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InternalsPlugin.hpp
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InternalsPlugin.hpp
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//ÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜÜ
//Ý Þ
//Ý Module: Header file for internals plugin Þ
//Ý Þ
//Ý Description: Interface declarations for internals plugin Þ
//Ý Þ
//Ý This source code module, and all information, data, and algorithms Þ
//Ý associated with it, are part of isiMotor Technology (tm). Þ
//Ý PROPRIETARY AND CONFIDENTIAL Þ
//Ý Copyright (c) 1996-2014 Image Space Incorporated. All rights reserved. Þ
//Ý Þ
//Ý Change history: Þ
//Ý tag.2005.11.29: created Þ
//Ý Þ
//ßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßßß
#ifndef _INTERNALS_PLUGIN_HPP_
#define _INTERNALS_PLUGIN_HPP_
#include "PluginObjects.hpp" // base class for plugin objects to derive from
#include <cmath> // for sqrt()
#include <windows.h> // for HWND
// rF and plugins must agree on structure packing, so set it explicitly here ... whatever the current
// packing is will be restored at the end of this include with another #pragma.
#pragma pack( push, 4 )
//ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
//³ Version01 Structures ³
//ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
struct TelemVect3
{
double x, y, z;
void Set( const double a, const double b, const double c ) { x = a; y = b; z = c; }
// Allowed to reference as [0], [1], or [2], instead of .x, .y, or .z, respectively
double &operator[]( long i ) { return( ( &x )[ i ] ); }
const double &operator[]( long i ) const { return( ( &x )[ i ] ); }
};
struct TelemQuat
{
double w, x, y, z;
// Convert this quaternion to a matrix
void ConvertQuatToMat( TelemVect3 ori[3] ) const
{
const double x2 = x + x;
const double xx = x * x2;
const double y2 = y + y;
const double yy = y * y2;
const double z2 = z + z;
const double zz = z * z2;
const double xz = x * z2;
const double xy = x * y2;
const double wy = w * y2;
const double wx = w * x2;
const double wz = w * z2;
const double yz = y * z2;
ori[0][0] = (double) 1.0 - ( yy + zz );
ori[0][1] = xy - wz;
ori[0][2] = xz + wy;
ori[1][0] = xy + wz;
ori[1][1] = (double) 1.0 - ( xx + zz );
ori[1][2] = yz - wx;
ori[2][0] = xz - wy;
ori[2][1] = yz + wx;
ori[2][2] = (double) 1.0 - ( xx + yy );
}
// Convert a matrix to this quaternion
void ConvertMatToQuat( const TelemVect3 ori[3] )
{
const double trace = ori[0][0] + ori[1][1] + ori[2][2] + (double) 1.0;
if( trace > 0.0625f )
{
const double sqrtTrace = sqrt( trace );
const double s = (double) 0.5 / sqrtTrace;
w = (double) 0.5 * sqrtTrace;
x = ( ori[2][1] - ori[1][2] ) * s;
y = ( ori[0][2] - ori[2][0] ) * s;
z = ( ori[1][0] - ori[0][1] ) * s;
}
else if( ( ori[0][0] > ori[1][1] ) && ( ori[0][0] > ori[2][2] ) )
{
const double sqrtTrace = sqrt( (double) 1.0 + ori[0][0] - ori[1][1] - ori[2][2] );
const double s = (double) 0.5 / sqrtTrace;
w = ( ori[2][1] - ori[1][2] ) * s;
x = (double) 0.5 * sqrtTrace;
y = ( ori[0][1] + ori[1][0] ) * s;
z = ( ori[0][2] + ori[2][0] ) * s;
}
else if( ori[1][1] > ori[2][2] )
{
const double sqrtTrace = sqrt( (double) 1.0 + ori[1][1] - ori[0][0] - ori[2][2] );
const double s = (double) 0.5 / sqrtTrace;
w = ( ori[0][2] - ori[2][0] ) * s;
x = ( ori[0][1] + ori[1][0] ) * s;
y = (double) 0.5 * sqrtTrace;
z = ( ori[1][2] + ori[2][1] ) * s;
}
else
{
const double sqrtTrace = sqrt( (double) 1.0 + ori[2][2] - ori[0][0] - ori[1][1] );
const double s = (double) 0.5 / sqrtTrace;
w = ( ori[1][0] - ori[0][1] ) * s;
x = ( ori[0][2] + ori[2][0] ) * s;
y = ( ori[1][2] + ori[2][1] ) * s;
z = (double) 0.5 * sqrtTrace;
}
}
};
struct TelemWheelV01
{
double mSuspensionDeflection; // meters
double mRideHeight; // meters
double mSuspForce; // pushrod load in Newtons
double mBrakeTemp; // Celsius
double mBrakePressure; // currently 0.0-1.0, depending on driver input and brake balance; will convert to true brake pressure (kPa) in future
