The six secondary displays sit over the viewscreen like the pod's bezels and have nothing to say once the race is over. Worse, the radar sits dead centre along the bottom edge - directly on top of the winner's spot, so the one position that matters was the one you could not see. They are hidden when the podium comes up, which uncovers the canvas the 3D is already being drawn on. No matching show: the mission is over by then, and the next race builds a fresh cockpit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
589 lines
11 KiB
C++
589 lines
11 KiB
C++
#pragma once
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#include "..\munga\graph2d.h"
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#include "..\munga\time.h"
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#include <D3DX9.h>
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#include <D3DX9math.h>
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class L4graphicsPort;
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class MFDSplitView;
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//########################################################################
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//######################### Video16BitBuffered ###########################
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//########################################################################
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//
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// X/Y values passed to these routines are assumed to be in
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// the VIDEO DISPLAY COORDINATE SYSTEM, with (0,0) at the top left.
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//
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class Video16BitBuffered :
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public GraphicsDisplay
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{
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public:
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Video16BitBuffered(int x, int y);
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~Video16BitBuffered();
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Logical
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TestInstance() const;
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void
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ShowInstance(char *indent);
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void
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DrawPoint(
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int color,
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int bitmask,
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Enumeration operation,
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int x, int y
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);
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void
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DrawLine(
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int color,
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int bitmask,
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Enumeration operation,
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int x1, int y1,
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int x2, int y2,
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Logical include_last_pixel
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);
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void
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DrawFilledRectangle(
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int color,
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int bitmask,
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Enumeration operation,
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int x1, int y1,
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int x2, int y2
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);
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void
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DrawText(
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int color,
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int bitmask,
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Enumeration operation,
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Logical opaque,
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int rotation,
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Enumeration fontNumber,
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Logical vertical,
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GraphicsDisplay::Justification justification,
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Rectangle2D *clippingRectanglePtr,
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char *stringPointer
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);
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void
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DrawBitMap(
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int color,
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int bitmask,
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Enumeration operation,
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int rotation,
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int x, int y,
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BitMap *bitmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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DrawBitMapOpaque(
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int color,
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int background,
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int bitmask,
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Enumeration operation,
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int rotation,
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int x, int y,
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BitMap *bitmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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DrawPixelMap8(
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int *translation_table,
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int bitmask,
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Enumeration operation,
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Logical opaque,
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int rotation,
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int x, int y,
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PixelMap8 *pixelmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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DrawPixelMap8SingleColor(
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int color,
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int bitmask,
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Enumeration operation,
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int rotation,
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int x, int y,
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PixelMap8 *pixelmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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protected:
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void
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MarkChangedLines(int screenTop, int screenBottom);
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void
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buildDestPointer(
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int x, int y,
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Word **pixelPointer,
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LWord **changed_bit_pointer,
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LWord *changed_bit
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);
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Logical
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valid;
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int
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width,
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changedBitWidth,
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height,
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maximumX,
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maximumY;
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PixelMap16
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pixelBuffer;
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Byte
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*changedLine;
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LWord
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*changedBit;
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};
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//########################################################################
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//################################ SVGA16 ################################
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//########################################################################
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struct SVGA16Palette
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{
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Word
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hardwarePort;
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Logical
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modified;
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Palette8
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paletteData;
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Scalar
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flashAccumulator,
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flashRate;
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enum PaletteID
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{
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maskStates=4
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};
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unsigned char
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mask[maskStates];
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int
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previousMaskState;
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};
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class SVGA16 :
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public Video16BitBuffered
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{
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friend class L4GraphicsPort; // for palette access
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public:
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enum PaletteID {
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NativePalette=0,
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SecondaryPalette,
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AuxiliaryPalette1,
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AuxiliaryPalette2,
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PaletteCount
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};
