- BORLAND/: Borland C++ 4.52 (chosen over 4.5 by byte-match: CODE/RP/CW32.LIB
is identical to 4.52's install lib). BCC32/TLINK32/TLIB/MAKE run natively on
Win11; CODE/BT/OPT.MAK is the shipped BTL4OPT.EXE's exact flag recipe
(extender = Borland PowerPack DPMI32, not Phar Lap TNT).
- restoration/source410/: the literal 1995-form reconstruction of the missing
BT game source (never mixed into CODE/). Round 1-3 state:
* 6 of 10 surviving original TUs COMPILE CLEAN under the period toolchain
(BTMSSN, BTCNSL, BTSCNRL, BTTEAM, BTL4MODE, BTL4ARND) - first builds
since 1996.
* BT_L4/BTL4APP.CPP pilot reconstruction: 12/12 functions, Fail() lands on
its binary-recorded line 400 exactly.
* BT/BTCNSL.HPP: console wire IDs recovered from the binary's ctors
(Killed=9, Damaged=10, ScoreUpdate=13, DeathWithoutHonor=15 [T1];
TeamScore=12 flagged [T4]).
* MUNGA/: 8 engine-header backfills back-dated from the BT412 WinTesla tree
(VDATA numbering decomp-verified; AUDREND's OpenAL-era virtual removed -
the period compiler is the drift detector).
* Tooling: backdate.py (WinTesla->1995 header transform), compile410.sh
(per-TU verification sweep under authentic OPT.MAK flags).
* README: corrected roadmap - MECH.HPP is the capstone grown with the mech
TU reconstructions; BTREG.CPP green = the header-family milestone.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
171 lines
6.0 KiB
C++
171 lines
6.0 KiB
C++
//----------------------------------------------------------------------------
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// ObjectWindows - (C) Copyright 1991, 1993 by Borland International
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// Multi-thread MoveToLineTo demo window
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//----------------------------------------------------------------------------
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#include <owl\owlpch.h>
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#include <owl\dc.h>
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#include "line.h"
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#include <math.h>
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DEFINE_RESPONSE_TABLE1(TMoveToLineToWindow, TBaseDemoWindow)
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EV_WM_SIZE,
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END_RESPONSE_TABLE;
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TMoveToLineToWindow::TMoveToLineToWindow() : TBaseDemoWindow()
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{
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Rotation = 0;
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PointCount = MaxPoints;
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Iconized = FALSE;
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RotatePoints();
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Start();
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}
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void
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TMoveToLineToWindow::EvSize(UINT sizeType, TSize& size)
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{
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TBaseDemoWindow::EvSize(sizeType, size);
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Invalidate();
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if (sizeType == SIZE_MINIMIZED) {
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if (!Iconized) {
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Rotation = 0;
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Iconized = TRUE;
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PointCount = IconicPoints;
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RotatePoints();
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}
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} else {
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if (Iconized) {
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Rotation = 0;
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Iconized = FALSE;
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PointCount = MaxPoints;
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RotatePoints();
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}
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}
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}
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void
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TMoveToLineToWindow::DoRun()
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{
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RotatePoints();
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if (Iconized) {
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// Iconized windows don't process paint messages, so we'll manually
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// update the image here. Doing this painting during the timer tick
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// will slow things down a bit, especially with several of these
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// windows iconized at the same time.
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//
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Paint(TClientDC(*Parent), FALSE, TRect());
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} else {
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// In terms of Windows resources and system wide performance, letting
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// paint do the work is 'faster' because it reduces the CPU time spent
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// handling each timer tick. Paint messages are low priority, so other
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// messages like mouse clicks and other user input get processed first.
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// The downside is that the paint messages are handled last, when
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// there's nothing else to do, which can make animation look a bit jerky
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// on a busy machine.
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//
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Invalidate(FALSE); // Let the Paint method draw the new figure...
