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>
556 lines
16 KiB
C++
556 lines
16 KiB
C++
#include "mungal4.h"
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#pragma hdrstop
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#include "l4mfdview.h"
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#include "l4padrio.h"
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namespace
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{
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const char mfdViewClass[] = "RPMFDView";
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const int buttonGap = 4;
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//---------------------------------------------------------------
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// Button banks run UNDER the glass: a button reaches this far in
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// from the display edge, but only the indicator strip clears that
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// edge - the rest sits behind the picture, which is what the
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// player actually clicks. Applies to both the MFD strips (depth
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// measured vertically) and the map's side columns (horizontally).
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//---------------------------------------------------------------
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// 240 against the 480 glass: the two banks reach in far enough to
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// meet in the middle bar the strips' own width, so practically the
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// whole display is a press target and neither bank overlaps the
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// other. The clamps below keep that true on a scaled-down cockpit.
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const int buttonDepth = 240;
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const int indicatorStrip = 10;
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//---------------------------------------------------------------
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// The map paints its own legend beside each side button, and that
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// grid is not the naive height/6: measured off the 640-tall map,
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// the first cell starts 13 rows down and the six cells are 102
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// tall on a 105 pitch (13 + 6*102 + 5*3 = 640). Spacing the
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// buttons evenly from the top instead left every one of them
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// riding high of its label. Scaled to the live glass height.
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//---------------------------------------------------------------
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const int mapLegendSpan = 640;
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const int mapLegendTop = 13;
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const int mapLegendCell = 102;
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const int mapLegendPitch = 105;
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//---------------------------------------------------------------
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// Button fill colors by lamp brightness (0 off / 1-2 dim / 3
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// bright), red family for MFD strips, amber for the side columns.
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//---------------------------------------------------------------
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COLORREF ButtonFill(int amber, int level)
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{
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if (amber)
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{
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if (level >= 3) return RGB(255, 210, 48);
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if (level >= 1) return RGB(150, 124, 26);
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return RGB(64, 52, 10);
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}
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if (level >= 3) return RGB(255, 72, 44);
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if (level >= 1) return RGB(150, 44, 28);
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return RGB(64, 18, 12);
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}
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//---------------------------------------------------------------
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// Lamp byte -> current brightness level, animating flash modes.
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// Low 2 bits: solid/slow/med/fast; bits 2-3: state 1 brightness;
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// bits 4-5: state 2 brightness (the flash alternate).
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//---------------------------------------------------------------
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int LampLevel(int lamp_state)
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{
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int mode = lamp_state & 0x03;
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int level1 = (lamp_state >> 2) & 0x03;
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int level2 = (lamp_state >> 4) & 0x03;
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if (mode == 0)
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{
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return level1;
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}
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static const int half_period[4] = { 0, 500, 250, 125 };
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return ((GetTickCount() / half_period[mode]) & 1) ? level2 : level1;
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}
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LRESULT CALLBACK
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MFDViewWndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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MFDSplitView *view =
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(MFDSplitView *) GetWindowLongPtrA(hwnd, GWLP_USERDATA);
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switch (message)
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{
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case WM_PAINT:
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if (view != NULL)
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{
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view->Paint();
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return 0;
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}
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// no instance (e.g. the plain viewscreen child): default paint
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break;
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case WM_LBUTTONDOWN:
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if (view != NULL)
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{
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view->MouseDown((int)(short) LOWORD(lParam), (int)(short) HIWORD(lParam));
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return 0;
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}
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break;
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case WM_LBUTTONUP:
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case WM_CAPTURECHANGED:
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if (view != NULL)
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{
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view->MouseUp();
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return 0;
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}
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break;
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case WM_CLOSE:
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// Part of the cockpit; just hide it.
