Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
117 lines
2.6 KiB
C++
117 lines
2.6 KiB
C++
#pragma once
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#include "l4vidrnd.h"
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#include "..\munga\rotation.h"
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#include "..\munga\reticle.h"
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#include "..\munga\simulate.h"
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#include "..\munga\linmtrx.h"
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// RB 1/14/07
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//#include <dpl\dpl.h>
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//#include <dpl\dplutils.h>
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//#include <dpl\dpl_2d.h>
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// StripChartRenderable
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//
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class StripChartRenderable:
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public VideoRenderable
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{
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public:
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StripChartRenderable(
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Entity *entity, // Entity to attach the renderable to
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ExecutionType execution_type, // How/when to execute the renderable
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dpl_VIEW *this_view, // the view associated with our eye
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float left,
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float right,
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float top,
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float bottom,
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int max_samples, // The number of samples to hold
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int max_value, // The maximum value allowed
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int min_value, // the minimum value allowed
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int *value_to_chart, // the value we will be graphing
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int update_interval); // How frequently (in frames) to update the graphics
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~StripChartRenderable();
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Logical
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TestInstance() const;
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void
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Execute();
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protected:
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dpl_VIEW
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*myView;
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dpl2d_DISPLAY
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*mySystemDisplayList,
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*myDisplayList;
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int
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myMaxSamples,
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myMaxValue,
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myMinValue,
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*myValue,
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*myValueStorage,
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myUpdateInterval,
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myFrameCount,
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myCurrentSample;
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float
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myLeft,
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myRight,
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myTop,
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myBottom;
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// RendererChartRenderable
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//
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class RendererChartRenderable:
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public VideoRenderable
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{
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public:
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RendererChartRenderable(
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Entity *entity, // Entity to attach the renderable to
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ExecutionType execution_type, // How/when to execute the renderable
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dpl_VIEW *this_view, // the view associated with our eye
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float left,
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float right,
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float top,
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float bottom,
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int max_samples, // The number of samples to hold
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int max_value, // The maximum value allowed
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int min_value, // the minimum value allowed
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int update_interval); // How frequently (in frames) to update the graphics
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~RendererChartRenderable();
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Logical
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TestInstance() const;
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void
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Execute();
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protected:
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dpl_VIEW
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*myView;
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dpl2d_DISPLAY
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*mySystemDisplayList,
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*myDisplayList;
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int
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*myCullStorage,
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*myDrawStorage,
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*myFrameStorage,
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*myPixelPlanesStorage,
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*myPrimativeStorage,
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myMaxSamples,
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myMaxValue,
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myMinValue,
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myUpdateInterval,
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myFrameCount,
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myCurrentSample;
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float
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myLeft,
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myRight,
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myTop,
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myBottom;
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}; |