Files
RP412/RP_L4/RPL4GAUG.cpp
T
CydandClaude Opus 5 1dd40be0a3 The map draws on every step of the rate wheel
The renderer walks a sixteen-step rate wheel: one step per full pass over
the gauge list, shifted right each pass and reset at the bottom. A gauge
redraws only on the step its configured rate names, so the map - on one
step - waited a whole turn of the wheel however cheap its redraw was.

With the frame budget fixed the wheel turns about fifty times a second
and one-in-sixteen would be tolerable. It is still the wrong shape for
the map: the thing a pilot reads to navigate should not be the display
that updates least often, and RP412MAPRATE says how many of the sixteen
steps it draws on. Sixteen by default, one for the old data-driven
behaviour. Each extra step costs one gauge's redraw against a pass that
runs ninety of them, which measured as nothing.

The write has to be QUALIFIED, and that is worth recording because it
cost hours. GPS's constructor takes its rate as a parameter also called
'rate', which shadows the inherited Gauge::rate for the whole body - so a
bare assignment sets the parameter and leaves the member holding whatever
the gauge data asked for. oldRate is not shadowed, so it took the value,
and the pair then disagreed: rate=2000, old=ffff. That looked exactly
like something writing the member from outside, and there is no such
writer - Gauge touches rate in three places, none of which can produce
that pair. A hardware write-watch on the member settled it by reporting
an address on the STACK.

Also here, the terrain-arrival work on the map background. It draws one
placement into the cached picture when the static bounds are unchanged,
and rebuilds the whole thing only when they move - the bounds set the
scale, and the scale is what everything already on the picture was drawn
at. It is honest to say this fires rarely: the logs show terrain arriving
in one burst at mission load, not streaming in as you drive, so the
incremental path is mostly insurance. What it does close is real, though
- departures now order a rebuild. Nothing listened for those before, and
they had been swept up by the rebuild the next ARRIVAL ordered, which on
a track whose terrain all arrives at load is a rebuild that never comes.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-09 13:13:03 -05:00

4020 lines
100 KiB
C++

#include "rpl4.h"
#pragma hdrstop
#define PRELOAD_ART
# include "rpl4gaug.h"
# include "rpl4grnd.h"
# include "rpl4mode.h"
# include "rpl4mppr.h"
# include "..\munga_l4\l4gauge.h"
# include "..\munga_l4\l4gauima.h"
# include "..\munga_l4\l4vb8.h"
# include "..\munga_l4\l4ctrl.h"
# include "..\munga_l4\l4icom.h"
# include "..\rp\rpplayer.h"
# include "..\munga\terrain.h"
# include "..\munga\mission.h"
# include "..\rp\vtv.h"
# include "..\munga\nttmgr.h"
# include "..\munga\app.h"
// #define LOCAL_TEST
#if defined(LOCAL_TEST)
# define Test_Tell(n) std::cout << n
#else
# define Test_Tell(n)
#endif
union quickCompare
{
char ascii[4];
long bytes4;
};
struct colorTable
{
quickCompare name;
int colorValue;
};
static colorTable
colorLookUp[] =
{
{ {"Aqu"} , 1 },
{ {"Bla"} , 2 },
{ {"Blu"} , 3 },
{ {"Gre"} , 4 },
{ {"Pin"} , 5 },
{ {"Pur"} , 6 },
{ {"Red"} , 7 },
{ {"Whi"} , 8 },
{ {"Yel"} , 9 },
{ {"xxx"} , -1}
};
int
determineEntityColor(Entity *entity, Entity */*local_entity*/)
{
const char
*color_name;
quickCompare
compare;
colorTable
*colors;
if (entity->IsDerivedFrom(*VTV::GetClassDerivations()))
{
color_name = ((VTV *) entity)->vehicleColor;
compare.ascii[0] = *color_name++;
compare.ascii[1] = *color_name++;
compare.ascii[2] = *color_name;
compare.ascii[3] = '\0';
for (colors=colorLookUp; colors->colorValue >0; ++colors)
{
if (colors->name.bytes4 == compare.bytes4)
{
Check_Fpu();
return colors->colorValue;
}
}
}
Check_Fpu();
return 255;
}
Scalar
generateRelativeYaw(Scalar my_yaw, Vector3D &relative_position)
{
Vector3D
delta = relative_position,
unit;
//---------------------------------------------------------
// Generate unit vector pointing towards 'other'
//---------------------------------------------------------
delta.y = 0.0; // this may induce an error if delta_y is large
// (but I think we can live with it)
Scalar
length = delta.Length();
if (Small_Enough(length))
{
unit.x = 0.0;
unit.y = 0.0;
unit.z = -1.0;
}
else
{
unit = delta;
unit /= length;
Check_Fpu();
}
//---------------------------------------------------------
// Generate angle in radians
//---------------------------------------------------------
SinCosPair
sc_pair(unit.x, unit.z);
Radian
angle;
angle = sc_pair;
Check_Fpu();
//---------------------------------------------------------
// Get relative angle
//---------------------------------------------------------
angle -= my_yaw;
angle.Normalize();
Check_Fpu();
return angle;
}
static char
*nameCopy(const char *old_name)
{
Check_Pointer(old_name);
char
*copy = new char[strlen(old_name)+1];
Register_Pointer(copy);
strcpy(copy, old_name);
return copy;
}
//*****************************************************************************
// Compass
//*****************************************************************************
MethodDescription
Compass::methodDescription =
{
"compass",
Compass::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL },// mode mask
{ ParameterDescription::typeInteger, NULL }, // NWES radius
{ ParameterDescription::typeColor, NULL }, // bg color
{ ParameterDescription::typeString, NULL }, // 'N' pixelmap
{ ParameterDescription::typeString, NULL }, // 'W' pixelmap
{ ParameterDescription::typeString, NULL }, // 'S' pixelmap
{ ParameterDescription::typeString, NULL }, // 'E' pixelmap
{ ParameterDescription::typeString, NULL }, // Bug pixelmap
PARAMETER_DESCRIPTION_END,
}
};
Logical
Compass::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer *gauge_renderer
)
{
Test_Tell("Compass::Make\n");
Check(gauge_renderer);
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeInteger); // radius
parameterList[3].CheckIt(ParameterDescription::typeColor); // bg color
parameterList[4].CheckIt(ParameterDescription::typeString); // 'N' pixmap
parameterList[5].CheckIt(ParameterDescription::typeString); // 'W' pixmap
parameterList[6].CheckIt(ParameterDescription::typeString); // 'S' pixmap
parameterList[7].CheckIt(ParameterDescription::typeString); // 'E' pixmap
parameterList[8].CheckIt(ParameterDescription::typeString); // Bug pixmap
# endif
# if DEBUG_LEVEL > 0
Compass
*compass =
# endif
new Compass(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, //unsigned int owner_ID
display_port_index, //int graphics_port_number
position.x,
position.y,
parameterList[2].data.integer,// NWES radius
parameterList[3].data.color, // bg color
parameterList[4].data.string, // 'N' pixelmap
parameterList[5].data.string, // 'W' pixelmap
parameterList[6].data.string, // 'S' pixelmap
parameterList[7].data.string, // 'E' pixelmap
parameterList[8].data.string // Bug pixelmap
);
Register_Object(compass);
//----------------------------------------------------------
// Make sure the icons were properly placed in the warehouse
//----------------------------------------------------------
Check(gauge_renderer);
L4Warehouse
*warehouse = (L4Warehouse *) gauge_renderer->warehousePointer;
Check(warehouse);
for(int i=4; i<=8; ++i)
{
if (warehouse->pixelMap8Bin.Get(parameterList[i].data.string) == NULL)
{
Test_Tell(
"Compass::Missing icon '" << parameterList[i].data.string <<
"'\n"
);
Check_Fpu();
return False;
}
else
{
warehouse->pixelMap8Bin.Release(parameterList[i].data.string);
}
}
//--------------------------------------------------------
// Everything's ok
//--------------------------------------------------------
Test_Tell("Compass::Make OK\n");
Check_Fpu();
return True;
}
void
prepCompassMap(
L4Warehouse *warehouse,
const char *image_name,
Vector2DOf<int> *offset
)
{
Check(warehouse);
//-------------------------------------------------------------
// Get the images and mark them as permanent!
// Because we record the graphics operations, the indicated
// images must be permanently located at the same address
// in order for the recorder to play back properly!
//-------------------------------------------------------------
PixelMap8
*image = warehouse->pixelMap8Bin.Get(image_name);
if (image != NULL)
{
Check(image);
offset->x = image->Data.Size.x >> 1;
offset->y = image->Data.Size.y >> 1;
}
Check_Fpu();
}
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// *DANGER* HEAVY-DUTY WARNING *DANGER*
//
// This object records graphics operations for
// later playback!
//
// Any graphic entities (such as bitmaps or gaugeImages)
// that are used here MUST be locked at the SAME address
// at playback time or the playback will crash HARD.
//
// *DANGER CONSIDER YOURSELF WARNED *DANGER*
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Compass::Compass(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *new_renderer,
unsigned int owner_ID,
int graphics_port_number,
int center_x, int center_y,
int new_radius,
int background_color,
const char *north_map_name,
const char *west_map_name,
const char *south_map_name,
const char *east_map_name,
const char *bug_map_name,
const char *identification_string
):
GraphicGauge(
rate,
mode_mask,
new_renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Check_Pointer(this);
// graphics_port may be NULL!
