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>
110 lines
2.9 KiB
C++
110 lines
2.9 KiB
C++
//===========================================================================//
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// File: update.hh //
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// Project: MUNGA Brick: Update Manager //
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// Contents: //
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//---------------------------------------------------------------------------//
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// Date Who Modification //
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// -------- --- ---------------------------------------------------------- //
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// 12/20/94 ECH Initial coding. //
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//---------------------------------------------------------------------------//
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// Copyright (C) 1994-1995, 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// This unpublished sourcecode is PROPRIETARY and CONFIDENTIAL //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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#if !defined(UPDATE_HPP)
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# define UPDATE_HPP
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#if !defined(NODE_HPP)
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# include <node.hpp>
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#endif
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#if !defined(TIME_HPP)
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# include <time.hpp>
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#endif
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# if !defined(MEMBLOCK_HPP)
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# include <memblock.hpp>
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# endif
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# if !defined(SIMULATE_HPP)
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# include <simulate.hpp>
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# endif
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class UpdateManager;
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class SimulationEncore:
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public Plug
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{
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friend class UpdateManager;
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private:
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static MemoryBlock AllocatedMemory;
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void*
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operator new(size_t)
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{return AllocatedMemory.New();}
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void
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operator delete(void *where)
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{AllocatedMemory.Delete(where);}
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Simulation *encoreSimulation;
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Simulation::Encore encoreCallback;
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Logical runWatchers;
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SimulationEncore(
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Simulation *sim,
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Simulation::Encore callback
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);
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~SimulationEncore();
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};
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//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UpdateManager ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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class UpdateManager:
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public Node
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{
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public:
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//
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//--------------------------------------------------------------------
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// Construction, Destruction
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//--------------------------------------------------------------------
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//
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UpdateManager();
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~UpdateManager();
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Logical
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TestInstance() const;
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//
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//--------------------------------------------------------------------
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// Execute
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//
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// Perform update management functions
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//--------------------------------------------------------------------
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//
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void
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Execute(Time target_render_time);
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//
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//----------------------------------------------------------------------
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// CreateEncore
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//
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// Registers a callback to be executed after all entity performances are
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// completed
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//----------------------------------------------------------------------
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//
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void
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RequestEncore(
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Simulation *simulation,
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Simulation::Encore encore
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);
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protected:
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ChainOf<SimulationEncore*>
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simulationEncores;
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};
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#endif
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