double mRotation; // radians/sec
double mLateralPatchVel; // lateral velocity at contact patch
double mLongitudinalPatchVel; // longitudinal velocity at contact patch
double mLateralGroundVel; // lateral velocity at contact patch
double mLongitudinalGroundVel; // longitudinal velocity at contact patch
double mCamber; // radians (positive is left for left-side wheels, right for right-side wheels)
double mLateralForce; // Newtons
double mLongitudinalForce; // Newtons
double mTireLoad; // Newtons
double mGripFract; // an approximation of what fraction of the contact patch is sliding
double mPressure; // kPa (tire pressure)
double mTemperature[3]; // Kelvin (subtract 273.16 to get Celsius), left/center/right (not to be confused with inside/center/outside!)
double mWear; // wear (0.0-1.0, fraction of maximum) ... this is not necessarily proportional with grip loss
char mTerrainName[16]; // the material prefixes from the TDF file
unsigned char mSurfaceType; // 0=dry, 1=wet, 2=grass, 3=dirt, 4=gravel, 5=rumblestrip
bool mFlat; // whether tire is flat
bool mDetached; // whether wheel is detached
double mVerticalTireDeflection;// how much is tire deflected from its (speed-sensitive) radius
double mWheelYLocation; // wheel's y location relative to vehicle y location
double mToe; // current toe angle w.r.t. the vehicle
double mTireCarcassTemperature; // rough average of temperature samples from carcass (Kelvin)
double mTireInnerLayerTemperature[3]; // rough average of temperature samples from innermost layer of rubber (before carcass) (Kelvin)
unsigned char mExpansion[24]; // for future use
};
// Our world coordinate system is left-handed, with +y pointing up.
// The local vehicle coordinate system is as follows:
// +x points out the left side of the car (from the driver's perspective)
// +y points out the roof
// +z points out the back of the car
// Rotations are as follows:
// +x pitches up
// +y yaws to the right
// +z rolls to the right
// Note that ISO vehicle coordinates (+x forward, +y right, +z upward) are
// right-handed. If you are using that system, be sure to negate any rotation
// or torque data because things rotate in the opposite direction. In other
// words, a -z velocity in rFactor is a +x velocity in ISO, but a -z rotation
// in rFactor is a -x rotation in ISO!!!
struct TelemInfoV01
{
// Time
long mID; // slot ID (note that it can be re-used in multiplayer after someone leaves)
double mDeltaTime; // time since last update (seconds)
double mElapsedTime; // game session time
long mLapNumber; // current lap number
double mLapStartET; // time this lap was started
char mVehicleName[64]; // current vehicle name
char mTrackName[64]; // current track name
// Position and derivatives
TelemVect3 mPos; // world position in meters
TelemVect3 mLocalVel; // velocity (meters/sec) in local vehicle coordinates
TelemVect3 mLocalAccel; // acceleration (meters/sec^2) in local vehicle coordinates
// Orientation and derivatives
TelemVect3 mOri[3]; // rows of orientation matrix (use TelemQuat conversions if desired), also converts local
// vehicle vectors into world X, Y, or Z using dot product of rows 0, 1, or 2 respectively
TelemVect3 mLocalRot; // rotation (radians/sec) in local vehicle coordinates
TelemVect3 mLocalRotAccel; // rotational acceleration (radians/sec^2) in local vehicle coordinates
// Vehicle status
long mGear; // -1=reverse, 0=neutral, 1+=forward gears
double mEngineRPM; // engine RPM
double mEngineWaterTemp; // Celsius
double mEngineOilTemp; // Celsius
double mClutchRPM; // clutch RPM
// Driver input
double mUnfilteredThrottle; // ranges 0.0-1.0
double mUnfilteredBrake; // ranges 0.0-1.0
double mUnfilteredSteering; // ranges -1.0-1.0 (left to right)
double mUnfilteredClutch; // ranges 0.0-1.0
// Filtered input (various adjustments for rev or speed limiting, TC, ABS?, speed sensitive steering, clutch work for semi-automatic shifting, etc.)
