
|
DeleteObject(squeezed);
|
||||||
|
}
|
||||||
|
|
||||||
HBRUSH frame = CreateSolidBrush(kGreenBright);
|
HBRUSH frame = CreateSolidBrush(kGreenBright);
|
||||||
|
|
||||||
//
|
//
|
||||||
@@ -742,6 +920,18 @@ Logical
|
|||||||
return SteamNetTransport_GetFakeAddressString()[0] != '\0';
|
return SteamNetTransport_GetFakeAddressString()[0] != '\0';
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//
|
||||||
|
// The environ.ini switch, read the same way RPL4.CPP reads it to decide
|
||||||
|
// whether to install the transport at all. Says nothing about whether the
|
||||||
|
// Steam client was actually there.
|
||||||
|
//
|
||||||
|
Logical
|
||||||
|
RPL4Lobby_Configured()
|
||||||
|
{
|
||||||
|
const char *steam_switch = getenv("RP412STEAM");
|
||||||
|
return (steam_switch != NULL && atoi(steam_switch) != 0) ? True : False;
|
||||||
|
}
|
||||||
|
|
||||||
Logical
|
Logical
|
||||||
RPL4Lobby_InRoom()
|
RPL4Lobby_InRoom()
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -33,6 +33,15 @@ enum RPL4LobbyOutcome
|
|||||||
Logical
|
Logical
|
||||||
RPL4Lobby_Available();
|
RPL4Lobby_Available();
|
||||||
|
|
||||||
|
// True when this build has Steam and environ.ini asked for it, whether
|
||||||
|
// or not it actually came up. The menu offers the lobby buttons on this
|
||||||
|
// and greys them out on Available() - a player who turned Steam on and
|
||||||
|
// then launched without the client running should be told so, not left
|
||||||
|
// looking at a menu that quietly has two fewer buttons than the last
|
||||||
|
// time they saw it.
|
||||||
|
Logical
|
||||||
|
RPL4Lobby_Configured();
|
||||||
|
|
||||||
// True while we sit in a lobby (races return to the room).
|
// True while we sit in a lobby (races return to the room).
|
||||||
Logical
|
Logical
|
||||||
RPL4Lobby_InRoom();
|
RPL4Lobby_InRoom();
|
||||||
|
|||||||
File diff suppressed because one or more lines are too long
+79
-4
@@ -76,6 +76,28 @@ foreach ($pair in @(
|
|||||||
}
|
}
|
||||||
Set-Content -Path "$dist\CONTROLS.txt" -Encoding ascii -Value $controls
|
Set-Content -Path "$dist\CONTROLS.txt" -Encoding ascii -Value $controls
|
||||||
|
|
||||||
|
# The same map as a page, for anyone who would rather look at the
|
||||||
|
# diagrams than read them. Its source is the published artifact, which is
|
||||||
|
# a fragment - the publisher supplies the document shell - so wrap it to
|
||||||
|
# stand alone: without a doctype the browser drops into quirks mode, and
|
||||||
|
# without a charset the typography arrives as mojibake. Written without a
|
||||||
|
# BOM so the charset declaration is the only thing speaking.
|
||||||
|
$controlsPage = Get-Content (Join-Path $root 'docs\rp412-controls.html') -Raw -Encoding UTF8
|
||||||
|
$page = @"
|
||||||
|
<!doctype html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="utf-8">
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1">
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
$controlsPage
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
|
"@
|
||||||
|
[System.IO.File]::WriteAllText(
|
||||||
|
"$dist\CONTROLS.html", $page, (New-Object System.Text.UTF8Encoding $false))