localView.SetOrigin(center_x, center_y);
radius = new_radius;
backgroundColor = background_color;
renderer = new_renderer;
Check(renderer);
//-------------------------------------------------
// Make local copies of image names
//-------------------------------------------------
imageName[northIndex]= nameCopy(north_map_name);
imageName[westIndex] = nameCopy(west_map_name);
imageName[southIndex]= nameCopy(south_map_name);
imageName[eastIndex] = nameCopy(east_map_name);
imageName[bugIndex] = nameCopy(bug_map_name);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
prepCompassMap(warehouse, north_map_name, &offset[northIndex]);
prepCompassMap(warehouse, west_map_name, &offset[westIndex]);
prepCompassMap(warehouse, south_map_name, &offset[southIndex]);
prepCompassMap(warehouse, east_map_name, &offset[eastIndex]);
prepCompassMap(warehouse, bug_map_name, &offset[bugIndex]);
Check_Fpu();
}
Compass::~Compass()
{
Check(this);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
//-------------------------------------------------
// Delete local copies of image names
//-------------------------------------------------
for(int i=0; i<numberOfItems; ++i)
{
warehouse->pixelMap8Bin.Release(imageName[i]);
Unregister_Pointer(imageName[i]);
delete[] imageName[i];
imageName[i] = NULL;
}
Check_Fpu();
}
Logical
Compass::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
Compass::ShowInstance(char *indent)
{
Check(this);
std::cout << indent << "Compass:\n";
char
temp[80];
Str_Copy(temp,indent, 80);
Str_Cat(temp,"...", 80);
// std::cout << temp << "backgroundColor=" << backgroundColor << "\n";
// std::cout << temp << "foregroundColor=" << foregroundColor << "\n";
// std::cout << temp << "numberOfDigits =" << numberOfDigits << "\n";
GraphicGauge::ShowInstance(temp);
Check_Fpu();
}
void
Compass::BecameActive()
{
Check(this);
previousPosition.x = -999.0;
previousPosition.y = -999.0;
}
void
Compass::Execute()
{
Check(this);
int
i;
Logical
bug_is_blanked;
Entity
*viewing_entity = renderer->GetLinkedEntity();
if (viewing_entity != NULL)
{
Check(viewing_entity);
YawPitchRoll
currentHeading;
currentHeading = viewing_entity->localOrigin.angularPosition;
SinCosPair
sc_pair;
sc_pair = currentHeading.yaw.angle;
Vector2DOf<int>
north_vector;
north_vector.x = (int) (radius*sc_pair.sine + .5);
north_vector.y = (int) (radius*sc_pair.cosine + .5);
if (
(north_vector.x != previousPosition.x) ||
(north_vector.y != previousPosition.y)
)
{
previousPosition.x = north_vector.x;
previousPosition.y = north_vector.y;
Vector2DOf<int>
position[numberOfItems];
//---------------------------------------------------------
// Get new compass positions
//---------------------------------------------------------
position[northIndex] = north_vector;
position[eastIndex].x = north_vector.y;
position[eastIndex].y = -north_vector.x;
position[southIndex].x = -north_vector.x;
position[southIndex].y = -north_vector.y;
position[westIndex].x = -north_vector.y;
position[westIndex].y = north_vector.x;
//---------------------------------------------------------
// Get new bug position
//---------------------------------------------------------
bug_is_blanked = True;
RPPlayer
*bugged_player = (RPPlayer *) viewing_entity->GetPlayerLink();
if (bugged_player != NULL)
{
Check(bugged_player);
Entity
*bug_entity = bugged_player->goalEntity;
if (bug_entity != NULL)
{
Check(bug_entity);
if (imageName[bugIndex] != NULL)
{
Vector3D
delta;
delta.Subtract(
bug_entity->localOrigin.linearPosition,
viewing_entity->localOrigin.linearPosition
);
Scalar
bug_yaw = generateRelativeYaw(
currentHeading.yaw.angle,
delta
);
sc_pair = bug_yaw;
position[bugIndex].x = (int) (radius*sc_pair.sine + .5);
position[bugIndex].y = -(int) (radius*sc_pair.cosine + .5);
bug_is_blanked = False;
}
}
}
//---------------------------------------------------------
// Erase old compass
//---------------------------------------------------------
previousDrawing.Draw(&localView,backgroundColor);
previousDrawing.Clear();
//---------------------------------------------------------
// Draw new compass
//---------------------------------------------------------
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
localView.AttachRecorder(&previousDrawing);
for(i=0; i<numberOfItems; ++i)
{
//---------------------------------------------------
// Get, lock pixel map from warehouse
//---------------------------------------------------
PixelMap8
*icon = warehouse->pixelMap8Bin.Get(imageName[i]);
//---------------------------------------------------
// Draw the icon
//---------------------------------------------------
if (icon != NULL)
{
if (bug_is_blanked && (i == bugIndex))
{
continue;
}
position[i].x -= offset[i].x;
position[i].y -= offset[i].y;
localView.MoveToAbsolute(
position[i].x,
position[i].y
);
localView.DrawPixelMap8(
False,
0,
icon
);
}
//---------------------------------------------------
// Release pixel map from warehouse
//---------------------------------------------------
warehouse->pixelMap8Bin.Release(imageName[i]);
}
localView.DetachRecorder();
}
}
Check_Fpu();
}
//*****************************************************************************
// ThreatIndicator
//*****************************************************************************
MethodDescription
ThreatIndicator::methodDescription =
{
"threat",
ThreatIndicator::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL },// mode mask
{ ParameterDescription::typeInteger, NULL }, // inner radius
{ ParameterDescription::typeInteger, NULL }, // outer radius
{ ParameterDescription::typeColor, NULL }, // background
{ ParameterDescription::typeColor, NULL }, // teamcolor
{ ParameterDescription::typeColor, NULL }, // othercolor
{ ParameterDescription::typeScalar, NULL }, // view radius
PARAMETER_DESCRIPTION_END
}
};
Logical
ThreatIndicator::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer *gauge_renderer
)
{
Test_Tell("ThreatIndicator::Make\n");
Check(gauge_renderer);
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeInteger);// inner radius
parameterList[3].CheckIt(ParameterDescription::typeInteger);// outer radius
parameterList[4].CheckIt(ParameterDescription::typeColor); // background
parameterList[5].CheckIt(ParameterDescription::typeColor); // team color
parameterList[6].CheckIt(ParameterDescription::typeColor); // other color
parameterList[7].CheckIt(ParameterDescription::typeScalar); // view radius
# endif
# if DEBUG_LEVEL > 0
ThreatIndicator
*threat_indicator =
# endif
new ThreatIndicator(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, //unsigned int owner_ID
display_port_index, //int graphics_port_number
position.x, position.y,
parameterList[2].data.integer, //inner radius
parameterList[3].data.integer, //outer radius
parameterList[4].data.color, //bg color
parameterList[5].data.color, //team color
parameterList[6].data.color, //other color
parameterList[7].data.scalar //view radius
);
Register_Object(threat_indicator);
Test_Tell("ThreatIndicator::Make OK\n");
Check_Fpu();
return True;
}
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
// *DANGER* HEAVY-DUTY WARNING *DANGER*
//
// This object records graphics operations for
// later playback!
//
// Any graphic entities (such as bitmaps or gaugeImages)
// that are used here MUST be locked at the SAME address
// at playback time or the playback will crash HARD.
//
// *DANGER CONSIDER YOURSELF WARNED *DANGER*
//!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ThreatIndicator::ThreatIndicator(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int center_x, int center_y,
int inner_radius,
int outer_radius,
int bg_color,
int team_color,
int other_color,
Scalar sensing_radius,
const char *identification_string
):
GraphicGauge(
rate,
mode_mask,
renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Check_Pointer(this);
// graphics_port may be NULL!
localView.SetOrigin(center_x, center_y);
viewRadius = sensing_radius;
topClosingVelocity = 75.0; // in KPH, arbitrary choice
innerRadius = inner_radius;
outerRadius = outer_radius;
backgroundColor = bg_color;
teamColor = team_color;
otherColor = other_color;
operatingPhase = 0;
Check_Fpu();
}
ThreatIndicator::~ThreatIndicator()
{
Check(this);
// base class deletes all connections in Gauge::~Gauge
Check_Fpu();
}
Logical
ThreatIndicator::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
ThreatIndicator::ShowInstance(char *indent)
{
Check(this);
std::cout << indent << "ThreatIndicator:\n";
char
temp[80];
Str_Copy(temp,indent, 80);
Str_Cat(temp,"...", 80);
// std::cout << temp << "backgroundColor=" << backgroundColor << "\n";
// std::cout << temp << "foregroundColor=" << foregroundColor << "\n";
// std::cout << temp << "numberOfDigits =" << numberOfDigits << "\n";
GraphicGauge::ShowInstance(temp);
Check_Fpu();
}
void
ThreatIndicator::BecameActive()
{
Check(this);
// This empty method is required to override GaugeBase::BecameActive(),
// which immediately complains and deactivates the gauge.
Check_Fpu();
}
void
ThreatIndicator::Execute()
{
Check(this);
switch(operatingPhase++)
{
case 0:
Select();
break;
case 1:
//-----------------------------------------------------------
// Erase old threat display
//-----------------------------------------------------------
previousDrawing.Draw(&localView, backgroundColor);
previousDrawing.Clear();
//-----------------------------------------------------------
// Draw new threat display
//-----------------------------------------------------------
localView.AttachRecorder(&previousDrawing);
Draw();
localView.DetachRecorder();
// deliberately falls through into default case
default:
operatingPhase = 0;
break;
}
Check_Fpu();
}
void
ThreatIndicator::Select()
{
Test_Tell("ThreatIndicator::Select\n");
Check(this);
Point3D
viewing_position;
Entity
*viewing_entity = renderer->GetLinkedEntity();
Check(viewing_entity);
viewing_position = viewing_entity->localOrigin.linearPosition;
movingEntityList.Clear();
renderer->GetMovingEntitiesWithinBounds(
&movingEntityList,
viewing_position.x-viewRadius, -32768.0, viewing_position.z-viewRadius,
viewing_position.x+viewRadius, 32768.0, viewing_position.z+viewRadius
);
Check_Fpu();
}
void
ThreatIndicator::Draw()
{
Test_Tell("ThreatIndicator::Draw\n");
Check(this);
Entity
*entity,
*viewing_entity = renderer->GetLinkedEntity();
Check(viewing_entity);
YawPitchRoll
currentHeading;
ChainIteratorOf<Entity*>
i(movingEntityList.GetInstanceList());
Vector3D
my_velocity = ((Mover *)viewing_entity)->worldLinearVelocity,
my_position = viewing_entity->localOrigin.linearPosition,
relative_position,
relative_velocity,
unit_position;
Scalar
// HACK - calculate delta_radius at initialization instead!
delta_radius = innerRadius - outerRadius,
speed_factor,
distance,
distance_factor,
dot_product,
threat_yaw,
threat_assessment;
int
color;
//-------------------------------------------------------
// Get player (for team ID if martian football)
//-------------------------------------------------------
RPPlayer
*player = (RPPlayer *) viewing_entity->GetPlayerLink();
Check(player);
# if DEBUG_LEVEL == 0
if (player == NULL)
{
DEBUG_STREAM << "ThreatIndicator has been SABOTAGED!\n" << std::flush;
DEBUG_STREAM << "player = NULL!\n" << std::flush;
return;
}
# endif
//-------------------------------------------------------
// Get current heading
//-------------------------------------------------------
currentHeading = viewing_entity->localOrigin.angularPosition;
//-------------------------------------------------------
// Attempt to display all entities
//-------------------------------------------------------
while ((entity=i.ReadAndNext()) != NULL)
{
Check(entity);
# if DEBUG_LEVEL == 0
if (entity == NULL)
{
DEBUG_STREAM << "ThreatIndicator has been SABOTAGED!\n" << std::flush;
DEBUG_STREAM << "entity = NULL!\n" << std::flush;
break;
}
# endif
//-------------------------------------------------------
// Make sure it's a VTV
//-------------------------------------------------------
if (! entity->IsDerivedFrom(*VTV::GetClassDerivations()))
{
continue;
}
//-------------------------------------------------------
// Show all VTV's except us
//-------------------------------------------------------
if (entity != viewing_entity)
{
//-----------------------------------------------------------
// Generate relative position
//-----------------------------------------------------------
relative_position.Subtract(
entity->localOrigin.linearPosition,
viewing_entity->localOrigin.linearPosition
);
//-----------------------------------------------------------
// Generate distance, discard if too distant
//-----------------------------------------------------------
distance = relative_position.Length();
if (distance < viewRadius)
{
//-----------------------------------------------------------
// Generate threat assessment
//-----------------------------------------------------------
threat_assessment = 0.0;
//-----------------------------------------
// Assessment source #1: too close
// (anything too close is dangerous)
//-----------------------------------------
# define CLOSE_THREAT_RADIUS 200.0
if (distance <= CLOSE_THREAT_RADIUS)
{
threat_assessment +=
(CLOSE_THREAT_RADIUS-distance)/CLOSE_THREAT_RADIUS;
}
//-----------------------------------------
// Assessment source #1: closing with us
// (anything closing with us is dangerous)
//-----------------------------------------
//--------------------------------
// Normalize the position, but
// make sure that we handle a
// zero-length vector correctly.
//--------------------------------
if (Small_Enough(distance))
{
unit_position.x = 0.0;
unit_position.y = 0.0;
unit_position.z = -1.0;
}
else
{
unit_position = relative_position;
unit_position /= distance;
Check_Fpu();
}
//--------------------------------
// Generate relative velocity
// (TOWARDS the threat)
//--------------------------------
relative_velocity.Subtract(
((Mover *) entity)->worldLinearVelocity,
my_velocity
);
dot_product = -(unit_position * relative_velocity);
if (dot_product > 0.0)
{
//----------------------------------
// Faster is greather threat
// Closer is greater threat
//
// Note that the speed_factor
// is allowed to go above 1.0.