double mFilteredThrottle; // ranges 0.0-1.0
double mFilteredBrake; // ranges 0.0-1.0
double mFilteredSteering; // ranges -1.0-1.0 (left to right)
double mFilteredClutch; // ranges 0.0-1.0
// Misc
double mSteeringShaftTorque; // torque around steering shaft (used to be mSteeringArmForce, but that is not necessarily accurate for feedback purposes)
double mFront3rdDeflection; // deflection at front 3rd spring
double mRear3rdDeflection; // deflection at rear 3rd spring
// Aerodynamics
double mFrontWingHeight; // front wing height
double mFrontRideHeight; // front ride height
double mRearRideHeight; // rear ride height
double mDrag; // drag
double mFrontDownforce; // front downforce
double mRearDownforce; // rear downforce
// State/damage info
double mFuel; // amount of fuel (liters)
double mEngineMaxRPM; // rev limit
unsigned char mScheduledStops; // number of scheduled pitstops
bool mOverheating; // whether overheating icon is shown
bool mDetached; // whether any parts (besides wheels) have been detached
bool mHeadlights; // whether headlights are on
unsigned char mDentSeverity[8];// dent severity at 8 locations around the car (0=none, 1=some, 2=more)
double mLastImpactET; // time of last impact
double mLastImpactMagnitude; // magnitude of last impact
TelemVect3 mLastImpactPos; // location of last impact
// Expanded
double mEngineTorque; // current engine torque (including additive torque) (used to be mEngineTq, but there's little reason to abbreviate it)
long mCurrentSector; // the current sector (zero-based) with the pitlane stored in the sign bit (example: entering pits from third sector gives 0x80000002)
unsigned char mSpeedLimiter; // whether speed limiter is on
unsigned char mMaxGears; // maximum forward gears
unsigned char mFrontTireCompoundIndex; // index within brand
unsigned char mRearTireCompoundIndex; // index within brand
double mFuelCapacity; // capacity in liters
unsigned char mFrontFlapActivated; // whether front flap is activated
unsigned char mRearFlapActivated; // whether rear flap is activated
unsigned char mRearFlapLegalStatus; // 0=disallowed, 1=criteria detected but not allowed quite yet, 2=allowed
unsigned char mIgnitionStarter; // 0=off 1=ignition 2=ignition+starter
char mFrontTireCompoundName[18]; // name of front tire compound
char mRearTireCompoundName[18]; // name of rear tire compound
unsigned char mSpeedLimiterAvailable; // whether speed limiter is available
unsigned char mAntiStallActivated; // whether (hard) anti-stall is activated
unsigned char mUnused[6];
double mRearBrakeBias; // fraction of brakes on rear
double mTurboBoostPressure; // current turbo boost pressure if available
// Future use
unsigned char mExpansion[168]; // for future use (note that the slot ID has been moved to mID above)
// keeping this at the end of the structure to make it easier to replace in future versions
TelemWheelV01 mWheel[4]; // wheel info (front left, front right, rear left, rear right)
};
struct GraphicsInfoV01
{
TelemVect3 mCamPos; // camera position
TelemVect3 mCamOri[3]; // rows of orientation matrix (use TelemQuat conversions if desired), also converts local
HWND mHWND; // app handle
double mAmbientRed;
double mAmbientGreen;
double mAmbientBlue;
};
struct GraphicsInfoV02 : public GraphicsInfoV01
{
long mID; // slot ID being viewed (-1 if invalid)
// Camera types (some of these may only be used for *setting* the camera type in WantsToViewVehicle())
// 0 = TV cockpit
// 1 = cockpit
// 2 = nosecam
// 3 = swingman
// 4 = trackside (nearest)
// 5 = onboard000
// :
// :
// 1004 = onboard999
// 1005+ = (currently unsupported, in the future may be able to set/get specific trackside camera)
long mCameraType; // see above comments for possible values
unsigned char mExpansion[128]; // for future use (possibly camera name)
};
struct CameraControlInfoV01
{
// Cameras
long mID; // slot ID to view
long mCameraType; // see GraphicsInfoV02 comments for values
// Replays (note that these are asynchronous)
bool mReplayActive; // This variable is an *input* filled with whether the replay is currently active (as opposed to realtime).
