net.ctdp.rfdynhud
Class RFDynHUD

java.lang.Object
  extended by net.ctdp.rfdynhud.RFDynHUD

public class RFDynHUD
extends java.lang.Object

This is the entry point for the VM-invocation from rFactor.

Author:
Marvin Froehlich (CTDP)

Field Summary
static Version VERSION
           
 
Constructor Summary
RFDynHUD(java.lang.String gameName, int gameResX, int gameResY)
           
 
Method Summary
static RFDynHUD createInstance(byte[] gameNameBuffer, int gameResX, int gameResY)
           
 java.nio.ByteBuffer getDirtyRectsBuffer(int textureIndex)
           
 GameEventsManager getEventsManager()
           
 _LiveGameData_CPP_Adapter getGameData_CPP_Adapter()
           
 LiveGameData getGameData()
           
 java.lang.String getGameId()
           
 java.nio.ByteBuffer getInputBuffer()
           
 InputDeviceManager getInputDeviceManager()
           
 InputMappings getInputMappings()
           
 InputMappingsManager getInputMappingsManager()
           
 byte[] getTextureData(int textureIndex)
           
 java.nio.ByteBuffer getTextureInfoBuffer()
           
 void initInput(byte[] deviceData)
           
 boolean isInRenderMode()
           
 void setRenderMode(boolean renderMode)
           
 byte update()
          Will and must be called any time, the game is redendered (called from the C++-Plugin).
 byte updateInput(int modifierMask)
           
 
Methods inherited from class java.lang.Object
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

VERSION

public static final Version VERSION
Constructor Detail

RFDynHUD

public RFDynHUD(java.lang.String gameName,
                int gameResX,
                int gameResY)
         throws java.lang.Throwable
Throws:
java.lang.Throwable
Method Detail

getGameId

public final java.lang.String getGameId()

setRenderMode

public void setRenderMode(boolean renderMode)

isInRenderMode

public final boolean isInRenderMode()

getTextureInfoBuffer

public final java.nio.ByteBuffer getTextureInfoBuffer()

getDirtyRectsBuffer

public final java.nio.ByteBuffer getDirtyRectsBuffer(int textureIndex)

getTextureData

public final byte[] getTextureData(int textureIndex)

getGameData

public final LiveGameData getGameData()

getGameData_CPP_Adapter

public final _LiveGameData_CPP_Adapter getGameData_CPP_Adapter()

getEventsManager

public final GameEventsManager getEventsManager()

getInputDeviceManager

public final InputDeviceManager getInputDeviceManager()

getInputMappingsManager

public final InputMappingsManager getInputMappingsManager()

getInputMappings

public final InputMappings getInputMappings()

initInput

public void initInput(byte[] deviceData)

getInputBuffer

public final java.nio.ByteBuffer getInputBuffer()

updateInput

public byte updateInput(int modifierMask)

update

public final byte update()
Will and must be called any time, the game is redendered (called from the C++-Plugin).

Returns:
0, if nothing should be rendered anymore, 1 to render something, 2 to render and update texture info.

createInstance

public static final RFDynHUD createInstance(byte[] gameNameBuffer,
                                            int gameResX,
                                            int gameResY)