Files
CydandClaude Fable 5 fdd9ac9d97 Initial import: Tesla Release 4.10 (Tesla:BattleTech & Tesla:Red Planet)
Archival snapshot of the Virtual World Entertainment Tesla cockpit
software, 1994-1996: MUNGA engine and L4 pod layer source (Borland
C++ 5.0), BT/RP game code, and game content (models, audio, maps,
gauges, Division renderer data). Includes third-party libraries:
Division dVS/DPL graphics, HMI SOS audio, WATTCP networking.

Files are preserved byte-for-byte (.gitattributes disables all
line-ending conversion). README.md documents the layout, target
hardware, and toolchain.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 13:21:58 -05:00

183 lines
4.8 KiB
C++

//===========================================================================//
// File: l4gauge.hh //
// Project: MUNGA Brick: LBE4 Gauge Renderer //
// Contents: //
//---------------------------------------------------------------------------//
// Date Who Modification //
// -------- --- ---------------------------------------------------------- //
// 02/10/95 CPB Initial coding. //
// 04/12/95 CPB Moved BuildGraphicsPorts in from RP/BTL4GRND.HPP. //
//---------------------------------------------------------------------------//
// Copyright (C) 1995, Virtual World Entertainment, Inc. All rights reserved //
// PROPRIETARY and CONFIDENTIAL //
//===========================================================================//
#if !defined(L4GREND_HPP)
# define L4GREND_HPP
# if !defined(GAUGREND_HPP)
# include <gaugrend.hpp>
# endif
# if !defined(L4VB16_HPP)
# include <l4vb16.hpp>
# endif
# if !defined(L4PLASMA_HPP)
# include <l4plasma.hpp>
# endif
# if !defined(L4GAUIMA_HPP)
# include <l4gauima.hpp>
# endif
# if !defined(L4WRHOUS_HPP)
# include <l4wrhous.hpp>
# endif
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~ L4GaugeRenderer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
class L4GaugeRenderer:
public GaugeRenderer
{
public:
//--------------------------------------------------------------------
// Construction, Destruction, Testing
//--------------------------------------------------------------------
L4GaugeRenderer();
~L4GaugeRenderer();
void
LocalEmergencyShutdown();
Logical
TestInstance() const;
//--------------------------------------------------------------------
// Profiling support
//--------------------------------------------------------------------
protected:
Scalar
GetCurrentFramePercentage();
//--------------------------------------------------------------------
// GraphicsPort methods
//--------------------------------------------------------------------
public:
void
BuildGraphicsPort(
int port_number,
const char *name,
int rotation,
int bitAllocation,
SVGA16::PaletteID palette_ID,
L4GraphicsPort::ChannelEnableID enable_ID,
Palette8 *palette
);
void
RemapGraphicsPort(
int port_number,
SVGA16::PaletteID palette_ID,
L4GraphicsPort::ChannelEnableID enable_ID,
Palette8 *palette
);
void
BuildExternalGraphicsPort(
int port_number,
const char *name,
int bitAllocation
);
//
//--------------------------------------------------------------------
// 'palette ramping'
//--------------------------------------------------------------------
//
void
FadeToWhite(Scalar number_of_seconds);
void
FadeToNormal(Scalar number_of_seconds);
//
//--------------------------------------------------------------------
// Accessors
//--------------------------------------------------------------------
//
GraphicsDisplay
*GetExternalDisplay()
{
Check(this);
return externalDisplay;
}
//
//--------------------------------------------------------------------
// Configuration
//--------------------------------------------------------------------
//
void
ConfigureForModel(
const char *configuration_name,
Entity *entity
);
//
//--------------------------------------------------------------------
// ExecuteImplementation
//--------------------------------------------------------------------
//
protected:
void
ExecuteForeground();
Logical
ExecuteBackgroundDisplayUpdate();
void
LoadMissionImplementation(
Mission *mission
);
virtual void
NotifyOfNewInterestingEntity(Entity *entity);
virtual void
NotifyOfBecomingUninterestingEntity(Entity *entity);
void
ShutdownImplementation();
void
SuspendImplementation();
void
ResumeImplementation();
//
//--------------------------------------------------------------------
// Video effects
//--------------------------------------------------------------------
//
public:
void
SpecialEffect(VideoEffectType type, Scalar duration);
protected:
void
ProcessVideoEffects();
//
//--------------------------------------------------------------------
// Protected data
//--------------------------------------------------------------------
//
protected:
Logical
palettesAreActive;
GraphicsDisplay
*graphicsDisplay,
*externalDisplay;
Logical
scrambleVideoFlag;
Time
scrambleVideoTimeout;
};
#endif