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>
76 lines
2.1 KiB
C++
76 lines
2.1 KiB
C++
//==========================================================================//
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// File: mode.cpp //
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// Project: MUNGA Brick: Controls Manager //
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// Contents: Interface specification for Controls/Gauges //
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//--------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ----------------------------------------------------------//
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// 02/13/96 CPB First created //
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//--------------------------------------------------------------------------//
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// Copyright (C) 1996, Virtual World Entertainment, Inc. //
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// All Rights reserved worldwide //
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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //
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//==========================================================================//
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#include <munga.hpp>
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#pragma hdrstop
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#if !defined(MODE_HPP)
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# include <mode.hpp>
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#endif
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#if defined(DEBUG)
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# define Test_Tell(n) DEBUG_STREAM << n
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#else
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# define Test_Tell(n)
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#endif
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//############################################################################
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//############################ ModeManager #############################
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//############################################################################
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ModeManager::ModeManager(ModeMask initial_mask)
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{
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Check_Pointer(this);
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modeMask = initial_mask;
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Check_Fpu();
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}
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ModeManager::~ModeManager()
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{
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Check(this);
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Check_Fpu();
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}
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Logical
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ModeManager::TestInstance() const
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{
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Check_Fpu();
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return True;
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}
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Logical
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ModeManager::ModeStringLookup(
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const char *name,
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ModeMask *returned_value
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)
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{
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Check(this);
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// There's only one mode value available at this level.
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if (stricmp(name, "ModeAlwaysActive") == 0)
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{
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*returned_value = ModeManager::ModeAlwaysActive;
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Check_Fpu();
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return True;
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}
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else
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{
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*returned_value = (ModeMask) 0;
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}
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Check_Fpu();
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return False;
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}
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