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Cyd 2b8ca921cb Initial full mirror of c:\VWE (source + assets + toolchain + outputs) via Git LFS
Complete disaster-recovery snapshot: engine/game source, game data assets,
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2026-06-24 21:28:16 -05:00

78 lines
2.0 KiB
C++

void SimulateScriptsUpdate()
{
extern bool gScript_InDraw;
gosASSERT(!gScript_InDraw);
gScript_InDraw = true;
bool DoneViewPort=0;
// do loop
while(true)
{
if( !DoneViewPort )
{
DoneViewPort=1;
if( 0==Environment.disableZBuffer && 0==Priority )
{
gos_SetupViewport( 1,1.0,0,0,0.0,0.0,1.0,1.0 ); // If rendering before the game renders, clear the z buffer
}
else
{
gos_SetupViewport( 0,1.0,0,0,0.0,0.0,1.0,1.0 );
}
}
// clear the print3d margins between each draw
gos_TextSetRegion(0, 0, Environment.screenWidth, Environment.screenHeight);
#ifdef LAB_ONLY
double itrTimeIN = gos_GetHiResTime();
#endif
// real doing....
#ifdef LAB_ONLY
double itrTimeOUT = gos_GetHiResTime();
(*pStart)->timeInDraw = itrTimeOUT-itrTimeIN;
#endif
}
#ifdef LAB_ONLY
// Any lines left to draw?
FlushLineBuffer();
// if debugging, draw mouse
if( gEnableScriptRegions && DoneViewPort )
{
if( pInRegionTopmost ) {
int nStage = 0;
int nLastPos = 0;
while(!DrawDebugging(pInRegionTopmost, nStage, nLastPos))
nStage++;
}
DWORD width, height;
gos_TextSetAttributes( gScriptFont3d, 0xff00ff00, 1, false, true, true, false );
gos_TextSetPosition( ScriptMousePosition->x, ScriptMousePosition->y );
gos_TextStringLength( &width, &height, "(%d, %d)", ScriptMousePosition->x, ScriptMousePosition->y );
ShowSpewDrawBackground( ScriptMousePosition->x, ScriptMousePosition->y, ScriptMousePosition->x+width, ScriptMousePosition->y+ height, 0x7f000000 );
gos_TextDraw( "(%d, %d)", ScriptMousePosition->x, ScriptMousePosition->y );
}
if ( gEnableScriptSpews && DoneViewPort)
ShowScriptSpewOutput();
if ( gEnableExpenseReport && DoneViewPort)
ShowExpenseReport();
if ( gEnableScriptsLoaded && DoneViewPort)
ShowScriptsLoaded();
#endif
// Any lines left to draw?
FlushLineBuffer();
// Set flag to signify we are done with all drawing
gScript_InDraw = false;
EndofFrameTextCache();
}