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}
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}
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void
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TMoveToLineToWindow::RotatePoints()
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{
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// NOTE: all figures are in radians
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const float M_2PI = 2 * M_PI; // 2 pi radians in a circle
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float StepAngle = M_2PI / PointCount; // angular distance between points
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Rotation += M_PI / 32; // Increment the angle of rotation of figure
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if (Rotation > StepAngle)
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Rotation -= StepAngle; // Keep rotation less than distance between points
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// The loop below has i walking through the Points array, while j walks
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// simultaneously through the angles to each point on the circle.
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// Incrementing j by StepAngle moves j to the next point on the circle with
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// no complicated arithmetic (everything has been set up in advance of the
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// loop). Initializing j with Rotation causes the entire figure to shift
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// clockwise a small amount.
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int i;
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float j;
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for (i = 0, j = Rotation; i < PointCount; i++, j += StepAngle) {
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Points[i].X = cos(j); // These values will be multiplied by the
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Points[i].Y = sin(j); // current radius at display time.
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}
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}
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void
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TMoveToLineToWindow::Paint(TDC& dc, BOOL, TRect&)
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{
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TRect rect;
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if (Iconized)
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Parent->GetClientRect(rect);
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else
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GetClientRect(rect);
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int centerX = rect.right / 2;
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int centerY = rect.bottom / 2;
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int radius = min(centerY, centerX);
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// The follow memory DC operations are not required to draw lines, but
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// were added to reduce screen flicker and speed up screen updates.
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//
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TMemoryDC memDC(dc);
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TBitmap bitmap(dc, radius*2, radius*2);
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memDC.SelectObject(bitmap);
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// Initiallize the new bitmap to all white.
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//
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memDC.PatBlt(0, 0, radius*2, radius*2, WHITENESS);
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// The Ellipse and the loop are all that's really needed to draw. If you
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// substitute dc for memDC, the draws will go directly to the screen.
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// (Though the figure would no longer be centered, since the figure is drawn
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// on a memDC bitmap, and the bitmap is then centered on the dc...)
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// Since this line window is animated, it is frequently updated, which would
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// cause the window to spend most of its time flickering if the dc were
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// used. Thus, the need for memory DC operations. If the window were not
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// animated, drawing onto the dc would look just fine.
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//
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memDC.Ellipse(0, 0, radius*2, radius*2);
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int i,j;
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for (i = 0; i < PointCount; i++) {
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for (j = i + 1; j < PointCount; j++) {
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memDC.MoveTo(radius + floor(Points[i].X * radius),
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radius + floor(Points[i].Y * radius));
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memDC.LineTo(radius + floor(Points[j].X * radius),
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radius + floor(Points[j].Y * radius));
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}
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}
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// Now transfer what was drawn on the (invisible) memory DC onto the visible
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// dc. This one BitBlt transfer is much faster than the many
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// individual operations that were performed above.
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//
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dc.BitBlt(centerX-radius, centerY-radius, radius*2, radius*2,
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memDC, 0, 0, SRCCOPY);
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// Restore original bitmap before leaving
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//
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memDC.RestoreBitmap();
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// Footnotes: Drawing this figure doesn't require a memory DC. Animating
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// the figure requires a memory DC only to reduce flicker to a tolerable
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// level.
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// To make the animation faster still, (but use more memory, too),
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// you could keep that memory DC hanging around between screen paints -
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// constructing a DC takes some effort, and we're constructing one every
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// time we get a timer message. You'd get the biggest improvement in
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// animation speed by calculating a sequence of bitmaps, then just
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// displaying them in the proper sequence. This demo reconstructs the
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// points list and redraws the figure for every timer message - a lot of
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// work for the CPU, but it's code is simpler and doesn't use as much
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// memory as more elaborate schemes might.
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// A challenge: Turn the rotating figure into a ball that bounces off the
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// walls of the window. Don't forget the english (spin) the ball should
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// pick up when bouncing off the wall...
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}
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