bool mReplayUnused; //
unsigned char mReplayCommand; // 0=do nothing, 1=begin, 2=end, 3=rewind, 4=fast backwards, 5=backwards, 6=slow backwards, 7=stop, 8=slow play, 9=play, 10=fast play, 11=fast forward
bool mReplaySetTime; // Whether to skip to the following replay time:
float mReplaySeconds; // The replay time in seconds to skip to (note: the current replay maximum ET is passed into this variable in case you need it)
//
unsigned char mExpansion[120]; // for future use (possibly camera name & positions/orientations)
};
struct MessageInfoV01
{
char mText[128]; // message to display
unsigned char mDestination; // 0 = message center, 1 = chat (can be used for multiplayer chat commands)
unsigned char mTranslate; // 0 = do not attempt to translate, 1 = attempt to translate
unsigned char mExpansion[126]; // for future use (possibly what color, what font, and seconds to display)
};
struct VehicleScoringInfoV01
{
long mID; // slot ID (note that it can be re-used in multiplayer after someone leaves)
char mDriverName[32]; // driver name
char mVehicleName[64]; // vehicle name
short mTotalLaps; // laps completed
signed char mSector; // 0=sector3, 1=sector1, 2=sector2 (don't ask why)
signed char mFinishStatus; // 0=none, 1=finished, 2=dnf, 3=dq
double mLapDist; // current distance around track
double mPathLateral; // lateral position with respect to *very approximate* "center" path
double mTrackEdge; // track edge (w.r.t. "center" path) on same side of track as vehicle
double mBestSector1; // best sector 1
double mBestSector2; // best sector 2 (plus sector 1)
double mBestLapTime; // best lap time
double mLastSector1; // last sector 1
double mLastSector2; // last sector 2 (plus sector 1)
double mLastLapTime; // last lap time
double mCurSector1; // current sector 1 if valid
double mCurSector2; // current sector 2 (plus sector 1) if valid
// no current laptime because it instantly becomes "last"
short mNumPitstops; // number of pitstops made
short mNumPenalties; // number of outstanding penalties
bool mIsPlayer; // is this the player's vehicle
signed char mControl; // who's in control: -1=nobody (shouldn't get this), 0=local player, 1=local AI, 2=remote, 3=replay (shouldn't get this)
bool mInPits; // between pit entrance and pit exit (not always accurate for remote vehicles)
unsigned char mPlace; // 1-based position
char mVehicleClass[32]; // vehicle class
// Dash Indicators
double mTimeBehindNext; // time behind vehicle in next higher place
long mLapsBehindNext; // laps behind vehicle in next higher place
double mTimeBehindLeader; // time behind leader
long mLapsBehindLeader; // laps behind leader
double mLapStartET; // time this lap was started
// Position and derivatives
TelemVect3 mPos; // world position in meters
TelemVect3 mLocalVel; // velocity (meters/sec) in local vehicle coordinates
TelemVect3 mLocalAccel; // acceleration (meters/sec^2) in local vehicle coordinates
// Orientation and derivatives
TelemVect3 mOri[3]; // rows of orientation matrix (use TelemQuat conversions if desired), also converts local
// vehicle vectors into world X, Y, or Z using dot product of rows 0, 1, or 2 respectively
TelemVect3 mLocalRot; // rotation (radians/sec) in local vehicle coordinates
TelemVect3 mLocalRotAccel; // rotational acceleration (radians/sec^2) in local vehicle coordinates
// tag.2012.03.01 - stopped casting some of these so variables now have names and mExpansion has shrunk, overall size and old data locations should be same
unsigned char mHeadlights; // status of headlights
unsigned char mPitState; // 0=none, 1=request, 2=entering, 3=stopped, 4=exiting
unsigned char mServerScored; // whether this vehicle is being scored by server (could be off in qualifying or racing heats)
unsigned char mIndividualPhase;// game phases (described below) plus 9=after formation, 10=under yellow, 11=under blue (not used)
long mQualification; // 1-based, can be -1 when invalid
double mTimeIntoLap; // estimated time into lap
double mEstimatedLapTime; // estimated laptime used for 'time behind' and 'time into lap' (note: this may changed based on vehicle and setup!?)