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ShowWindow(hwnd, SW_HIDE);
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return 0;
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case WM_ERASEBKGND:
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if (view != NULL)
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{
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return 1;
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}
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break; // viewscreen child: erase with the class black brush
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}
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return DefWindowProcA(hwnd, message, wParam, lParam);
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}
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}
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//########################################################################
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//############################ MFDSplitView ##############################
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//########################################################################
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MFDSplitView::MFDSplitView(
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const char *title,
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int source_width,
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int source_height,
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int display_width,
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int display_height,
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int x,
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int y,
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ButtonStyle button_style,
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int anchorA,
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int anchorB,
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void *parent
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)
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{
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Check_Pointer(this);
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sourceWidth = source_width;
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sourceHeight = source_height;
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buttonCount = 0;
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pressedIndex = -1;
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pixels = new unsigned long[source_width * source_height];
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memset(pixels, 0, source_width * source_height * sizeof(unsigned long));
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BITMAPINFOHEADER *header = new BITMAPINFOHEADER;
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memset(header, 0, sizeof(BITMAPINFOHEADER));
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header->biSize = sizeof(BITMAPINFOHEADER);
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header->biWidth = source_width;
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header->biHeight = -source_height; // top-down
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header->biPlanes = 1;
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header->biBitCount = 32;
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header->biCompression = BI_RGB;
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blitHeader = header;
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buttonStyle = button_style;
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buttonAnchorA = anchorA;
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buttonAnchorB = anchorB;
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int client_width = display_width;
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int client_height = display_height;
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LayoutButtons(button_style, anchorA, anchorB,
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display_width, display_height, &client_width, &client_height);
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clientWidth = client_width;
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clientHeight = client_height;
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HINSTANCE instance = GetModuleHandleA(NULL);
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static Logical class_registered = False;
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if (!class_registered)
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{
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class_registered = True;
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WNDCLASSA window_class;
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memset(&window_class, 0, sizeof(window_class));
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window_class.style = CS_HREDRAW | CS_VREDRAW;
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window_class.lpfnWndProc = MFDViewWndProc;
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window_class.hInstance = instance;
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window_class.hCursor = LoadCursor(NULL, IDC_ARROW);
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window_class.hbrBackground = (HBRUSH) GetStockObject(BLACK_BRUSH);
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window_class.lpszClassName = mfdViewClass;
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RegisterClassA(&window_class);
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}
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DWORD style;
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int window_w, window_h;
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if (parent != NULL)
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{
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// chrome-less pane inside the cockpit window; clips siblings so
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// overlapping panes and the viewscreen never paint over it
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style = WS_CHILD | WS_VISIBLE | WS_CLIPSIBLINGS;
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window_w = client_width;
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window_h = client_height;
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}
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else
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{
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style = WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX;
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RECT bounds;
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bounds.left = 0;
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bounds.top = 0;
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bounds.right = client_width;
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bounds.bottom = client_height;
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AdjustWindowRect(&bounds, style, FALSE);
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window_w = bounds.right - bounds.left;
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window_h = bounds.bottom - bounds.top;
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}
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window = CreateWindowExA(
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0,
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mfdViewClass,
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title,
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style,
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x, y,
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window_w,
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window_h,
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(HWND) parent, NULL, instance, NULL
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);
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if (window != NULL)
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{
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SetWindowLongPtrA((HWND) window, GWLP_USERDATA, (LONG_PTR) this);
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ShowWindow((HWND) window, SW_SHOWNOACTIVATE);
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}
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else
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{
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DEBUG_STREAM << "MFDSplitView: window creation failed (" << title << ")\n" << std::flush;
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}
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}
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MFDSplitView::~MFDSplitView()
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{
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Check_Pointer(this);
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if (window != NULL)
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{
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SetWindowLongPtrA((HWND) window, GWLP_USERDATA, 0);
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DestroyWindow((HWND) window);
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window = NULL;
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}
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delete (BITMAPINFOHEADER *) blitHeader;
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blitHeader = NULL;
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delete [] pixels;
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pixels = NULL;
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}
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Logical
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MFDSplitView::TestInstance() const
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{
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return pixels != NULL;
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Compute the display rectangle and the button rectangles, growing the
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// client area to make room for the strips.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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MFDSplitView::LayoutButtons(
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ButtonStyle button_style,
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int anchorA,
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int anchorB,
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int display_width,
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int display_height,
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int *client_width,
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int *client_height
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)
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{
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displayX = 0;
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displayY = 0;
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displayW = display_width;
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displayH = display_height;
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if (button_style == MFDStrips)
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{
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//-----------------------------------------------------------
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// 4 buttons above the glass, 4 below, flush to the pane
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// edges (no border against the viewscreen behind); RIO
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// addresses descend from the anchor, row-major (vRIO
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// CockpitLayout::Mfd).