// This allows distant, very
// fast objects to be shown
// as serious threats.
// topClosingVelocity set in creator
//----------------------------------
# if DEBUG_LEVEL == 0
if (Small_Enough(topClosingVelocity))
{
DEBUG_STREAM << "ThreatIndicator has been SABOTAGED!\n" << std::flush;
DEBUG_STREAM << "topClosingVelocity = " << topClosingVelocity << "\n" << std::flush;
}
# endif
Verify(!Small_Enough(topClosingVelocity));
speed_factor = dot_product/topClosingVelocity;
Check_Fpu();
# if DEBUG_LEVEL == 0
if (Small_Enough(viewRadius))
{
DEBUG_STREAM << "ThreatIndicator has been SABOTAGED!\n" << std::flush;
DEBUG_STREAM << "viewRadius = " << viewRadius << "\n" << std::flush;
}
# endif
Verify(!Small_Enough(viewRadius));
distance_factor = 1.0 - (distance/viewRadius);
Check_Fpu();
threat_assessment +=
distance_factor * speed_factor;
}
//-----------------------------------------------------------
// Display only if assessment > 0
//-----------------------------------------------------------
if (threat_assessment > 0.0)
{
//-----------------------------------------------------------
// Draw the threat indicator
//-----------------------------------------------------------
threat_yaw = generateRelativeYaw(
currentHeading.yaw.angle,
relative_position
);
SinCosPair
sc_pair;
sc_pair = -threat_yaw;
// HACK - I don't know why the (-) is needed, but it is.
// cpb 8-21-95
Check_Fpu();
if (threat_assessment > 1.0)
{
threat_assessment = 1.0;
}
Scalar
show_radius = outerRadius+(delta_radius*threat_assessment),
orthogonal_x = sc_pair.cosine * 3.0,
orthogonal_y = -sc_pair.sine * 3.0,
threat_outer_x = sc_pair.sine * -outerRadius,
threat_outer_y = sc_pair.cosine * -outerRadius,
threat_inner_x = sc_pair.sine * -show_radius,
threat_inner_y = sc_pair.cosine * -show_radius;
Check_Fpu();
if (player->playerType == RPPlayer::GeneralPlayerType)
{
color = otherColor; // no friends in death race!
}
else
{
RPPlayer
*other_player = (RPPlayer *) entity->GetPlayerLink();
Check(other_player);
# if DEBUG_LEVEL == 0
if (other_player == NULL)
{
DEBUG_STREAM << "ThreatIndicator has been SABOTAGED!\n" << std::flush;
DEBUG_STREAM << "other_player = NULL!\n" << std::flush;
break;
}
# endif
if (other_player->teamID == player->teamID)
{
color = teamColor;
}
else
{
color = otherColor;
}
}
localView.SetColor(color);
localView.MoveToAbsolute(
(int) (threat_outer_x + orthogonal_x + .5),
(int) (threat_outer_y + orthogonal_y + .5)
);
localView.DrawLineToAbsolute(
(int) (threat_inner_x + .5),
(int) (threat_inner_y + .5)
);
localView.DrawLineToAbsolute(
(int) (threat_outer_x - orthogonal_x + .5),
(int) (threat_outer_y - orthogonal_y + .5)
);
}
}
}
}
Check_Fpu();
}
//*****************************************************************************
// NavName
//*****************************************************************************
//----------------------------------------------------------
// A vector between each pair of objects is created,
// normalized, and then weighted according to the INVERSE
// of the vector length. This will cause closer pairs
// of objects to generate larger "repelling" vectors, and
// farther pairs of objects to generate smaller " repelling"
// vectors.
//
// These 'repelling" vectors are then summed for each object.
// The summed vectors then tend to point AWAY from
// 'nearer' objects. These summed vectors are
// again normalized and multiplied by a fixed distance to
// generate the center position for a name bitmap.
//----------------------------------------------------------
void
NavName::ExtractFromEntity(Entity *entity, AffineMatrix &worldToView)
{
Check(this);
Check(entity);
Player
*player;
//-------------------------------------
// Get pointer to bitmap
//-------------------------------------
player = entity->playerLink;
Check(application);
Mission *current_mission = application->GetCurrentMission();
Check(current_mission);
if (player == NULL)
{
nameBitmap = NULL;
}
else
{
nameBitmap =
current_mission->GetSmallNameBitmap(player->playerBitmapIndex);
Check(nameBitmap);
}
//-------------------------------------
// Generate screen position
//-------------------------------------
center.Multiply(
entity->localOrigin.linearPosition,
worldToView
);
//-------------------------------------
// Get color
//-------------------------------------
color = determineEntityColor(entity);
//-------------------------------------
// Clear direction vector
//-------------------------------------
direction.x = 0.0;
direction.y = 0.0;
direction.z = 0.0;
}
void
NavName::CalculatePositions(NavName *array, int count)
{
Check_Pointer(array);
int
i;
NavName
*this_nav_name;
Vector3D
delta;
#if 0 // QUICK PATCH TO REMOVE "FLOATING" NAMES
int
i;
NavName
*that_nav_name;
Scalar
distance;
#endif
//----------------------------------------------------------
// Build NavName weighted direction vectors
//----------------------------------------------------------
for(
i=0, this_nav_name=array;
i<count;
++i,++this_nav_name
)
{
Check(this_nav_name);
#if 0 // QUICK PATCH TO REMOVE "FLOATING" NAMES
for(
j=i+1, that_nav_name=&array[j];
j<count;
++j,++that_nav_name
)
{
//-------------------------------------
// Get delta, length
//-------------------------------------
delta.Subtract(this_nav_name->center, that_nav_name->center);
distance = delta.Length();
//-------------------------------------
// Normalize the delta, and
// multiply by inverse distance
// (i.e., divide by distance squared)
//-------------------------------------
distance *= distance;
if (!Small_Enough(distance))
{
delta /= distance;
}
//-------------------------------------
// Sum the vectors for each navName
//-------------------------------------
this_nav_name->direction += delta;
that_nav_name->direction -= delta;
}
#else
this_nav_name->direction.x = -1.0;
this_nav_name->direction.y = 0.0;
this_nav_name->direction.z = 0.0;
#endif
}
#if 0 // QUICK PATCH TO REMOVE "FLOATING" NAMES
//----------------------------------------------------------
// Normalize the directions
//----------------------------------------------------------
for(
i=0, this_nav_name=array;
i<count;
++i,++this_nav_name
)
{
Check(this_nav_name);
//--------------------------------------
// Normalize the vectors in the xz plane
//--------------------------------------
this_nav_name->direction.y = 0.0; // force to xz plane
distance = this_nav_name->direction.Length();
if (Small_Enough(distance))
{
this_nav_name->direction.x = -1.0;
this_nav_name->direction.z = 0.0;
}
else
{
this_nav_name->direction /= distance;
}
}
#endif
}
void
NavName::Draw(GraphicsView *graphics_view, Scalar radius_multiplier)
{
Check(this);
Check(graphics_view);
if (nameBitmap != NULL)
{
//----------------------------------------
// Set 'radius'
//----------------------------------------
direction *= (nameBitmap->Data.Size.x >> 1) * radius_multiplier;
//----------------------------------------
// Change from screen to world coordinates
//----------------------------------------
direction.y = -direction.z;
center.y = -center.z;
//----------------------------------------
// Center the bitmap
//----------------------------------------
direction.x -= nameBitmap->Data.Size.x >> 1;
direction.y -= nameBitmap->Data.Size.y >> 1;
//----------------------------------------
// Finally, draw it!
//----------------------------------------
graphics_view->MoveToAbsolute(
(int) (center.x + direction.x + .5),
(int) (center.y + direction.y + .5)
);
graphics_view->SetColor(color);
graphics_view->DrawBitMap(0, nameBitmap);
}
}
//*****************************************************************************
// NavDisplay
//*****************************************************************************
MethodDescription
NavDisplay::methodDescription =
{
"nav",
NavDisplay::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL }, // mode mask
{ ParameterDescription::typeVector, NULL }, // size
{ ParameterDescription::typeColor, NULL }, // background
{ ParameterDescription::typeColor, NULL }, // static
{ ParameterDescription::typeAttribute, NULL }, // scale
{ ParameterDescription::typeAttribute, NULL }, // lin pos
{ ParameterDescription::typeAttribute, NULL }, // ang pos
PARAMETER_DESCRIPTION_END
}
};
Logical
NavDisplay::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer *gauge_renderer
)
{
Test_Tell("NavDisplay::Make\n");
Check(gauge_renderer);
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeVector); // size
parameterList[3].CheckIt(ParameterDescription::typeColor); // bg
parameterList[4].CheckIt(ParameterDescription::typeColor); // bg
parameterList[5].CheckIt(ParameterDescription::typeAttribute); // scale
parameterList[6].CheckIt(ParameterDescription::typeAttribute); // lin pos
parameterList[7].CheckIt(ParameterDescription::typeAttribute); // ang pos
# endif
# if DEBUG_LEVEL > 0
NavDisplay
*nav_display =
# endif
new NavDisplay(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, // owner_ID
display_port_index, // graphics_port_number
position.x,
position.y,
position.x + parameterList[2].data.vector.x,
position.y + parameterList[2].data.vector.y,
parameterList[3].data.color, // bg
parameterList[4].data.color, // static objects
(Scalar *) parameterList[5].data.attributePointer,
(Point3D **) parameterList[6].data.attributePointer,
(Quaternion **) parameterList[7].data.attributePointer,
False
// HACK!!!! The casts above are VERY dangerous!
);
Register_Object(nav_display);
Test_Tell("NavDisplay::Make OK\n");
Check_Fpu();
return True;
}
NavDisplay::NavDisplay(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int left, int bottom,
int right, int top,
int bg_color,
int static_color,
Scalar *scale_value_pointer,
Point3D **position_pointer,
Quaternion **angle_pointer,
Logical allow_rock_and_roll,
const char *identification_string
):
GraphicGauge(
rate,
mode_mask,
renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Test_Tell("NavDisplay::NavDisplay\n");
Check_Pointer(this);
// graphics_port may be NULL!