char mPitGroup[24]; // pit group (same as team name unless pit is shared)
unsigned char mFlag; // primary flag being shown to vehicle (currently only 0=green or 6=blue)
unsigned char mUnused1;
unsigned char mUnused2;
unsigned char mUnused3;
unsigned char mUpgradePack[16]; // Coded upgrades
// Future use
// tag.2012.04.06 - SEE ABOVE!
unsigned char mExpansion[60]; // for future use
};
struct ScoringInfoV01
{
char mTrackName[64]; // current track name
long mSession; // current session (0=testday 1-4=practice 5-8=qual 9=warmup 10-13=race)
double mCurrentET; // current time
double mEndET; // ending time
long mMaxLaps; // maximum laps
double mLapDist; // distance around track
char *mResultsStream; // results stream additions since last update (newline-delimited and NULL-terminated)
long mNumVehicles; // current number of vehicles
// Game phases:
// 0 Before session has begun
// 1 Reconnaissance laps (race only)
// 2 Grid walk-through (race only)
// 3 Formation lap (race only)
// 4 Starting-light countdown has begun (race only)
// 5 Green flag
// 6 Full course yellow / safety car
// 7 Session stopped
// 8 Session over
unsigned char mGamePhase;
// Yellow flag states (applies to full-course only)
// -1 Invalid
// 0 None
// 1 Pending
// 2 Pits closed
// 3 Pit lead lap
// 4 Pits open
// 5 Last lap
// 6 Resume
// 7 Race halt (not currently used)
signed char mYellowFlagState;
signed char mSectorFlag[3]; // whether there are any local yellows at the moment in each sector (not sure if sector 0 is first or last, so test)
unsigned char mStartLight; // start light frame (number depends on track)
unsigned char mNumRedLights; // number of red lights in start sequence
bool mInRealtime; // in realtime as opposed to at the monitor
char mPlayerName[32]; // player name (including possible multiplayer override)
char mPlrFileName[64]; // may be encoded to be a legal filename
// weather
double mDarkCloud; // cloud darkness? 0.0-1.0
double mRaining; // raining severity 0.0-1.0
double mAmbientTemp; // temperature (Celsius)
double mTrackTemp; // temperature (Celsius)
TelemVect3 mWind; // wind speed
double mOnPathWetness; // on main path 0.0-1.0
double mOffPathWetness; // on main path 0.0-1.0
// Future use
unsigned char mExpansion[256];
// keeping this at the end of the structure to make it easier to replace in future versions
VehicleScoringInfoV01 *mVehicle; // array of vehicle scoring info's
};
struct CommentaryRequestInfoV01
{
char mName[32]; // one of the event names in the commentary INI file
double mInput1; // first value to pass in (if any)
double mInput2; // first value to pass in (if any)
double mInput3; // first value to pass in (if any)
bool mSkipChecks; // ignores commentary detail and random probability of event
// constructor (for noobs, this just helps make sure everything is initialized to something reasonable)
CommentaryRequestInfoV01() { mName[0] = 0; mInput1 = 0.0; mInput2 = 0.0; mInput3 = 0.0; mSkipChecks = false; }
};
//ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
//³ Version02 Structures ³
//ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
struct PhysicsOptionsV01
{
unsigned char mTractionControl; // 0 (off) - 3 (high)
unsigned char mAntiLockBrakes; // 0 (off) - 2 (high)
unsigned char mStabilityControl; // 0 (off) - 2 (high)
unsigned char mAutoShift; // 0 (off), 1 (upshifts), 2 (downshifts), 3 (all)
unsigned char mAutoClutch; // 0 (off), 1 (on)
unsigned char mInvulnerable; // 0 (off), 1 (on)
unsigned char mOppositeLock; // 0 (off), 1 (on)
unsigned char mSteeringHelp; // 0 (off) - 3 (high)
