Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
78 lines
2.0 KiB
C++
78 lines
2.0 KiB
C++
void SimulateScriptsUpdate()
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{
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extern bool gScript_InDraw;
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gosASSERT(!gScript_InDraw);
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gScript_InDraw = true;
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bool DoneViewPort=0;
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// do loop
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while(true)
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{
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if( !DoneViewPort )
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{
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DoneViewPort=1;
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if( 0==Environment.disableZBuffer && 0==Priority )
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{
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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
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}
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else
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{
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gos_SetupViewport( 0,1.0,0,0,0.0,0.0,1.0,1.0 );
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}
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}
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// clear the print3d margins between each draw
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gos_TextSetRegion(0, 0, Environment.screenWidth, Environment.screenHeight);
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#ifdef LAB_ONLY
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double itrTimeIN = gos_GetHiResTime();
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#endif
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// real doing....
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#ifdef LAB_ONLY
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double itrTimeOUT = gos_GetHiResTime();
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(*pStart)->timeInDraw = itrTimeOUT-itrTimeIN;
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#endif
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}
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#ifdef LAB_ONLY
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// Any lines left to draw?
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FlushLineBuffer();
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// if debugging, draw mouse
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if( gEnableScriptRegions && DoneViewPort )
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{
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if( pInRegionTopmost ) {
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int nStage = 0;
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int nLastPos = 0;
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while(!DrawDebugging(pInRegionTopmost, nStage, nLastPos))
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nStage++;
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}
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DWORD width, height;
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gos_TextSetAttributes( gScriptFont3d, 0xff00ff00, 1, false, true, true, false );
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gos_TextSetPosition( ScriptMousePosition->x, ScriptMousePosition->y );
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gos_TextStringLength( &width, &height, "(%d, %d)", ScriptMousePosition->x, ScriptMousePosition->y );
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ShowSpewDrawBackground( ScriptMousePosition->x, ScriptMousePosition->y, ScriptMousePosition->x+width, ScriptMousePosition->y+ height, 0x7f000000 );
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gos_TextDraw( "(%d, %d)", ScriptMousePosition->x, ScriptMousePosition->y );
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}
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if ( gEnableScriptSpews && DoneViewPort)
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ShowScriptSpewOutput();
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if ( gEnableExpenseReport && DoneViewPort)
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ShowExpenseReport();
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if ( gEnableScriptsLoaded && DoneViewPort)
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ShowScriptsLoaded();
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#endif
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// Any lines left to draw?
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FlushLineBuffer();
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// Set flag to signify we are done with all drawing
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gScript_InDraw = false;
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EndofFrameTextCache();
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}
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