//
//-----------------------------------------------------------
// Set position of graphicsView within the graphicsPort
// (which also specifies the clipping and origin)
//-----------------------------------------------------------
//
Verify(right > left);
Verify(top > bottom);
localView.SetPositionWithinPort(left, bottom, right, top);
localView.SetOrigin((right-left)>>1, (top-bottom)>>1);
//
//-----------------------------------------------------------
// Initialize internal values
//-----------------------------------------------------------
//
backgroundColor = bg_color;
staticColor = static_color;
rockAndRoll = allow_rock_and_roll;
halfWidth = (right-left)>>1;
halfHeight = (top-bottom)>>1;
//
//-----------------------------------------------------------
// Build connections to values
//-----------------------------------------------------------
//
GaugeConnection
*connection;
connection = new
GaugeConnectionDirectOf<Scalar>(0, &currentScale, scale_value_pointer);
Register_Object(connection);
AddConnection(connection);
connection = new
GaugeConnectionDirectOf<Point3D *>(
0, &currentPositionPointer, position_pointer);
Register_Object(connection);
AddConnection(connection);
connection = new
GaugeConnectionDirectOf<Quaternion *>(
0, &currentAngularPointer, angle_pointer);
Register_Object(connection);
AddConnection(connection);
Check_Fpu();
}
NavDisplay::~NavDisplay()
{
Test_Tell("NavDisplay::~NavDisplay\n");
Check(this);
// base class deletes all connections in Gauge::~Gauge
Check_Fpu();
}
Logical
NavDisplay::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
NavDisplay::ShowInstance(char *indent)
{
Check(this);
std::cout << indent << "ThreatIndicator:\n";
char
temp[80];
Str_Copy(temp,indent, 80);
Str_Cat(temp,"...", 80);
// std::cout << temp << "backgroundColor=" << backgroundColor << "\n";
// std::cout << temp << "foregroundColor=" << foregroundColor << "\n";
// std::cout << temp << "numberOfDigits =" << numberOfDigits << "\n";
GraphicGauge::ShowInstance(temp);
Check_Fpu();
}
void
NavDisplay::BecameActive()
{
Check(this);
operatingPhase = 0;
}
void
NavDisplay::Execute()
{
Test_Tell("NavDisplay::Execute\n");
Check(this);
Check(renderer);
Vector3D
scaling_vector;
Entity
*linked_entity;
LinearMatrix
temp;
switch(operatingPhase++)
{
case 0:
CalculateBounds();
break;
case 1:
SelectStatic();
break;
case 2:
SelectMoving();
break;
case 3:
temp.BuildIdentity();
//-----------------------------------------------------------
// Update worldToView transformation
//-----------------------------------------------------------
linked_entity = renderer->GetLinkedEntity();
//------------------------------------
// If pointer to position is null,
// use position of linked entity
//------------------------------------
if (currentPositionPointer == NULL)
{
if (linked_entity != NULL)
{
currentPositionPointer =
&linked_entity->localOrigin.linearPosition;
}
}
//------------------------------------
// Get inverse transform from viewer
//------------------------------------
if (currentPositionPointer != NULL)
{
{
Point3D
point;
point = *currentPositionPointer;
temp = point;
}
if (currentAngularPointer != NULL)
{
if (rockAndRoll)
{
Quaternion
quaternion;
quaternion = *currentAngularPointer;
temp = quaternion;
}
else
{
YawPitchRoll
currentHeading;
currentHeading = *currentAngularPointer;
SinCosPair
sin_cos_pair;
sin_cos_pair = currentHeading.yaw.angle/2.0;
Quaternion
quaternion(0.0, sin_cos_pair.sine, 0.0, sin_cos_pair.cosine);
temp = quaternion;
}
}
}
worldToView.Invert(temp);
//------------------------------------
// Scale the display
//------------------------------------
Verify(pixelsPerMeter > 0.0);
scaling_vector.x = pixelsPerMeter;
scaling_vector.y = pixelsPerMeter;
scaling_vector.z = pixelsPerMeter;
worldToView *= scaling_vector;
//
//-----------------------------------------------------------
// Update display
//-----------------------------------------------------------
//
previousDrawing.Draw(&localView, backgroundColor);
previousDrawing.Clear();
localView.AttachRecorder(&previousDrawing);
DrawStatic(worldToView);
DrawMoving(worldToView);
DrawNames(worldToView);
localView.DetachRecorder();
// deliberately falls through into default case
default:
operatingPhase = 0;
break;
}
Check_Fpu();
}
void
NavDisplay::CalculateBounds()
{
Test_Tell("NavDisplay::CalculateBounds\n");
Check(this);
Test_Tell("currentScale = " << currentScale << "\n");
if (currentScale <= 0.0)
{
Fail("NavDisplay::CalculateBounds detected currentScale <= 0.0");
currentScale = 1.0;
}
pixelsPerMeter = (halfWidth<<1)/currentScale;
Test_Tell("pixelsPerMeter = " << pixelsPerMeter << "\n");
Verify(pixelsPerMeter > 0.0);
metersPerPixel = 1.0 / pixelsPerMeter;
//------------------------------------------------------------
// Derivation of LODIndex:
//
// The LOD level for the gaugeImage is a very arbitrary value
// where 1.0 is the "normal" level of detail, with smaller
// numbers yielding "more" detail and larger numbers yielding
// "less" detail. If the LODIndex becomes greater than the
// largest value in the gaugeImage, the gaugeImage is not drawn.
//
// This code assumes that a "normal" level is N pixels per meter.
// Therefore,
// N pixel | meters
// LODIndex = ------------+----------
// meter | pixel
//------------------------------------------------------------
LODIndex = /*1.0* */ metersPerPixel; // N = 1.0 pixels/meter
Scalar
halfViewWidth(halfWidth/pixelsPerMeter),
halfViewHeight(halfHeight/pixelsPerMeter);
Test_Tell("halfViewWidth = " << halfViewWidth << "\n");
Test_Tell("halfViewHeight = " << halfViewHeight << "\n");
Point3D
viewing_position;
Entity
*viewing_entity = renderer->GetLinkedEntity();
Check(viewing_entity);
viewing_position = viewing_entity->localOrigin.linearPosition;
xMin = viewing_position.x - halfViewWidth;
xMax = viewing_position.x + halfViewWidth;
yMin = -32768.0;
yMax = 32768.0;
zMin = viewing_position.z - halfViewHeight;
zMax = viewing_position.z + halfViewHeight;
Test_Tell("x= " << xMin << "..." << xMax << "\n");
Test_Tell("y= " << yMin << "..." << yMax << "\n");
Test_Tell("z= " << zMin << "..." << zMax << "\n");
Check_Fpu();
}
void
NavDisplay::SelectStatic()
{
Test_Tell("NavDisplay::SelectStatic\n");
Check(this);
staticEntityList.Clear();
renderer->GetStaticEntitiesWithinBounds(
&staticEntityList,
xMin, yMin, zMin,
xMax, yMax, zMax
);
Check_Fpu();
}
void
NavDisplay::SelectMoving()
{
Test_Tell("NavDisplay::SelectMoving\n");
Check(this);
movingEntityList.Clear();
renderer->GetMovingEntitiesWithinBounds(
&movingEntityList,
xMin, yMin, zMin,
xMax, yMax, zMax
);
Check_Fpu();
}
void
NavDisplay::DrawStatic(AffineMatrix &worldToView)
{
Test_Tell("NavDisplay::DrawStatic\n");
Check(this);
Entity
*entity;
Point3D
zero,
pos;
AffineMatrix
localToView;
ChainIteratorOf<Entity*>
i(staticEntityList.GetInstanceList());
zero.x = 0.0;
zero.y = 0.0;
zero.z = 0.0;
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
L4GaugeImage
*gauge_image;
while ((entity=i.ReadAndNext()) != NULL)
{
Check(entity);
//
//-----------------------------------------------------------
// Draw new image
//-----------------------------------------------------------
//
gauge_image = warehouse->
gaugeImageBin.GetIfAlreadyExists(entity->GetResourceID());
if (gauge_image != NULL)
{
Check(gauge_image);
localToView.Multiply(entity->localToWorld, worldToView);
gauge_image->Draw(
LODIndex,
metersPerPixel,
&localView,
staticColor,
(AffineMatrix &) localToView
);
warehouse->gaugeImageBin.Release(entity->GetResourceID());
}
}
Check_Fpu();
}
void
NavDisplay::DrawMoving(AffineMatrix &worldToView)
{
Test_Tell("NavDisplay::DrawMoving\n");
Check(this);
Entity
*entity;
ChainIteratorOf<Entity*>
i(movingEntityList.GetInstanceList());
L4GaugeImage
*gauge_image;
AffineMatrix
localToView;
//----------------------------------------------------------
// Get warehouse
//----------------------------------------------------------
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
//----------------------------------------------------------
// Draw moving entities
//----------------------------------------------------------
while ((entity=i.ReadAndNext()) != NULL)
{
Check(entity);
// if (entity != renderer->GetLinkedEntity())
{
//
//-----------------------------------------------------------
// Draw new image
//-----------------------------------------------------------
//
gauge_image = warehouse->
gaugeImageBin.GetIfAlreadyExists(entity->GetResourceID());
if (gauge_image != NULL)
{
Check(gauge_image);
localToView.Multiply(entity->localToWorld, worldToView);
gauge_image->Draw(
LODIndex,
metersPerPixel,
&localView,
determineEntityColor(entity),
localToView,
0 // bounding box color number: 0=no box
);
warehouse->gaugeImageBin.Release(entity->GetResourceID());
}
}
}
Check_Fpu();
}
void
NavDisplay::DrawNames(AffineMatrix &worldToView)
{
Test_Tell("NavDisplay::DrawNames\n");
Check(this);
ChainIteratorOf<Entity*>
iterator(movingEntityList.GetInstanceList());
NavName
*nav_name;
int
i;
Entity
*entity;
int
count = iterator.GetSize();
if (count < 1)
{
return;
}
if (count > maximumNames)
{
count = maximumNames;
}
//----------------------------------------------------------
// Build NavName entries
//----------------------------------------------------------
for(
i=0, nav_name=nameArray;
i<count;
++i,++nav_name
)
{
//-------------------------------------
// Get entity
//-------------------------------------
entity=iterator.ReadAndNext();
if (entity == NULL)
{
Fail("NavDisplay::DrawNames - GetSize() lied!");
}
nav_name->ExtractFromEntity(entity, worldToView);
}
//----------------------------------------------------------
// Generate display positions
//----------------------------------------------------------
NavName::CalculatePositions(nameArray, count);
//----------------------------------------------------------
// Draw names
//----------------------------------------------------------
for(
i=0, nav_name=nameArray;
i<count;
++i,++nav_name
)
{
nav_name->Draw(&localView, 1.0);
}
Check_Fpu();
}
//*****************************************************************************
// GPS
//*****************************************************************************
MethodDescription
GPS::methodDescription =
{
"gps",
GPS::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL }, // mode mask
{ ParameterDescription::typeVector, NULL }, // size
{ ParameterDescription::typeScalar, NULL }, // LOD index
PARAMETER_DESCRIPTION_END
}
};
Logical
GPS::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer *gauge_renderer
)
{
Test_Tell("GPS::Make\n");
Check(gauge_renderer);
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeVector); // size
parameterList[3].CheckIt(ParameterDescription::typeScalar); // LOD index
# endif
# if DEBUG_LEVEL > 0
GPS
*gps =
# endif
new GPS(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, //unsigned int owner_ID
display_port_index, //int graphics_port_number
position.x,
position.y,
position.x + parameterList[2].data.vector.x,
position.y + parameterList[2].data.vector.y,
parameterList[3].data.scalar
);
Register_Object(gps);
Test_Tell("GPS::Make OK\n");
Check_Fpu();
return True;
}
GPS::GPS(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int left, int bottom,
int right, int top,
Scalar LOD_index,
const char *identification_string
) :
GraphicGauge(
rate,
mode_mask,
renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Test_Tell("GPS::GPS()\n");
Check_Pointer(this);
// graphics_port may be NULL!
width = right-left,
height = top-bottom;
Verify(width > 0);
Verify(height > 0);
LODIndex = LOD_index;
//-----------------------------------------------------------
// Set position of graphicsView within the graphicsPort
// (which also specifies the clipping and origin)
//-----------------------------------------------------------
localView.SetPositionWithinPort(left, bottom, right, top);
//-----------------------------------------------------------
// Create background pixelmap
//-----------------------------------------------------------
background = new Video8BitBuffered(width, height);
Register_Object(background);
//
//-----------------------------------------------------------------
// RP412MAPRATE - how many of the sixteen rate steps the map redraws
// on.
//
// The gauge renderer walks a 16-bit rate wheel: one bit per full
// pass over every active gauge, shifted right each pass and reset at
// the bottom (GAUGREND.cpp). A gauge redraws only on the step its
// configured rate names, so a map on one bit redraws once per
// SIXTEEN passes - and its update period is sixteen passes however
// cheap the redraw is.
//
// That was fine when a pass was quick. Racing, the background loop
// only gets what is left of the frame after the 3D, passes fall to
// about five a second, and sixteen of them is over three seconds
// between map updates - measured, on a 60 fps display with the 3D
// perfectly smooth. Nothing is slow here; the map is just waiting
// its turn on a wheel built for a machine that came round faster.