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SVGA16(
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int mode,
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int width,
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int height,
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int page_size,
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int mem_granularity,
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int bytes_per_line,
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int page_function_pointer,
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int special_interface,
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bool windowed,
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int *secondaryIndex,
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int *aux1Index,
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int *aux2Index
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);
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~SVGA16();
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Logical
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TestInstance() const;
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void
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ShowInstance(char *indent);
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Logical
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Update(Logical forceall);
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void
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Refresh();
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void
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UpdatePalette();
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void
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FadeToPalettes(Scalar fade_time);
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void
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FadeToWhite(Scalar fade_time);
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void
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FlashPalette(
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int palette_number,
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Scalar rate,
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unsigned char *stateList
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);
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void
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UnflashPalette(int palette_number);
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void
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FunkyVideo(Logical on_off);
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protected:
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void BuildWindows(unsigned int width, unsigned int height, bool windowed, int *secondaryIndex, int *aux1Gauge, int *aux2Gauge);
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void
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ResetUpdatePosition();
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int
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pageSize,
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pageDelta,
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widthInBytes,
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pageFcnPtr,
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specialInterface;
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int
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currentPageNumber,
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nextPageNumber,
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lineNumber;
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long
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destOffset;
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Byte
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*changedLinePointer;
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Word
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*sourcePointer;
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LWord
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*changedBitPointer;
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enum PaletteFadeState
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{
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staticPalette,
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fadeToWhite,
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whitePalette,
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fadeToColor
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};
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PaletteFadeState
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paletteFadeState;
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Scalar
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fadeAlpha,
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fadeUnitsPerSecond;
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Time
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previousFadeTime;
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// This array is closely linked to the PaletteID enumeration, above
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SVGA16Palette
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palette[PaletteCount];
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private:
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int NUMGAUGEWINDOWS;
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HWND *gaugeWindows;
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LPDIRECT3DDEVICE9 *mDevice;
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D3DPRESENT_PARAMETERS *mPresentParams;
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LPDIRECT3DVERTEXBUFFER9 *mVertBuffers;
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LPDIRECT3DTEXTURE9 *mSurfaces;
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DWORD *mLockFlags;
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RECT *mSurfaceRects;
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int mDisplayToUpdate;
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//------------------------------------------------------------------
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// Split-view mode (L4MFDSPLIT=1): the five channel-packed MFDs and
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// the rotated map render as their own desktop windows; the packed
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// D3D gauge windows stay hidden. See L4MFDVIEW.h.
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//------------------------------------------------------------------
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enum SplitViewID {
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SplitMFDUpperLeft = 0,
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SplitMFDUpperCenter,
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SplitMFDUpperRight,
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SplitMFDLowerLeft,
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SplitMFDLowerRight,
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SplitMap,
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SplitViewCount
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};
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public:
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//------------------------------------------------------------------
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// Glass size of one secondary display, in whatever units the caller
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// asked for (canvas units while clamping, device pixels on return).
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//------------------------------------------------------------------
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struct GlassSize
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{
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int w, h;
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};
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protected:
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//------------------------------------------------------------------
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// The six displays sized for a given canvas scale, honouring the
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// player's per-display scaling and clamped to keep the pod
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// arrangement legal. Every layout goes through here, first and
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// resized alike, so the two can never disagree.
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//------------------------------------------------------------------
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static void
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CockpitGlassSizes(int scale, GlassSize sizes[SplitViewCount]);
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void
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FillSplitMFD(
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SplitViewID view,
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DWORD mask16,
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int shift
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);
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public:
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//------------------------------------------------------------------
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// Fit the cockpit into a client area: one uniform scale keeps the
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// 1920x1080 canvas at its own aspect (so an ultrawide letterboxes
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// rather than stretching), centred in whatever space it is given.
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// Re-run whenever the cockpit window is resized.
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//------------------------------------------------------------------
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void
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LayoutCockpit(int client_w, int client_h);
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static SVGA16 *
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GetCockpit()
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{ return activeCockpit; }
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//------------------------------------------------------------------
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// Take the six secondary displays off screen and leave the whole
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// canvas to the viewscreen. The Winners Circle wants the podium
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// uncluttered, and the panes are only bezels over the 3D - hiding
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// them uncovers what is already being drawn behind.
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//
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// There is no matching show: the mission is over by the time this
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// is called, and the next race builds a fresh cockpit.