unsigned char mBrakingHelp; // 0 (off) - 2 (high)
unsigned char mSpinRecovery; // 0 (off), 1 (on)
unsigned char mAutoPit; // 0 (off), 1 (on)
unsigned char mAutoLift; // 0 (off), 1 (on)
unsigned char mAutoBlip; // 0 (off), 1 (on)
unsigned char mFuelMult; // fuel multiplier (0x-7x)
unsigned char mTireMult; // tire wear multiplier (0x-7x)
unsigned char mMechFail; // mechanical failure setting; 0 (off), 1 (normal), 2 (timescaled)
unsigned char mAllowPitcrewPush; // 0 (off), 1 (on)
unsigned char mRepeatShifts; // accidental repeat shift prevention (0-5; see PLR file)
unsigned char mHoldClutch; // for auto-shifters at start of race: 0 (off), 1 (on)
unsigned char mAutoReverse; // 0 (off), 1 (on)
unsigned char mAlternateNeutral; // Whether shifting up and down simultaneously equals neutral
float mManualShiftOverrideTime; // time before auto-shifting can resume after recent manual shift
float mAutoShiftOverrideTime; // time before manual shifting can resume after recent auto shift
float mSpeedSensitiveSteering; // 0.0 (off) - 1.0
float mSteerRatioSpeed; // speed (m/s) under which lock gets expanded to full
};
struct EnvironmentInfoV01
{
// TEMPORARY buffers (you should copy them if needed for later use) containing various paths that may be needed. Each of these
// could be relative ("UserData\") or full ("C:\BlahBlah\rFactorProduct\UserData\").
// mPath[ 0 ] points to the UserData directory.
// mPath[ 1 ] points to the CustomPluginOptions.ini filename.
// mPath[ 2 ] points to the latest results file
// (in the future, we may add paths for the current garage setup, fully upgraded physics files, etc., any other requests?)
const char *mPath[ 16 ];
unsigned char mExpansion[256]; // future use
};
struct ScreenInfoV01
{
HWND mAppWindow; // Application window handle
void *mDevice; // Cast type to LPDIRECT3DDEVICE9
void *mRenderTarget; // Cast type to LPDIRECT3DTEXTURE9
long mDriver; // Current video driver index
long mWidth; // Screen width
long mHeight; // Screen height
long mPixelFormat; // Pixel format
long mRefreshRate; // Refresh rate
long mWindowed; // Really just a boolean whether we are in windowed mode
long mOptionsWidth; // Width dimension of screen portion used by UI
long mOptionsHeight; // Height dimension of screen portion used by UI
long mOptionsLeft; // Horizontal starting coordinate of screen portion used by UI
long mOptionsUpper; // Vertical starting coordinate of screen portion used by UI
unsigned char mOptionsLocation; // 0=main UI, 1=track loading, 2=monitor, 3=on track
char mOptionsPage[ 31 ]; // the name of the options page
unsigned char mExpansion[ 224 ]; // future use
};
struct CustomControlInfoV01
{
// The name passed through CheckHWControl() will be the mUntranslatedName prepended with an underscore (e.g. "Track Map Toggle" -> "_Track Map Toggle")
char mUntranslatedName[ 64 ]; // name of the control that will show up in UI (but translated if available)
long mRepeat; // 0=registers once per hit, 1=registers once, waits briefly, then starts repeating quickly, 2=registers as long as key is down
unsigned char mExpansion[ 64 ]; // future use
};
struct WeatherControlInfoV01
{
// The current conditions are passed in with the API call. The following ET (Elapsed Time) value should typically be far
// enough in the future that it can be interpolated smoothly, and allow clouds time to roll in before rain starts. In
// other words you probably shouldn't have mCloudiness and mRaining suddenly change from 0.0 to 1.0 and expect that
// to happen in a few seconds without looking crazy.
