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