|
||||||
|
|
||||||
# --- OpenAL runtime --------------------------------------------------------
|
# --- OpenAL runtime --------------------------------------------------------
|
||||||
# The exe links OpenAL32.dll (32-bit). Prefer shipping the already-installed
|
# The exe links OpenAL32.dll (32-bit). Prefer shipping the already-installed
|
||||||
# runtime beside the exe; oalinst.exe covers machines where that misses.
|
# runtime beside the exe; oalinst.exe covers machines where that misses.
|
||||||
@@ -144,6 +166,26 @@ L4PLASMA=SCREEN
|
|||||||
# 480x640 - decoded exactly as the pod's VDB split them, no downscale).
|
# 480x640 - decoded exactly as the pod's VDB split them, no downscale).
|
||||||
L4MFDSPLIT=1
|
L4MFDSPLIT=1
|
||||||
|
|
||||||
|
# The game window - and in the exploded view (L4MFDSPLIT=2) each display
|
||||||
|
# window - is placed fresh every launch, so moving one somewhere useful
|
||||||
|
# never survived the menu-race-menu loop. This remembers where you put
|
||||||
|
# them, in mfd_layout.cfg beside this file:
|
||||||
|
# off / 0 / unset computed placement only, no file (default)
|
||||||
|
# load put the windows back where they were saved
|
||||||
|
# save the same, and re-save on every finished drag
|
||||||
|
# The game window gets its size back too, so you can size the cockpit to
|
||||||
|
# suit your monitor once and keep it. The display windows get position
|
||||||
|
# only: their size follows their content and their button banks, so an
|
||||||
|
# old one is never restored over them. Arrange everything once with
|
||||||
|
# save, then leave it on load.
|
||||||
|
#
|
||||||
|
# Each line in mfd_layout.cfg reads <title>=<x>,<y>,<w>,<h>, and you can
|
||||||
|
# append ,noframe to take that window's title bar and border off - a
|
||||||
|
# cockpit that fills the monitor edge to edge without -fit taking the
|
||||||
|
# whole screen. Put the window where you want it first: a bare window
|
||||||
|
# has nothing to drag by. Delete the flag to get the frame back.
|
||||||
|
#RP412MFDLAYOUT=off
|
||||||
|
|
||||||
# Size of the six secondary displays in the glass cockpit, as a
|
# Size of the six secondary displays in the glass cockpit, as a
|
||||||
# percentage of their pod size. The pod bolted them down at one size;
|
# percentage of their pod size. The pod bolted them down at one size;
|
||||||
# on a big panel there is room to trade viewscreen for instrument, so
|
# on a big panel there is room to trade viewscreen for instrument, so
|
||||||
@@ -194,6 +236,36 @@ L4RADARSCALE=100
|
|||||||
# both of them, and it grows from the middle in both directions).
|
# both of them, and it grows from the middle in both directions).
|
||||||
L4RADARPOS=CENTER
|
L4RADARPOS=CENTER
|
||||||
|
|
||||||
|
# The Winners Circle: at the end of a race the finishers are stood on
|
||||||
|
# the award platform in finishing order, with each pilot's callsign on
|
||||||
|
# the plate beside their spot, and held there for a few seconds before
|
||||||
|
# the results screen. 1 = show it, 0 = straight to the results.
|
||||||
|
RP412PODIUM=1
|
||||||
|
|
||||||
|
# The shot is framed for you, but these move the camera if you want it
|
||||||
|
# somewhere else. Distances are in game units, measured from the middle
|
||||||
|
# of the group of finishers.
|
||||||
|
# STANDOFF how far out in front of the stand the camera sits
|
||||||
|
# HEIGHT how far above the group
|
||||||
|
# AIM height of the point it looks at, relative to the group -
|
||||||
|
# negative tilts down, positive tilts up
|
||||||
|
# ASPECT the stand was composed for a 4:3 pod monitor, so the shot
|
||||||
|
# is cropped to that shape with black either side. 0 runs it
|
||||||
|
# full width instead.
|
||||||
|
# FADEIN seconds to come up out of the black after the race fades
|
||||||
|
# CAM 0 watches from your own cockpit rather than off the stand
|
||||||
|
#RP412PODIUMSTANDOFF=36
|
||||||
|
#RP412PODIUMHEIGHT=12
|
||||||
|
#RP412PODIUMAIM=2
|
||||||
|
#RP412PODIUMASPECT=1.333
|
||||||
|
#RP412PODIUMFADEIN=0.45
|
||||||
|
#RP412PODIUMCAM=1
|
||||||
|
|
||||||
|
# Override the game length the menu picked, in seconds. The shortest the
|
||||||
|
# menu offers is 3:00, which is a long wait when what you are testing is
|
||||||
|
# what happens at the buzzer. Unset = use the menu's choice.
|
||||||
|
#RP412MISSIONSECONDS=20
|
||||||
|
|
||||||
# Simulation/render frame rate, integer frames/second. The desktop
|
# Simulation/render frame rate, integer frames/second. The desktop
|
||||||
# default is 60; the arcade pods shipped at 25.
|
# default is 60; the arcade pods shipped at 25.
|
||||||
TARGETFPS=60
|
TARGETFPS=60
|
||||||
@@ -305,7 +377,7 @@ start rpl4opt.exe -fit
|
|||||||
"@
|
"@
|
||||||
|
|
||||||
Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @"
|
Set-Content -Path "$dist\README.txt" -Encoding ascii -Value @"
|
||||||
Red Planet 4.12.3
|
Red Planet 4.12.5
|
||||||
=================
|
=================
|
||||||
|
|
||||||
Run start-fullscreen.bat for borderless over the whole monitor, or
|
Run start-fullscreen.bat for borderless over the whole monitor, or
|
||||||
@@ -352,8 +424,11 @@ pod's real button banks: click them with the mouse, and they light up
|
|||||||
as the game commands their lamps.
|
as the game commands their lamps.
|
||||||
environ.ini is self-documenting: every option ships in the file with
|
environ.ini is self-documenting: every option ships in the file with
|
||||||
a comment (Steam networking, keyboard lighting, stick inversion, LAN
|
a comment (Steam networking, keyboard lighting, stick inversion, LAN
|
||||||
hosting, developer keys, and more). CONTROLS.txt has the full controls
|
hosting, developer keys, display scaling and radar placement, and more).
|
||||||
map with pad and keyboard diagrams.
|
|
||||||
|
CONTROLS.html is the full controls map - open it in a browser for the
|
||||||
|
pad, keyboard and pod-panel diagrams. CONTROLS.txt is the same thing as
|
||||||
|
plain text.
|
||||||
|
|
||||||
Known prototype notes: pods race untextured (the player1-8 skins come
|
Known prototype notes: pods race untextured (the player1-8 skins come
|
||||||
from the presets system, not shipped data), and text drawn on the plasma
|
from the presets system, not shipped data), and text drawn on the plasma
|
||||||
@@ -367,7 +442,7 @@ $size = (Get-ChildItem $dist -Recurse | Measure-Object Length -Sum).Sum
|
|||||||
Write-Host ("dist ready: {0:N1} MB" -f ($size / 1MB))
|
Write-Host ("dist ready: {0:N1} MB" -f ($size / 1MB))
|
||||||
|
|
||||||
if ($Zip) {
|
if ($Zip) {
|
||||||
$zipPath = Join-Path $root 'RedPlanet-4.12.3.zip'
|
$zipPath = Join-Path $root 'RedPlanet-4.12.5.zip'
|
||||||
Write-Host "zipping to $zipPath..."
|
Write-Host "zipping to $zipPath..."
|
||||||
|
|
||||||
# Everything lives under a single RP412\ folder inside the zip, so
|
# Everything lives under a single RP412\ folder inside the zip, so
|
||||||
|
|||||||
Reference in New Issue
Block a user