//
// Drawing on more of the steps costs one gauge's redraw per step,
// against a pass that runs ninety of them. It does not make the
// wheel turn faster - it stops the map needing a whole turn.
//-----------------------------------------------------------------
//
{
static int updates = -1;
if (updates < 0)
{
const char *setting = getenv("RP412MAPRATE");
updates = (setting != NULL) ? atoi(setting) : 16;
// 1..16, and only the powers of two divide the wheel evenly
if (updates > 16) updates = 16;
if (updates < 1) updates = 1;
}
if (updates > 1)
{
GaugeRate mask = 0;
for (int step = 0; step < 16; step += (16 / updates))
{
mask |= (GaugeRate)(0x8000 >> step);
}
//
// QUALIFIED, both of them. This constructor's first
// parameter is also called 'rate', so a bare assignment
// here writes the PARAMETER and leaves the member holding
// whatever the gauge data asked for - which is what it did,
// silently, and cost a long hunt for a writer that did not
// exist. oldRate is not shadowed, which is why it took the
// value and the pair disagreed.
//
// Gauge::Disable(False) restores rate from oldRate when the
// mode system enables a gauge, so both have to carry it or
// the first activation puts the old rate back.
//
Gauge::rate = mask;
Gauge::oldRate = mask;
}
}
needsStaticUpdate = True;
//
// Nothing drawn yet, so there is no picture to add a placement to and
// no scale it would be added at. The first pass builds both.
//
backgroundBuilt = False;
builtMinX = builtMinY = builtMinZ = (Scalar) 0;
builtMaxX = builtMaxY = builtMaxZ = (Scalar) 0;
Check_Fpu();
}
GPS::~GPS()
{
Check(this);
Unregister_Object(background);
delete background;
background = NULL;
Check_Fpu();
}
Logical
GPS::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
GPS::ShowInstance(char */*indent*/)
{
Check_Fpu();
}
void
GPS::BecameActive()
{
Check(this);
numberOfMovingEntities = 0;
needsScreenUpdate = True;
Check_Fpu();
}
void
GPS::NotifyOfNewInterestingEntity(Entity *entity)
{
Check(this);
Check(entity);
if (!entity->IsDerivedFrom(*Terrain::GetClassDerivations()))
{
Check_Fpu();
return;
}
//
// A rebuild is already owed, or there is no picture to add to yet.
//
if (needsStaticUpdate || !backgroundBuilt)
{
needsStaticUpdate = True;
Check_Fpu();
return;
}
//
// Terrain arrives as you DRIVE - the interest system hands each piece
// over as it comes into range, not all of it at load - and this used
// to order a rebuild of the entire map for every one of them. A
// rebuild redraws every placement on the track, so the cost of one
// arriving piece was the whole track, and the map went seconds
// between updates on the tracks that draw the most: Tour De Mars at
// 351 placements and Ares' Armpits at 320, against 80-140 for a
// typical one. It is also not interruptible - the gauge loop checks
// its time slice BETWEEN gauges - so a rebuild stalled every other
// display with it.
//
// But the bounds are what set the scale, and the scale is what the
// whole cached picture was drawn at. An arrival that leaves the
// bounds alone leaves every placement already on the map exactly
// where it belongs, and the only thing missing from the picture is
// the new one. Draw that, and nothing else.
//
// Only a piece that moves an EDGE of the track changes the scale, and
// then the picture really is wrong everywhere and has to be redrawn.
// That is rare, and it gets rarer as the track fills in.
//
// RPL4GaugeRenderer::NotifyOfNewInterestingEntity adds the entity to
// staticEntities before chaining here, so these bounds already
// account for the arrival being judged.
//
Scalar
minX, minY, minZ,
maxX, maxY, maxZ;
Check(renderer);
renderer->GetStaticBounds(
&minX, &minY, &minZ,
&maxX, &maxY, &maxZ
);
if (minX != builtMinX || minY != builtMinY || minZ != builtMinZ ||
maxX != builtMaxX || maxY != builtMaxY || maxZ != builtMaxZ)
{
needsStaticUpdate = True;
}
else if (DrawStaticEntity(entity))
{
//
// Only when something was actually drawn. Terrain without a
// GaugeImage never reaches the map - on these tracks that is
// most of it, 256 of Tour De Mars' 607 - and blitting the
// background again for one of those is pure cost.
//
needsScreenUpdate = True;
}
Check_Fpu();
}
//
//#############################################################################
// NotifyOfBecomingUninterestingEntity
//#############################################################################
//
// The map showed only currently-interesting terrain before any of this,
// and it still does. A placement cannot be un-drawn from a composited
// picture, so a departure is the one case left that costs a full rebuild.
//
// Nothing used to listen for this at all: departures were swept up by the
// rebuild that the very next ARRIVAL ordered, which is no longer ordered.
// Without this the map would keep showing terrain that had gone until
// something moved the bounds.
//
void
GPS::NotifyOfBecomingUninterestingEntity(Entity *entity)
{
Check(this);
Check(entity);
if (entity->IsDerivedFrom(*Terrain::GetClassDerivations()))
{
needsStaticUpdate = True;
}
Check_Fpu();
}
void
GPS::UpdateStaticEntities()
{
Check(this);
//-----------------------------------------------------------
// Calculate scale
//-----------------------------------------------------------
Scalar
minX, maxX, deltaX,
minY, maxY,
minZ, maxZ, deltaZ,
scaleX, scaleZ;
//----------------------------------------
// First, get bounds from staticEntityList
//----------------------------------------
Check(renderer);
renderer->GetStaticBounds(
&minX, &minY, &minZ,
&maxX, &maxY, &maxZ
);
//----------------------------------------
// Calculate X, Z scales
//----------------------------------------
deltaX = maxX - minX;
if (deltaX < 0)
{
deltaX = - deltaX;
}
if (deltaX != 0)
{
Verify(width > 0);
scaleX = deltaX/((Scalar) width);
}
else
{
scaleX = 1.0;
}
deltaZ = maxZ - minZ;
if (deltaZ < 0)
{
deltaZ = - deltaZ;
}
if (deltaZ > 0)
{
Verify(height > 0);
scaleZ = deltaZ/((Scalar) height);
}
else
{
scaleZ = 1.0;
}
//----------------------------------------
// Choose largest scaling value
// (such that entire map fits)
//----------------------------------------
metersPerPixel = (scaleX > scaleZ)? scaleX : scaleZ;
metersPerPixel *= 1.2; // allow for large objects at edges of map
//----------------------------------------
// Generate inverse as well
//----------------------------------------
Verify(!Small_Enough(metersPerPixel));
pixelsPerMeter = 1.0 / metersPerPixel;
//DEBUG_STREAM <<
// "GPS, dx=" << deltaX <<
// ", dz=" << deltaZ <<
// ", sx=" << scaleX <<
// ", sz=" << scaleZ <<
// ", metersPerPixel=" << metersPerPixel <<
// ", pixelsPerMeter=" << pixelsPerMeter <<
// "\n";
//----------------------------------------
// Generate centering offset
// (map is not necessarily symmetrical)
//----------------------------------------
centeringOffset.x = -(deltaX/2 + minX);
centeringOffset.y = 0.0;
centeringOffset.z = -(deltaZ/2 + minZ);
//-----------------------------------------------------------
// Rebuild background
//-----------------------------------------------------------
Check(background);
L4BytePort
backgroundPort(background, "background", 0);
Check(&backgroundPort);
GraphicsView
backgroundView(&backgroundPort);
Check(&backgroundView);
backgroundView.MoveToAbsolute(0, 0);
backgroundView.SetColor(0);
backgroundView.DrawFilledRectangleToAbsolute(width,height);
backgroundView.SetOrigin(width>>1, height>>1);
GaugeEntityList
staticEntityList;
renderer->GetStaticEntities(&staticEntityList);
ChainIteratorOf<Entity*>
i(staticEntityList.GetInstanceList());
Entity
*entity;
Verify(!Small_Enough(pixelsPerMeter));
int
drawn = 0;
while ((entity=i.ReadAndNext()) != NULL)
{
Check(entity);
DrawStaticEntity(entity);
}
//
// The picture now matches these bounds, and they are what the scale
// everything on it was drawn at came from. Remember them: an arrival
// that leaves them alone can be added to this picture rather than
// replacing it.
//
builtMinX = minX;
builtMinY = minY;
builtMinZ = minZ;
builtMaxX = maxX;
builtMaxY = maxY;
builtMaxZ = maxZ;
backgroundBuilt = True;
//-----------------------------------------------------------
// Redraw new background, restart moving entity display
//-----------------------------------------------------------
BecameActive();
Check_Fpu();
}
//
//#############################################################################
// DrawStaticEntity
//#############################################################################
//
// One placement onto the cached background, at the scale that background
// was built at. Shared by the full rebuild above and by the single-arrival
// path in NotifyOfNewInterestingEntity, so the two cannot drift into
// drawing the same track two different ways.