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//------------------------------------------------------------------
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void
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HideSecondaryDisplays();
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protected:
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Logical
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splitViews;
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MFDSplitView
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*splitView[SplitViewCount];
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HWND
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cockpitViewscreen; // child pane the 3D scene presents into
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static SVGA16
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*activeCockpit; // the instance owning the cockpit window
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};
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//########################################################################
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//########################## L4GraphicsPort ##############################
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//########################################################################
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//
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// X/Y values passed to these routines are assumed to be in
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// the GRAPHICS COORDINATE SYSTEM, with (0,0) at the bottom left.
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//
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class L4GraphicsPort :
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public GraphicsPort
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{
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public:
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enum ChannelEnableID {
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RedChannel,
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GreenChannel,
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BlueChannel,
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AllChannels,
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DirectColor,
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BlankColor,
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RedChannelTransparentZero=0x80,
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GreenChannelTransparentZero,
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BlueChannelTransparentZero,
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AllChannelsTransparentZero
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};
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L4GraphicsPort(
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Video16BitBuffered *graphics_display,
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const char *name,
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int rotation,
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int bit_mask,
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SVGA16::PaletteID palette_ID,
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L4GraphicsPort::ChannelEnableID channel_enable
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);
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~L4GraphicsPort();
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Logical
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TestInstance() const;
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void
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ShowInstance(char *indent);
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void
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SetSecondaryPalette(
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Palette8 *source_palette
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);
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void
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SetAuxiliaryPalette();
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void
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SetColor(
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PaletteTriplet *source_color,
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int color_index
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);
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void
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DrawPoint(
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int color,
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Enumeration operation,
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int x, int y
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);
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void
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DrawLine(
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int color,
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Enumeration operation,
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int x1, int y1,
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int x2, int y2,
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Logical include_last_pixel
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);
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void
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DrawFilledRectangle(
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int color,
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Enumeration operation,
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int x1, int y1,
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int x2, int y2
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);
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void
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DrawText(
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int color,
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Enumeration operation,
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Logical opaque,
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int rotation,
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Enumeration fontNumber,
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Logical vertical,
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GraphicsDisplay::Justification justification,
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Rectangle2D *clippingRectanglePtr,
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char *stringPointer
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);
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void
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DrawBitMap(
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int color,
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Enumeration operation,
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int rotation,
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int x, int y,
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BitMap *bitmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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DrawBitMapOpaque(
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int color,
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int background,
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Enumeration operation,
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int rotation,
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int x, int y,
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BitMap *bitmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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DrawPixelMap8(
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Enumeration operation,
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Logical opaque,
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int rotation,
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int x, int y,
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PixelMap8 *pixelmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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DrawPixelMap8SingleColor(
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int color,
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Enumeration operation,
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int rotation,
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int x, int y,
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PixelMap8 *pixelmap,
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int sx1, int sy1, int sx2, int sy2 // these are SOURCE coordinates
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);
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void
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SetPaletteID(SVGA16::PaletteID palette_ID)
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{
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Check(this);
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paletteID = palette_ID;
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}
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void
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SetEnableID(L4GraphicsPort::ChannelEnableID channel_enable)
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{
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Check(this);
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channelEnable = channel_enable;
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}
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int
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GetBitMask()
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{
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Check(this);
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return bitMask;
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}
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SVGA16::PaletteID
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paletteID;
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protected:
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void
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convertPortPair(
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int *xp,
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int *yp,
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int x,
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int y
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);
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void
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BuildDirectTranslation(
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Palette8 *source_palette
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);
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void
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BuildSecondaryPalette(
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Palette8 *source_palette
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);
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void
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BuildAuxiliaryPalette();
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void
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BuildSecondaryTranslation();
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void
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BuildAuxiliaryTranslation();
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void
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BlankPalette();
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void
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BuildSecondaryColor(
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PaletteTriplet *source_triplet,
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int color_number
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);
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//------------------------------------------------------------
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// Protected data
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//------------------------------------------------------------
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int
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translationTable[256];
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unsigned char
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myColor[256];
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int
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baseRotation,
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bitMask,
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numberOfBits,
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maximumX,
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maximumY;
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L4GraphicsPort::ChannelEnableID
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channelEnable;
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};
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