Two testers reported the map and the countdown clock freezing, one of them only on larger, more complex maps, and one of them until a death. Both details point at the same place. The gauges and the cockpit displays are redrawn in whatever time is left after the 3D view. The background loop is guaranteed a single pass per frame and gets more only while time remains before the frame is due, and one pass drew exactly one gauge. So a full sweep of ninety-odd gauges needed ninety-odd passes - free when there is spare frame, but on a busy map the 3D view eats all of it, the loop drops to its one guaranteed pass, and a sweep takes ninety-odd FRAMES. Seconds. A death makes the renderer skip every static object, the budget frees up, and the backlog drains at once: the display appears to come back to life. Worse, the copy phase that follows ended after a SINGLE display, so the map - one of three - came round only every third sweep. So: draw gauges to a 2ms slice rather than one per pass, which ties the refresh rate to elapsed time instead of to how much spare frame there happened to be; and copy every display before reporting the sweep done. Measured on a deliberately starved frame budget, which reproduces the reported symptom: 0.7 sweeps/s before, 3.1 after. At a normal budget 20/s, against 18-19 before - no cost to the healthy case. RP412GAUGESLICE tunes the slice and 0 restores the old behaviour, which reproduces the 0.7 exactly. RP412GAUGEDIAG=1 logs the rate; watching the screen cannot tell a display that has stopped refreshing from one whose picture simply is not changing, which is what made this hard to see. Also fixes the constructor calling Update() three lines before it initialised mDisplayToUpdate, so the first pass indexed the D3D device and surface arrays with whatever was on the stack. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
600 lines
12 KiB
C++
600 lines
12 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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// How many displays this copy pass has refreshed.
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//
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// The gauge renderer's copy phase ends the moment Update() reports it
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// has finished, and Update() reported that after ONE display - so a
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// whole gauge sweep refreshed a single display, and the map, one of
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// three, came round only every third sweep. Counting them out means
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// one sweep refreshes all of them.
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//------------------------------------------------------------------
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int mDisplaysCopiedThisPass;
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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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