//
Logical
GPS::DrawStaticEntity(Entity *entity)
{
Check(this);
Check(entity);
Check(background);
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
L4GaugeImage
*gauge_image =
warehouse->gaugeImageBin.GetIfAlreadyExists(entity->GetResourceID());
if (gauge_image == NULL)
{
return False; // nothing of it appears on the map
}
Check(gauge_image);
L4BytePort
backgroundPort(background, "background", 0);
GraphicsView
backgroundView(&backgroundPort);
backgroundView.SetOrigin(width>>1, height>>1);
Vector3D
scaling_vector;
scaling_vector.x = pixelsPerMeter;
scaling_vector.y = pixelsPerMeter;
scaling_vector.z = pixelsPerMeter;
AffineMatrix
worldToView,
localToView;
worldToView.BuildIdentity();
worldToView *= centeringOffset; // translation
worldToView *= scaling_vector;
localToView.Multiply(entity->localToWorld, worldToView);
gauge_image->Draw(
LODIndex, // value set by creator
metersPerPixel,
&backgroundView,
0, // default color
(AffineMatrix &) localToView
);
warehouse->gaugeImageBin.Release(entity->GetResourceID());
return True;
}
void
GPS::Execute()
{
Check(this);
GaugeEntityList
movingEntityList;
GPSRecord
*gps_record;
int
size,
i;
enum
{
my_size=3,
your_size=2
};
//-----------------------------------------------------------
// Recreate background if it has changed
//-----------------------------------------------------------
if (needsStaticUpdate)
{
UpdateStaticEntities();
needsStaticUpdate = False;
}
//-----------------------------------------------------------
// Redraw background if needed
//-----------------------------------------------------------
if (needsScreenUpdate)
{
Check(background);
Check(background->pixelBuffer);
localView.MoveToAbsolute(0, 0);
localView.DrawPixelMap8(
True, // opaque
0, // rotation
background->pixelBuffer
);
needsScreenUpdate = False;
}
//-----------------------------------------------------------
// Erase old positions
//-----------------------------------------------------------
for(
i=numberOfMovingEntities, gps_record=previousGPSRecord;
i>0;
--i, ++gps_record
)
{
size = (gps_record->me)? my_size : your_size ;
localView.MoveToAbsolute(gps_record->x, gps_record->y);
localView.DrawPixelMap8(
True, // opaque
0, // rotation
background->pixelBuffer,
gps_record->x, // sx1
gps_record->y, // sy1
gps_record->x+size, // sx2
gps_record->y+size // sy2
);
}
//-----------------------------------------------------------
// Get new entity list
//-----------------------------------------------------------
movingEntityList.Clear();
renderer->GetMovingEntities(&movingEntityList);
//-----------------------------------------------------------
// Build new positions
//-----------------------------------------------------------
gps_record = previousGPSRecord;
numberOfMovingEntities = 0;
{
ChainIteratorOf<Entity*>
iterator(movingEntityList.GetInstanceList());
Entity
*entity;
RPPlayer
*player;
int
half_width = width >> 1,
half_height = height >> 1;
while((entity=iterator.ReadAndNext()) != NULL)
{
Check(entity);
//-----------------------------------------------------------
// Only show entities representing players
//-----------------------------------------------------------
player = (RPPlayer *)(entity->GetPlayerLink());
if (player != NULL)
{
Check(player);
gps_record->x = (int)
(
(
(entity->localOrigin.linearPosition.x+centeringOffset.x)
* pixelsPerMeter
)
+ .5 + half_width
);
gps_record->y = (int)
(
(
-(entity->localOrigin.linearPosition.z+centeringOffset.z)
* pixelsPerMeter
)
+ .5 + half_height
);
gps_record->me = (entity == renderer->GetLinkedEntity());
gps_record->color = determineEntityColor(entity);
++gps_record;
++numberOfMovingEntities;
if (numberOfMovingEntities >= max_moving_entities)
{
break;
}
}
}
}
//-----------------------------------------------------------
// Draw new positions
//-----------------------------------------------------------
for(
i=numberOfMovingEntities, gps_record=previousGPSRecord;
i>0;
--i, ++gps_record
)
{
if (gps_record->me)
{
size = my_size;
localView.SetColor(gps_record->color + 0xC0); // flashes color
}
else
{
size = your_size;
localView.SetColor(gps_record->color);
}
localView.MoveToAbsolute(gps_record->x, gps_record->y);
localView.DrawFilledRectangleToRelative(size,size);
}
Check_Fpu();
}
//############################################################################
// Ranking
//############################################################################
# define FORCE_CHANNEL_UPDATE -1
MethodDescription
Ranking::methodDescription =
{
"ranking",
Ranking::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL }, // mode mask
{ ParameterDescription::typeString, NULL }, // font name
{ ParameterDescription::typeInteger, NULL }, // spacing
{ ParameterDescription::typeColor, NULL }, // score color
{ ParameterDescription::typeInteger, NULL }, // options
PARAMETER_DESCRIPTION_END
}
};
Logical
Ranking::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer * gauge_renderer
)
{
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeString); // font name
parameterList[3].CheckIt(ParameterDescription::typeInteger); // spacing
parameterList[4].CheckIt(ParameterDescription::typeColor); // color
parameterList[5].CheckIt(ParameterDescription::typeInteger); // options
# endif
Test_Tell("Ranking::Make\n");
# if DEBUG_LEVEL > 0
Ranking
*ranking =
# endif
new Ranking(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, // unsigned int owner_ID
display_port_index, // int graphics_port_number
position.x, position.y,
parameterList[2].data.string, // font name
parameterList[3].data.integer, // vertical spacing
parameterList[4].data.color, // numeric color
parameterList[5].data.integer // options
);
Register_Object(ranking);
//--------------------------------------------------------
// Make sure the font was properly placed in the warehouse
//--------------------------------------------------------
Check(gauge_renderer);
L4Warehouse
*warehouse = (L4Warehouse *) gauge_renderer->warehousePointer;
Check(warehouse);
if (warehouse->bitMapBin.Get(parameterList[2].data.string) == NULL)
{
Test_Tell("Ranking::Missing font\n");
Check_Fpu();
return False;
}
else
{
warehouse->bitMapBin.Release(parameterList[2].data.string);
}
//--------------------------------------------------------
// Everything's ok
//--------------------------------------------------------
Test_Tell("Ranking::Make OK\n");
Check_Fpu();
return True;
}
Ranking::Ranking(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int left, int top,
const char *font_name,
int new_spacing,
int numeric_color,
int new_options,
const char *identification_string
):
GraphicGauge(
rate,
mode_mask,
renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Test_Tell("Ranking creator\n" << std::flush);
Check_Pointer(this);
// graphics_port may be NULL!
spacing = new_spacing;
options = new_options;
x = left;
y = top - 32;
//-----------------------------------------------------------
// Get and lock font bitmap from warehouse
//-----------------------------------------------------------
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
Check_Pointer(font_name);
BitMap
*font = warehouse->bitMapBin.Get(font_name);
Check(font);
//-----------------------------------------------------------
// Size/offset definitions
//-----------------------------------------------------------
# define width_of_bitmap 128
# define space_before_score 2
# define number_of_score_digits 8
# define space_before_channel 32
# define space_at_end_of_box 4
int
char_width = (font->Data.Size.x/NumericDisplay::totalDigitsPerFont);
int
score_width = char_width * number_of_score_digits;
int
channel_width = char_width;
int
score_offset = width_of_bitmap + space_before_score;
int
channel_offset = score_offset + score_width + space_before_channel;
//-----------------------------------------------------------
// Calculate box width
//-----------------------------------------------------------
width = width_of_bitmap + space_before_score +
score_width + space_at_end_of_box;
if (options & showIcomOption)
{
width += space_before_channel + channel_width;
}
//-----------------------------------------------------------
// Spawn off sub-instruments
//-----------------------------------------------------------
int
i,
bottom = y+3;
for(i=0; i<maximumDisplayedPlayers; ++i,bottom -= spacing)
{
numericDisplay[i] = new NumericDisplay(
warehouse,
x+score_offset, bottom,
font_name,
number_of_score_digits,
NumericDisplay::signedBlankedZerosFormat,
0,
numeric_color
);
Register_Object(numericDisplay[i]);
if (options & showIcomOption)
{
channelDisplay[i] = new NumericDisplay(
warehouse,
x+channel_offset, bottom,
font_name,
1,
NumericDisplay::unsignedFormat,
0,
numeric_color
);
Register_Object(channelDisplay[i]);
}
else
{
channelDisplay[i] = NULL;
}
}
//-----------------------------------------------------------
// Release the font bitmap from warehouse
//-----------------------------------------------------------
Check(warehouse);
Check_Pointer(font_name);
warehouse->bitMapBin.Release(font_name);
Check_Fpu();
}
Ranking::~Ranking()
{
Test_Tell("Ranking destructor\n" << std::flush);
Check(this);
int
i;
//
//-----------------------------------------------------------
// Delete sub-gauges
//-----------------------------------------------------------
//
for(i=0; i<maximumDisplayedPlayers; ++i)
{
if (numericDisplay[i] != NULL)
{
Unregister_Object(numericDisplay[i]);
delete numericDisplay[i];
numericDisplay[i] = NULL;
}
if (channelDisplay[i] != NULL)
{
Unregister_Object(channelDisplay[i]);
delete channelDisplay[i];
channelDisplay[i] = NULL;
}
}
Check_Fpu();
}
Logical
Ranking::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
Ranking::ShowInstance(char */*indent*/)
{
Check_Fpu();
}
void
Ranking::LinkToEntity(Entity *entity)
{
Test_Tell("Ranking::LinkToEntity\n" << std::flush);
Check(this);
linkedEntity = entity;
Check_Fpu();
}
void
Ranking::BecameActive()
{
Check(this);
previousRanking = 999;
previousIntercomEnabled = False;
//-------------------------------------------
// Clear the current array
//-------------------------------------------
for(int i=0; i<maximumDisplayedPlayers; ++i)
{
previousArray[i] = (Player *) -1;
previousScore[i] = -.001;
previousChannel[i] = FORCE_CHANNEL_UPDATE;
if (numericDisplay[i] != NULL)
{
Check(numericDisplay[i]);
numericDisplay[i]->ForceUpdate();
}
}
}
void
Ranking::Execute()
{
Test_Tell("Ranking::Execute\n" << std::flush);
Check(this);
Check(application);
Check(application->GetEntityManager());
EntityGroup
*all_players = application->GetEntityManager()->FindGroup("Players");
if (all_players != NULL)
{
Check(all_players);
Player
*player,
*currentArray[maximumDisplayedPlayers];
int
i,
bottom,
currentRanking;
Logical
intercomEnabled;
//-------------------------------------------
// Get 'our' placement & intercom status
//-------------------------------------------
if (linkedEntity == NULL)
{
currentRanking = -1;
intercomEnabled = False;
}
else
{
Check(linkedEntity);
player = linkedEntity->GetPlayerLink();
Check(player);
currentRanking = player->playerRanking;
Icom
*intercom = player->GetIntercom();
Check(intercom);
intercomEnabled = intercom->GetChannel() != Icom::undefinedChannel;
}
//-------------------------------------------
// Clear the current array
//-------------------------------------------
for(i=0; i<maximumDisplayedPlayers; ++i)
{
currentArray[i] = NULL;
}
//-------------------------------------------
// Build the current array
//-------------------------------------------
ChainIteratorOf<Node*>
iterator(all_players->groupMembers);
while((player=(Player *) iterator.ReadAndNext()) != NULL)
{
Check(player);
if (player->IsScoringPlayer())
{
if (player->playerRanking < maximumDisplayedPlayers)
{
Verify(player->playerRanking >= 0);
// HACK! Safety code for OPT version
if (player->playerRanking >= 0)
{
currentArray[player->playerRanking] = player;
}
}
}
}
//----------------------------------------------------------------------
// Compare to previousArray,
// draw names if order has changed
//----------------------------------------------------------------------
bottom = y;
for(i=0; i<maximumDisplayedPlayers; ++i,bottom-=spacing)
{
if (previousArray[i] != currentArray[i])
{
previousArray[i] = currentArray[i];
previousScore[i] = -1e23; // force score update
