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>
34 lines
508 B
C++
34 lines
508 B
C++
#if !defined(APPMGR_HPP)
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# define APPMGR_HPP
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# if !defined(APP_HPP)
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# include <app.hpp>
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# endif
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class ApplicationManager:
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public Node
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{
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public:
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ApplicationManager(Scalar frame_rate);
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~ApplicationManager();
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void
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StartApplication(Application *new_app);
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void
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RunMissions();
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Scalar
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GetFrameRate()
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{Check(this); return frameRate;}
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protected:
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Scalar
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frameDuration,
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frameRate;
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SChainOf<Application*>
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runningApplications;
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};
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#endif
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