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//
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// The banks reach BEHIND the display: each button is
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// mfdButtonHeight tall but only mfdIndicatorStrip of it
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// clears the glass edge, so the lamp reads as a thin strip
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// and the picture above/below it is the click target. Paint
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// draws the buttons before the MFD image for that reason.
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//-----------------------------------------------------------
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int strip_h = indicatorStrip;
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int button_h = buttonDepth;
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// on a scaled-down cockpit, keep the two banks from meeting
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int limit = (display_height + 2 * strip_h) / 2;
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if (button_h > limit) button_h = limit;
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if (button_h < strip_h) button_h = strip_h;
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int button_w = (display_width - 3 * buttonGap) / 4;
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displayY = strip_h;
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*client_height = display_height + 2 * strip_h;
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for (int i = 0; i < 8; ++i)
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{
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int row = i / 4; // 0 = top bank, 1 = bottom bank
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int col = i % 4;
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ScreenButton *button = &buttons[buttonCount++];
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button->unit = anchorA - i;
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button->amber = 0;
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button->x = col * (button_w + buttonGap);
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button->y = row
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? (displayY + displayH + strip_h - button_h)
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: 0;
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button->w = (col == 3)
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? (display_width - 3 * (button_w + buttonGap))
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: button_w;
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button->h = button_h;
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}
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}
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else if (button_style == SideColumns)
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{
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//-----------------------------------------------------------
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// 6 buttons down each side of the glass (the pod wires only 6
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// of each column's 8 addresses to buttons; the rest are Tesla
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// relays). Left = anchorA ascending, right = anchorB.
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//
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// Same trick as the MFD banks, turned on its side: each
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// button reaches buttonDepth in behind the map and leaves an
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// indicatorStrip clearing the edge, so the lamp reads as a
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// slim column and the map itself is the click target.
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//-----------------------------------------------------------
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int strip_w = indicatorStrip;
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int button_w = buttonDepth;
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// keep the two columns from meeting behind a narrow map
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int limit = (display_width + 2 * strip_w) / 2;
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if (button_w > limit) button_w = limit;
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if (button_w < strip_w) button_w = strip_w;
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displayX = strip_w;
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*client_width = display_width + 2 * strip_w;
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for (int i = 0; i < 6; ++i)
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{
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//-------------------------------------------------------
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// Take top and bottom off the legend grid separately and
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// subtract: scaling a height directly would let rounding
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// drift the buttons out of step with the labels.
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//-------------------------------------------------------
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int cell_top = mapLegendTop + i * mapLegendPitch;
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int top = (cell_top * display_height) / mapLegendSpan;
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int bottom =
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((cell_top + mapLegendCell) * display_height) / mapLegendSpan;
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int h = bottom - top;
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if (h < 1) h = 1;
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ScreenButton *left = &buttons[buttonCount++];
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left->unit = anchorA + i;
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left->amber = 1;
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left->x = 0;
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left->y = top;
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left->w = button_w;
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left->h = h;
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ScreenButton *right = &buttons[buttonCount++];
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right->unit = anchorB + i;
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right->amber = 1;
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right->x = displayX + displayW + strip_w - button_w;
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right->y = left->y;
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right->w = button_w;
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right->h = h;
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}
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}
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}
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void
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MFDSplitView::Paint()
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{
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PAINTSTRUCT ps;
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HDC hdc = BeginPaint((HWND) window, &ps);
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RECT client;
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GetClientRect((HWND) window, &client);
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//---------------------------------------------------------------
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// Double-buffered: compose the whole pane off screen and blit it
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// in one operation, otherwise the clear-then-draw sequence
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// flickers at the repaint cadence.
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//---------------------------------------------------------------
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HDC mem = CreateCompatibleDC(hdc);
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HBITMAP surface = CreateCompatibleBitmap(hdc, client.right, client.bottom);
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HBITMAP old_surface = (HBITMAP) SelectObject(mem, surface);
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FillRect(mem, &client, (HBRUSH) GetStockObject(BLACK_BRUSH));
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//---------------------------------------------------------------
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// Buttons first, glass second: the MFD banks extend under the
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// display so the picture is the click target, and the image
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// painted over them leaves only their indicator strips showing.