localView.MoveToAbsolute(x+1, bottom);
if (currentArray[i] == NULL)
{
//-------------------------------------------
// Erase name
//-------------------------------------------
localView.SetColor(0x00);
localView.DrawFilledRectangleToRelative(128,32);
//-------------------------------------------
// Erase score
//-------------------------------------------
Check(numericDisplay[i]);
numericDisplay[i]->Erase(&localView);
//-------------------------------------------
// Erase channel
//-------------------------------------------
if (channelDisplay[i] != NULL)
{
Check(channelDisplay[i]);
channelDisplay[i]->Erase(&localView);
}
}
else
{
Check(currentArray[i]);
//-------------------------------------------
// Draw name
//-------------------------------------------
Check(application);
Mission *current_mission = application->GetCurrentMission();
Check(current_mission);
//
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Get the nameBitmap out of the mission
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
BitMap *name_bitmap =
current_mission->
GetLargeNameBitmap(currentArray[i]->playerBitmapIndex);
if ( name_bitmap == NULL )
{
localView.SetColor(0x00);
localView.DrawFilledRectangleToRelative(128,32);
}
else
{
int
color = 255;
if (options & useTeamColorOption)
{
Entity
*entity = currentArray[i]->GetPlayerVehicle();
if (entity != NULL)
{
color = determineEntityColor(entity);
}
}
localView.SetColor(color);
localView.DrawBitMapOpaque(
0x00, // background
0, // rotation
name_bitmap
);
}
}
}
}
//----------------------------------------------------------------------
// Draw scores if changed
//----------------------------------------------------------------------
for(i=0; i<maximumDisplayedPlayers; ++i)
{
RPPlayer
*rp_player = (RPPlayer *) currentArray[i];
if (rp_player == NULL)
{
numericDisplay[i]->Erase(&localView);
}
else
{
//-------------------------------------------
// Get truncated score (no rounding)
//-------------------------------------------
int
integer_score = (int) rp_player->currentScore;
Scalar
new_score = (Scalar) integer_score;
if (previousScore[i] != new_score)
{
previousScore[i] = new_score;
Check(numericDisplay[i]);
//-------------------------------------------
// Display scores for general players, or
// only the runners in Martian Football
//-------------------------------------------
switch(rp_player->playerType)
{
case RPPlayer::GeneralPlayerType:
if (i > currentRanking && !(options & showAllScoresOption))
{
numericDisplay[i]->Erase(&localView);
}
else
{
numericDisplay[i]->Draw(&localView, new_score);
}
break;
case RPPlayer::RunnerPlayerType:
numericDisplay[i]->Draw(&localView, new_score);
break;
default:
numericDisplay[i]->Erase(&localView);
break;
}
}
}
}
//----------------------------------------------------------------------
// Draw channels if changed
//----------------------------------------------------------------------
if (options & showIcomOption)
{
Player
*this_player;
L4Icom
*this_intercom;
int
new_channel;
if (! intercomEnabled)
{
if (previousIntercomEnabled == True)
{
//--------------------------------------------
// We now have no intercom, clear channels
//--------------------------------------------
for(i=0; i<maximumDisplayedPlayers; ++i)
{
channelDisplay[i]->Erase(&localView);
previousChannel[i] = Icom::undefinedChannel;
}
}
}
else
{
for(i=0; i<maximumDisplayedPlayers; ++i)
{
Check(channelDisplay[i]);
if (currentArray[i] == NULL)
{
//--------------------------------------------
// No intercom to reference
//--------------------------------------------
if (previousChannel[i] != Icom::undefinedChannel)
{
channelDisplay[i]->Erase(&localView);
previousChannel[i] = Icom::undefinedChannel;
}
}
else
{
// HACK - eventually HIDE the channel if not the same team
//-------------------------------------------
// Get the channel number for the pilot
//-------------------------------------------
Check(currentArray[i]);
this_player = currentArray[i];
Check(this_player);
this_intercom = (L4Icom *) this_player->GetIntercom();
Check(this_intercom);
new_channel =
this_intercom->GetChannel() -
this_intercom->GetChannelOffset();
Verify(new_channel >= 0);
Verify(new_channel < 7);
//-------------------------------------------
// Update if changed
//-------------------------------------------
if (previousChannel[i] != new_channel)
{
previousChannel[i] = new_channel;
if (new_channel == Icom::undefinedChannel)
{
//-------------------------------------------
// Not on the 'com, clear channel number
//-------------------------------------------
channelDisplay[i]->Erase(&localView);
}
else
{
//-------------------------------------------
// On the 'com, display channel number
// (channels are internally 0..N, add one
// to match labels on display)
//-------------------------------------------
channelDisplay[i]->Draw(&localView, new_channel+1);
}
}
}
}
}
//---------------------------------
// Update 'previousIntercomEnabled'
//---------------------------------
previousIntercomEnabled = intercomEnabled;
}
//----------------------------------------------------------------------
// Draw boxes if changed
//----------------------------------------------------------------------
if (previousRanking != currentRanking)
{
//---------------------------------
// Erase old box
//---------------------------------
if (previousRanking >= 0)
{
if (previousRanking < maximumDisplayedPlayers)
{
localView.SetColor(0x00);
localView.MoveToAbsolute(x,y-(previousRanking*spacing)-1);
localView.DrawRectangleToRelative(width,34);
}
}
//---------------------------------
// Draw new box
//---------------------------------
if (currentRanking >= 0)
{
if (currentRanking < maximumDisplayedPlayers)
{
localView.SetColor(255);
localView.MoveToAbsolute(x,y-(currentRanking*spacing)-1);
localView.DrawRectangleToRelative(width,34);
}
}
//---------------------------------
// Update 'previousRanking'
//---------------------------------
previousRanking = currentRanking;
}
}
Check_Fpu();
}
//############################################################################
// ConfigMap
//############################################################################
MethodDescription
ConfigMap::methodDescription =
{
"configMap",
ConfigMap::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL },// mode mask
{ ParameterDescription::typeString, NULL }, // "unmapped" icon
{ ParameterDescription::typeString, NULL }, // "other" icon
{ ParameterDescription::typeString, NULL }, // "my" icon
{ ParameterDescription::typeString, NULL }, // "both" icon
PARAMETER_DESCRIPTION_END
}
};
Logical
ConfigMap::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer * gauge_renderer
)
{
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeString); // "unmapped"
parameterList[3].CheckIt(ParameterDescription::typeString); // "other"
parameterList[4].CheckIt(ParameterDescription::typeString); // "my"
parameterList[5].CheckIt(ParameterDescription::typeString); // "both"
# endif
Test_Tell("ConfigMap::Make\n");
# if DEBUG_LEVEL > 0
ConfigMap
*config_map =
# endif
new ConfigMap(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, // unsigned int owner_ID
display_port_index, // int graphics_port_number
position.x, position.y,
parameterList[2].data.string, // "unmapped" icon
parameterList[3].data.string, // "mapped to other" icon
parameterList[4].data.string, // "mapped exclusively to us" icon
parameterList[5].data.string // "mapped to us and others" icon
);
Register_Object(config_map);
//----------------------------------------------------------
// Make sure the icons were properly placed in the warehouse
//----------------------------------------------------------
Check(gauge_renderer);
L4Warehouse
*warehouse = (L4Warehouse *) gauge_renderer->warehousePointer;
Check(warehouse);
for(int i=2; i<=5; ++i)
{
if (warehouse->pixelMap8Bin.Get(parameterList[i].data.string) == NULL)
{
Test_Tell(
"ConfigMap::Missing icon'" << parameterList[i].data.string << "'\n"
);
Check_Fpu();
return False;
}
else
{
warehouse->pixelMap8Bin.Release(parameterList[i].data.string);
}
}
//--------------------------------------------------------
// Everything's ok
//--------------------------------------------------------
Test_Tell("ConfigMap::Make OK\n");
Check_Fpu();
return True;
}
ConfigMap::ConfigMap(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int left, int bottom,
const char *unmapped_icon,
const char *other_icon,
const char *my_icon,
const char *both_icon,
const char *identification_string
):
GraphicGauge(
rate,
mode_mask,
renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Test_Tell("ConfigMap creator\n" << std::flush);
Check_Pointer(this);
// graphics_port may be NULL!
//-------------------------------------------------
// Make local copies of image names
//-------------------------------------------------
iconName[0] = nameCopy(unmapped_icon);
iconName[1] = nameCopy(other_icon);
iconName[2] = nameCopy(my_icon);
iconName[3] = nameCopy(both_icon);
//-------------------------------------------------
// Preload images from warehouse
//-------------------------------------------------
# if defined(PRELOAD_ART)
{
int
i;
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
for(i=0; i<4; ++i)
{
warehouse->pixelMap8Bin.Get(iconName[i]);
}
}
# endif
//-----------------------------------------------------------
// Initialize values
//-----------------------------------------------------------
# if DEBUG_LEVEL > 0
{
int
i;
for(i=0; i<4; ++i)
{
Check_Pointer(iconName[i]);
}
}
# endif
localView.SetOrigin(left, bottom);
linkedEntity = NULL;
Check_Fpu();
}
ConfigMap::~ConfigMap()
{
Test_Tell("ConfigMap destructor\n" << std::flush);
Check(this);
//-------------------------------------------------
// Unlock preloaded art
//-------------------------------------------------
# if defined(PRELOAD_ART)
{
int
i;
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
for(i=0; i<4; ++i)
{
warehouse->pixelMap8Bin.Release(iconName[i]);
}
}
# endif
//-------------------------------------------------
// Delete local copies of image names
//-------------------------------------------------
for(int i=0; i<4; ++i)
{
Unregister_Pointer(iconName[i]);
delete[] iconName[i];
iconName[i] = NULL;
}
Check_Fpu();
}
Logical
ConfigMap::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
ConfigMap::ShowInstance(char */*indent*/)
{
Check_Fpu();
}
void
ConfigMap::LinkToEntity(Entity *entity)
{
Test_Tell("ConfigMap::LinkToEntity\n" << std::flush);
Check(this);
linkedEntity = entity;
Check_Fpu();
}
void
ConfigMap::BecameActive()
{
Check(this);
int
i;
for(i=0; i<4; ++i)
{
previousState[i] = -1;
}
Check_Fpu();
}
struct ConfigSet
{
int yOffset;
int buttonNumber;
};
void
ConfigMap::Execute()
{
static ConfigSet
configSet[4] =
{
{ 0, LBE4ControlsManager::ButtonJoystickPinky },
{ 58, LBE4ControlsManager::ButtonJoystickThumbLow },
{ 118, LBE4ControlsManager::ButtonJoystickTrigger },
{ 178, LBE4ControlsManager::ButtonJoystickThumbHigh }
};
Test_Tell("ConfigMap::Execute\n" << std::flush);
Check(this);
if (linkedEntity == NULL)
{
Check_Fpu();
return;
}
//-----------------------------------------------------------
// Get current preset mode mask
//-----------------------------------------------------------
L4VTVControlsMapper
*mapper = Cast_Object(
L4VTVControlsMapper*,
linkedEntity->GetSubsystem(VTV::ControlsMapperSubsystem)
);
Check(mapper);
ModeMask
preset_mode_mask = mapper->GetPresetModeMask();
//-----------------------------------------------------------
// Get pointer to controls
//-----------------------------------------------------------
Check(application);
LBE4ControlsManager
*controls = (LBE4ControlsManager *) application->GetControlsManager();
Check(controls);
//-----------------------------------------------------------
// Get warehouse pointer
//-----------------------------------------------------------
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
//-----------------------------------------------------------
// Scan controls, searching for mapping changes
//-----------------------------------------------------------
int
i,
state;
for(i=0; i<4; ++i)
{
if (
(controls->activeDestination == NULL)
&&
(controls->activeMessageID == 0)
)
{
state = 0;
}
else
{
state = controls ->
buttonGroup[configSet[i].buttonNumber].