double mET; // when you want this weather to take effect
// mRaining[1][1] is at the origin (2013.12.19 - and currently the only implemented node), while the others
// are spaced at <trackNodeSize> meters where <trackNodeSize> is the maximum absolute value of a track vertex
// coordinate (and is passed into the API call).
double mRaining[ 3 ][ 3 ]; // rain (0.0-1.0) at different nodes
double mCloudiness; // general cloudiness (0.0=clear to 1.0=dark), will be automatically overridden to help ensure clouds exist over rainy areas
double mAmbientTempK; // ambient temperature (Kelvin)
double mWindMaxSpeed; // maximum speed of wind (ground speed, but it affects how fast the clouds move, too)
unsigned char mExpansion[ 512 ]; // future use (humidity, pressure, air density, etc.)
};
//ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
//³ Plugin classes used to access internals ³
//ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
// Note: use class InternalsPluginV01 and have exported function GetPluginVersion() return 1, or
// use class InternalsPluginV02 and have exported function GetPluginVersion() return 2, etc.
class InternalsPlugin : public PluginObject
{
public:
// General internals methods
InternalsPlugin() {}
virtual ~InternalsPlugin() {}
// GAME FLOW NOTIFICATIONS
virtual void Startup( long version ) {} // sim startup with version * 1000
virtual void Shutdown() {} // sim shutdown
virtual void Load() {} // scene/track load
virtual void Unload() {} // scene/track unload
virtual void StartSession() {} // session started
virtual void EndSession() {} // session ended
virtual void EnterRealtime() {} // entering realtime (where the vehicle can be driven)
virtual void ExitRealtime() {} // exiting realtime
// SCORING OUTPUT
virtual bool WantsScoringUpdates() { return( false ); } // whether we want scoring updates
virtual void UpdateScoring( const ScoringInfoV01 &info ) {} // update plugin with scoring info (approximately five times per second)
// GAME OUTPUT
virtual long WantsTelemetryUpdates() { return( 0 ); } // whether we want telemetry updates (0=no 1=player-only 2=all vehicles)
virtual void UpdateTelemetry( const TelemInfoV01 &info ) {} // update plugin with telemetry info
virtual bool WantsGraphicsUpdates() { return( false ); } // whether we want graphics updates
virtual void UpdateGraphics( const GraphicsInfoV01 &info ) {}// update plugin with graphics info
// COMMENTARY INPUT
virtual bool RequestCommentary( CommentaryRequestInfoV01 &info ) { return( false ); } // to use our commentary event system, fill in data and return true
// GAME INPUT
virtual bool HasHardwareInputs() { return( false ); } // whether plugin has hardware plugins
virtual void UpdateHardware( const double fDT ) {} // update the hardware with the time between frames
virtual void EnableHardware() {} // message from game to enable hardware
virtual void DisableHardware() {} // message from game to disable hardware
// See if the plugin wants to take over a hardware control. If the plugin takes over the
// control, this method returns true and sets the value of the double pointed to by the
// second arg. Otherwise, it returns false and leaves the double unmodified.
virtual bool CheckHWControl( const char * const controlName, double &fRetVal ) { return false; }
virtual bool ForceFeedback( double &forceValue ) { return( false ); } // alternate force feedback computation - return true if editing the value
// ERROR FEEDBACK
virtual void Error( const char * const msg ) {} // Called with explanation message if there was some sort of error in a plugin callback
};
class InternalsPluginV01 : public InternalsPlugin // Version 01 is the exact same as the original
{
// REMINDER: exported function GetPluginVersion() should return 1 if you are deriving from this InternalsPluginV01!