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//---------------------------------------------------------------
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for (int i = 0; i < buttonCount; ++i)
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{
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const ScreenButton *button = &buttons[i];
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int level = PadRIO::IsActive()
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? LampLevel(PadRIO::GetLampState(button->unit))
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: 0;
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RECT rect;
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rect.left = button->x;
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rect.top = button->y;
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rect.right = button->x + button->w;
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rect.bottom = button->y + button->h;
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HBRUSH fill = CreateSolidBrush(ButtonFill(button->amber, level));
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FillRect(mem, &rect, fill);
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DeleteObject(fill);
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HBRUSH frame = CreateSolidBrush(
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(i == pressedIndex) ? RGB(255, 255, 255) : RGB(48, 48, 48));
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FrameRect(mem, &rect, frame);
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DeleteObject(frame);
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}
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// HALFTONE area-averages the downscale (the compact glass shows the
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// full 640x480 canvas at ~half size); COLORONCOLOR dropped every other
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// row/column, which shredded the 1-bit vector strokes and small text.
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// HALFTONE requires the brush origin be set (MSDN).
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SetStretchBltMode(mem, HALFTONE);
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SetBrushOrgEx(mem, 0, 0, NULL);
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StretchDIBits(
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mem,
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displayX, displayY, displayW, displayH,
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0, 0, sourceWidth, sourceHeight,
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pixels, (const BITMAPINFO *) blitHeader,
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DIB_RGB_COLORS, SRCCOPY
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);
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BitBlt(hdc, 0, 0, client.right, client.bottom, mem, 0, 0, SRCCOPY);
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SelectObject(mem, old_surface);
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DeleteObject(surface);
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DeleteDC(mem);
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EndPaint((HWND) window, &ps);
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}
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void
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MFDSplitView::MouseDown(int x, int y)
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{
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for (int i = 0; i < buttonCount; ++i)
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{
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const ScreenButton *button = &buttons[i];
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if (x >= button->x && x < button->x + button->w &&
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y >= button->y && y < button->y + button->h)
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{
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pressedIndex = i;
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SetCapture((HWND) window);
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PadRIO::SetScreenButton(button->unit, True);
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Repaint();
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return;
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}
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}
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}
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void
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MFDSplitView::MouseUp()
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{
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if (pressedIndex >= 0)
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{
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PadRIO::SetScreenButton(buttons[pressedIndex].unit, False);
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pressedIndex = -1;
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if (GetCapture() == (HWND) window)
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{
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ReleaseCapture();
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}
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Repaint();
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Paint NOW rather than queueing an invalidation: the game loop pumps
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// one message per frame, and queued WM_PAINTs (lowest priority) starve
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// behind it - panes would freeze on their first frame.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Off screen, and stay off: the pane keeps its pixels and geometry, it
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// simply stops being shown. Repaint() on a hidden window is harmless.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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MFDSplitView::Hide()
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{
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Check_Pointer(this);
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if (window != NULL)
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{
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ShowWindow((HWND) window, SW_HIDE);
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}
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}
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void
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MFDSplitView::SetPosition(int x, int y)
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{
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Check_Pointer(this);
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if (window != NULL)
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{
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SetWindowPos((HWND) window, NULL, x, y, 0, 0,
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SWP_NOSIZE | SWP_NOZORDER | SWP_NOACTIVATE);
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}
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}
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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// Re-scale to a new glass size: the pixel buffer keeps its native
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// source resolution, so only the destination rectangle, the button
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// geometry and the window size change.
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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void
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MFDSplitView::Resize(int display_width, int display_height)
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{
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Check_Pointer(this);
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buttonCount = 0;
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pressedIndex = -1;
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int client_width = display_width;
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int client_height = display_height;
|
|
LayoutButtons(buttonStyle, buttonAnchorA, buttonAnchorB,
|
|
display_width, display_height, &client_width, &client_height);
|
|
clientWidth = client_width;
|
|
clientHeight = client_height;
|
|
|
|
if (window != NULL)
|
|
{
|
|
SetWindowPos((HWND) window, NULL, 0, 0,
|
|
client_width, client_height,
|
|
SWP_NOMOVE | SWP_NOZORDER | SWP_NOACTIVATE);
|
|
}
|
|
}
|
|
|
|
void
|
|
MFDSplitView::Repaint()
|
|
{
|
|
Check_Pointer(this);
|
|
if (window != NULL)
|
|
{
|
|
RedrawWindow((HWND) window, NULL, NULL,
|
|
RDW_INVALIDATE | RDW_UPDATENOW);
|
|
}
|
|
}
|