GetMapState(
controls->activeDestination,
controls->activeReceiver,
controls->activeMessageID,
preset_mode_mask
);
}
Verify(state >= 0);
Verify(state <= 3);
if (previousState[i] != state)
{
previousState[i] = state;
//--------------------------------------------------
// Get, lock icon from warehouse
//--------------------------------------------------
PixelMap8
*pixelmap = warehouse->pixelMap8Bin.Get(iconName[state]);
if (pixelmap != NULL)
{
//--------------------------------------------------
// Draw it
//--------------------------------------------------
localView.MoveToAbsolute(0, configSet[i].yOffset);
localView.DrawPixelMap8(
False, // opaque
0, // rotation
pixelmap
);
}
//--------------------------------------------------
// Release icon from warehouse
//--------------------------------------------------
Check(warehouse);
warehouse->pixelMap8Bin.Release(iconName[i]);
}
}
Check_Fpu();
}
//*****************************************************************************
// MessageBoard
//*****************************************************************************
MethodDescription
MessageBoard::methodDescription =
{
"messageBoard",
MessageBoard::Make,
{
{ ParameterDescription::typeRate, NULL }, // rate ID
{ ParameterDescription::typeModeMask, NULL },// mode mask
{ ParameterDescription::typeVector, NULL }, // size
{ ParameterDescription::typeString, NULL }, // font
{ ParameterDescription::typeString, NULL }, // message map
{ ParameterDescription::typeColor, NULL }, // background
{ ParameterDescription::typeColor, NULL }, // background
PARAMETER_DESCRIPTION_END
}
};
Logical
MessageBoard::Make(
int display_port_index,
Vector2DOf<int> position,
Entity */*entity*/,
GaugeRenderer *gauge_renderer
)
{
Test_Tell("MessageBoard::Make\n");
Check(gauge_renderer);
ParameterDescription
*parameterList = methodDescription.parameterList;
# if DEBUG_LEVEL > 0
parameterList[0].CheckIt(ParameterDescription::typeRate); // group ID
parameterList[1].CheckIt(ParameterDescription::typeModeMask); // mode mask
parameterList[2].CheckIt(ParameterDescription::typeVector); // size
parameterList[3].CheckIt(ParameterDescription::typeString); // font
parameterList[4].CheckIt(ParameterDescription::typeString); // message map
parameterList[5].CheckIt(ParameterDescription::typeColor); // bg
parameterList[6].CheckIt(ParameterDescription::typeColor); // numeric
# endif
# if DEBUG_LEVEL > 0
MessageBoard
*annunciator =
# endif
new MessageBoard(
parameterList[0].data.rate,
parameterList[1].data.modeMask,
(L4GaugeRenderer *) gauge_renderer,
0, // unsigned int owner_ID
display_port_index, // int graphics_port_number
position.x, position.y,
position.x + parameterList[2].data.vector.x,
position.y + parameterList[2].data.vector.y,
parameterList[3].data.string, // font
parameterList[4].data.string, // message map
parameterList[5].data.color, // bg color
parameterList[6].data.color // numeric color
);
Register_Object(annunciator);
//----------------------------------------------------------
// Make sure the art was properly placed in the warehouse
//----------------------------------------------------------
Check(gauge_renderer);
L4Warehouse
*warehouse = (L4Warehouse *) gauge_renderer->warehousePointer;
Check(warehouse);
for(int i=3; i<=4; ++i)
{
if (warehouse->bitMapBin.Get(parameterList[i].data.string) == NULL)
{
Test_Tell(
"MessageBoard::Missing art '" <<
parameterList[i].data.string << "'\n"
);
Check_Fpu();
return False;
}
else
{
warehouse->bitMapBin.Release(parameterList[i].data.string);
}
}
//--------------------------------------------------------
// Everything's ok
//--------------------------------------------------------
Test_Tell("MessageBoard::Make\n");
Check_Fpu();
return True;
}
MessageBoard::MessageBoard(
GaugeRate rate,
ModeMask mode_mask,
L4GaugeRenderer *renderer,
unsigned int owner_ID,
int graphics_port_number,
int left, int bottom,
int right, int top,
const char *font_name,
const char *message_name,
int bg_color,
int numeric_color,
const char *identification_string
):
GraphicGauge(
rate,
mode_mask,
renderer,
owner_ID,
graphics_port_number,
identification_string
)
{
Test_Tell("MessageBoard::MessageBoard\n");
Check_Pointer(this);
// graphics_port may be NULL!
Check_Pointer(font_name);
Check_Pointer(message_name);
//-----------------------------------------------------------
// Make local copy of image name
//-----------------------------------------------------------
messageName = nameCopy(message_name);
Check_Pointer(messageName);
//-----------------------------------------------------------
// Create warehouse pointer
//-----------------------------------------------------------
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
//-----------------------------------------------------------
// Preload message bitmap
//-----------------------------------------------------------
# if defined(PRELOAD_ART)
warehouse->bitMapBin.Get(messageName);
# endif
//-----------------------------------------------------------
// Set position of graphicsView within the graphicsPort
// (which also specifies the clipping and origin)
//-----------------------------------------------------------
Verify(right > left);
Verify(top > bottom);
localView.SetPositionWithinPort(left, bottom, right, top);
//-----------------------------------------------------------
// Initialize internal values
//-----------------------------------------------------------
backgroundColor = bg_color;
linkedEntity = NULL;
//--------------------------------
// Get, lock font from warehouse
//--------------------------------
BitMap
*font = warehouse->bitMapBin.Get(font_name);
if (font == NULL)
{
fontHeight = 0;
}
else
{
fontHeight = font->Data.Size.y;
}
//-----------------------------------------------------------
// Create numeric display
//-----------------------------------------------------------
Check(renderer);
Check(renderer->warehousePointer);
numericDisplay = new NumericDisplay(
(L4Warehouse *) renderer->warehousePointer,
14, 0, // position relative to local origin
font_name,
8,
NumericDisplay::signedBlankedZerosFormat,
0,
numeric_color
);
Register_Object(numericDisplay);
//-----------------------------------------------------------
// Release font from warehouse
//-----------------------------------------------------------
Check(warehouse);
warehouse->bitMapBin.Release(font_name);
Check_Fpu();
}
MessageBoard::~MessageBoard()
{
Test_Tell("MessageBoard::~MessageBoard\n");
Check(this);
//-------------------------------------------------
// Unlock preloaded art
//-------------------------------------------------
# if defined(PRELOAD_ART)
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
warehouse->bitMapBin.Release(messageName);
# endif
//-------------------------------------------------
// Delete local copies of image name
//-------------------------------------------------
Unregister_Pointer(messageName);
delete[] messageName;
messageName = NULL;
//-----------------------------------------------------------
// Delete numeric display
//-----------------------------------------------------------
Unregister_Object(numericDisplay);
delete numericDisplay;
numericDisplay = NULL;
// base class deletes all connections in Gauge::~Gauge
Check_Fpu();
}
Logical
MessageBoard::TestInstance() const
{
return GraphicGauge::TestInstance();
}
void
MessageBoard::ShowInstance(char *indent)
{
Check(this);
std::cout << indent << "MessageBoard:\n";
char
temp[80];
Str_Copy(temp,indent, 80);
Str_Cat(temp,"...", 80);
std::cout << temp << "backgroundColor=" << backgroundColor << "\n";
std::cout << temp << "linkedEntity =" << linkedEntity << "\n";
std::cout << temp << "numericDisplay =" << numericDisplay << "\n";
GraphicGauge::ShowInstance(temp);
Str_Cat(temp,"...", 80);
Check(numericDisplay);
numericDisplay->ShowInstance(temp);
Check_Fpu();
}
void
MessageBoard::BecameActive()
{
Test_Tell("MessageBoard::BecameActive\n" << std::flush);
Check(this);
previousPlayerPointer = (Player *) deliberatelyBogusPointerValue;
previousMessageType = -2;
previousValue = (Scalar) 2e-22;
Check_Fpu();
}
void
MessageBoard::LinkToEntity(Entity *entity)
{
Test_Tell("MessageBoard::LinkToEntity\n" << std::flush);
Check(this);
linkedEntity = entity;
Check_Fpu();
}
void
MessageBoard::Execute()
{
Test_Tell("MessageBoard::Execute\n" << std::flush);
Check(this);
if (linkedEntity == NULL)
{
return;
}
Check(linkedEntity);
//--------------------------------------------------
// Get a pointer to the local player object
// (or else return)
//--------------------------------------------------
RPPlayer
*owner_player = (RPPlayer *) linkedEntity->GetPlayerLink();
if (owner_player == NULL)
{
return;
}
Check(owner_player);
//--------------------------------------------------
// Get message data
//--------------------------------------------------
Player
*message_player;
int
message_type;
Scalar
message_value;
{
RPPlayer__StatusMessage
*message_pointer = (RPPlayer__StatusMessage *)
owner_player->statusMessagePointer;
if (message_pointer == NULL)
{
message_player = NULL;
message_type = RPPlayer::RPStatusMessage::NoMessage;
message_value = 0.0;
}
else
{
Check_Pointer(message_pointer);
message_player = message_pointer->playerInvolved;
message_type = message_pointer->messageType;
message_value = message_pointer->damageAmount;
}
}
//--------------------------------------------------
// Draw player name
//
// Warning - previousPlayerPointer is deliberately
// set to an illegal value in BecameActive() in order
// to force the next 'if' statement to execute.
// This is safe because we never directly use
// previousPlayerPointer without loading first
// loading it from message_player.
//--------------------------------------------------
if (previousPlayerPointer != message_player)
{
localView.MoveToAbsolute(0,fontHeight+1);
if (message_player == NULL)
{
//------------------------------
// No player, erase area
//------------------------------
localView.SetColor(backgroundColor);
// Note: previousPlayerPointer cannot be null 'cuz message_player was
if (previousPlayerPointer == (Player *) deliberatelyBogusPointerValue)
{
//----------------------------------
// No previous name, clear rectangle
//----------------------------------
localView.DrawFilledRectangleToRelative(128,32);
}
else
{
//----------------------------------------
// Draw previous name in BG color to erase
//----------------------------------------
Check(previousPlayerPointer);
localView.DrawBitMap(
0, // rotation
(application->GetCurrentMission())->GetLargeNameBitmap(
previousPlayerPointer->playerBitmapIndex
)
);
}
}
else
{
Check(message_player);
//------------------------------
// Get player vehicle color
//------------------------------
Check(message_player->GetPlayerVehicle());
localView.SetColor(
determineEntityColor(message_player->GetPlayerVehicle())
);
//------------------------------
// Get Bitmap from Mission
//------------------------------
Check(application);
Check(application->GetCurrentMission());
localView.DrawBitMapOpaque(
backgroundColor,
0, // rotation
(application->GetCurrentMission())->GetLargeNameBitmap(
message_player->playerBitmapIndex
)
);
}
previousPlayerPointer = message_player;
}
//--------------------------------------------------
// Draw message
//--------------------------------------------------
if (previousMessageType != message_type)
{
previousMessageType = message_type;
localView.MoveToAbsolute(0,fontHeight+(1+32));
if (previousMessageType < 0)
{
//--------------------------------------------------
// Whoops, 'no message'. Erase it.
//--------------------------------------------------
localView.SetColor(backgroundColor);
localView.DrawFilledRectangleToRelative(128,32);
}
else
{
//--------------------------------------------------
// Choose sub-map from larger image
//
// The messageMap is a bitmap consisting of a
// group of 32 128x32 messages arranged as
// (4 across) by (8 high):
//
// +--------+--------+--------+--------+
// | 28 | 29 | 30 | 31 |
// +--------+--------+--------+--------+
// ....
// +--------+--------+--------+--------+
// | 12 | 13 | 14 | 15 |
// +--------+--------+--------+--------+
// | 8 | 9 | 10 | 11 |
// +--------+--------+--------+--------+
// | 4 | 5 | 6 | 7 |
// +--------+--------+--------+--------+
// | 0 | 1 | 2 | 3 |
// +--------+--------+--------+--------+
// (origin (0,0) is lower left!)
//--------------------------------------------------
Verify(previousMessageType < 32);
int
sx = (previousMessageType & 3) << 7, // times 128
sy = (previousMessageType >> 2) << 5; // times 32
//-----------------------------------------------------------
// Get player vehicle color
//-----------------------------------------------------------
Check(owner_player->GetPlayerVehicle());
localView.SetColor(
determineEntityColor(owner_player->GetPlayerVehicle())
);
//-----------------------------------------------------------
// Get, lock image from warehouse
//-----------------------------------------------------------
Check(renderer);
L4Warehouse
*warehouse = (L4Warehouse *) renderer->warehousePointer;
Check(warehouse);
BitMap
*message_map = warehouse->bitMapBin.Get(messageName);
//-----------------------------------------------------------
// Draw it
//-----------------------------------------------------------
if (message_map != NULL)
{
Check(message_map);
localView.DrawBitMapOpaque(
backgroundColor,
0, // rotation
message_map,
sx, sy, sx+127, sy+31
);
}
//-----------------------------------------------------------
// Release image from warehouse
//-----------------------------------------------------------
Check(warehouse);
warehouse->bitMapBin.Release(messageName);
}
}
//--------------------------------------------------
// Draw numeric value
//--------------------------------------------------
if (previousValue != message_value)
{
previousValue = message_value;
Check(numericDisplay);
if ((previousValue > (Scalar) 1) || (previousValue < (Scalar) -1))
{
numericDisplay->Draw(&localView, previousValue);
}
else
{
numericDisplay->Erase(&localView);
}
}
Check_Fpu();
}