};
class InternalsPluginV02 : public InternalsPluginV01 // V02 contains everything from V01 plus the following:
{
// REMINDER: exported function GetPluginVersion() should return 2 if you are deriving from this InternalsPluginV02!
public:
// This function is called occasionally
virtual void SetPhysicsOptions( PhysicsOptionsV01 &options ) {}
};
class InternalsPluginV03 : public InternalsPluginV02 // V03 contains everything from V02 plus the following:
{
// REMINDER: exported function GetPluginVersion() should return 3 if you are deriving from this InternalsPluginV03!
public:
virtual unsigned char WantsToViewVehicle( CameraControlInfoV01 &camControl ) { return( 0 ); } // return values: 0=do nothing, 1=set ID and camera type, 2=replay controls, 3=both
// EXTENDED GAME OUTPUT
virtual void UpdateGraphics( const GraphicsInfoV02 &info ) {} // update plugin with extended graphics info
// MESSAGE BOX INPUT
virtual bool WantsToDisplayMessage( MessageInfoV01 &msgInfo ) { return( false ); } // set message and return true
};
class InternalsPluginV04 : public InternalsPluginV03 // V04 contains everything from V03 plus the following:
{
// REMINDER: exported function GetPluginVersion() should return 4 if you are deriving from this InternalsPluginV04!
public:
// EXTENDED GAME FLOW NOTIFICATIONS
virtual void SetEnvironment( const EnvironmentInfoV01 &info ) {} // may be called whenever the environment changes
};
class InternalsPluginV05 : public InternalsPluginV04 // V05 contains everything from V04 plus the following:
{
// REMINDER: exported function GetPluginVersion() should return 5 if you are deriving from this InternalsPluginV05!
public:
// SCREEN INFO NOTIFICATIONS
virtual void InitScreen( const ScreenInfoV01 &info ) {} // Now happens right after graphics device initialization
virtual void UninitScreen( const ScreenInfoV01 &info ) {} // Now happens right before graphics device uninitialization
virtual void DeactivateScreen( const ScreenInfoV01 &info ) {} // Window deactivation
virtual void ReactivateScreen( const ScreenInfoV01 &info ) {} // Window reactivation
virtual void RenderScreenBeforeOverlays( const ScreenInfoV01 &info ){} // before rFactor overlays
virtual void RenderScreenAfterOverlays( const ScreenInfoV01 &info ) {} // after rFactor overlays
virtual void PreReset( const ScreenInfoV01 &info ) {} // after detecting device lost but before resetting
virtual void PostReset( const ScreenInfoV01 &info ) {} // after resetting
// CUSTOM CONTROLS
virtual bool InitCustomControl( CustomControlInfoV01 &info ) { return( false ); } // called repeatedly at startup until false is returned
};
class InternalsPluginV06 : public InternalsPluginV05 // V06 contains everything from V05 plus the following:
{
// REMINDER: exported function GetPluginVersion() should return 6 if you are deriving from this InternalsPluginV06!
public:
// CONDITIONS CONTROL
virtual bool WantsWeatherAccess() { return( false ); } // change to true in order to read or write weather with AccessWeather() call:
virtual bool AccessWeather( double trackNodeSize, WeatherControlInfoV01 &info ) { return( false ); } // current weather is passed in; return true if you want to change it
// ADDITIONAL GAMEFLOW NOTIFICATIONS
virtual void ThreadStarted( long type ) {} // called just after a primary thread is started (type is 0=multimedia or 1=simulation)
virtual void ThreadStopping( long type ) {} // called just before a primary thread is stopped (type is 0=multimedia or 1=simulation)
};
//ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ¿
//ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÙ
// See #pragma at top of file
#pragma pack( pop )
#endif // _INTERNALS_PLUGIN_HPP_