• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

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//**************************************
//Image definitions and macros
//**************************************
#define IMAGE_ANTI_ALIAS IMAGE_BILINEAR_COLOR // added for backward compability

#define LIGHT_IMAGE(element) ((element)->image_flags |=IMAGE_USE_BRIGHT)
#define DARKEN_IMAGE(element) ((element)->image_flags &=~IMAGE_USE_BRIGHT)

#define GET_USE_LUMINOUS(element) ((element)->image_flags & IMAGE_USE_LUMINOUS)
#define LUMINOUS_IMAGE(element) ((element)->image_flags |=IMAGE_USE_LUMINOUS)
#define DELUMINOUS_IMAGE(element) ((element)->image_flags &=~IMAGE_USE_LUMINOUS)

#define FORCE_LIGHT(element) SET_OFF_SCREEN(element);LIGHT_IMAGE(element)
#define FORCE_DARKEN(element) SET_OFF_SCREEN(element);DARKEN_IMAGE(element)
#define FORCE_LUMINOUS(element) SET_OFF_SCREEN(element);LUMINOUS_IMAGE(element)
#define FORCE_DELUMINOUS(element) SET_OFF_SCREEN(element);DELUMINOUS_IMAGE(element)

#define TOGGLE_IMAGE_DATA(element,IMAGE_FLAGS) ((element)->image_flags ^=IMAGE_FLAGS)
#define ADD_IMAGE_DATA(element,IMAGE_FLAGS) ((element)->image_flags |=IMAGE_FLAGS)
#define REMOVE_IMAGE_DATA(element,IMAGE_FLAGS) ((element)->image_flags &=~IMAGE_FLAGS)

#define REDRAW_IMAGE(element) SET_OFF_SCREEN(element)

#define HIDE_LISTELEMENT(pelement,pos_element) add_imagedata_to_listelement(pelement,pos_element,IMAGE_HIDDEN)
#define SHOW_LISTELEMENT(pelement,pos_element) remove_imagedata_from_listelement(pelement,pos_element,IMAGE_HIDDEN)

#define LIGHT_LISTELEMENT(pelement,pos_element) add_imagedata_to_listelement(pelement,pos_element,IMAGE_USE_BRIGHT)
#define DARKEN_LISTELEMENT(pelement,pos_element) remove_imagedata_from_listelement(pelement,pos_element,IMAGE_USE_BRIGHT)

#define LIGHT_LISTELEMENT(pelement,pos_element) add_imagedata_to_listelement(pelement,pos_element,IMAGE_USE_BRIGHT)
#define DARKEN_LISTELEMENT(pelement,pos_element) remove_imagedata_from_listelement(pelement,pos_element,IMAGE_USE_BRIGHT)

#define LUMINOUS_LISTELEMENT(pelement,pos_element) add_imagedata_to_listelement(pelement,pos_element,IMAGE_USE_LUMINOUS)
#define DELUMINOUS_LISTELEMENT(pelement,pos_element) remove_imagedata_from_listelement(pelement,pos_element,IMAGE_USE_LUMINOUS)

#define SET_OFFSCREEN_LISTELEMENT(pelement,pos_element) add_imagedata_to_listelement(pelement,pos_element,IMAGE_ON_SCREEN)
#define SET_ONSCREEN_LISTELEMENT(pelement,pos_element) remove_imagedata_from_listelement(pelement,pos_element,IMAGE_ON_SCREEN)

// backwards compatibility for SET_ONSCREEN_LISTELEMENT
#define REDRAW_LISTELEMENT(pelement,pos_element) remove_imagedata_from_listelement(pelement,pos_element,IMAGE_ON_SCREEN)

//*****************************
// bitfield macros
//*****************************

#define GET_BIT(value,filtermask) ((value)&(filtermask))
#define CHECK_BIT(value,filtermask) (((value)&(filtermask))!=FLAGS0)
#define CHECK_BIT_STRICT(value,filtermask) (((value)&(filtermask))==(filtermask))
#define ADD_BIT(value,bit) ((value)|=(bit))
#define REMOVE_BIT(value,bit) ((value)&=~(bit))

//*****************************
// LISTELEMENT macros
//*****************************
PELEMENT_HEADER FSAPI get_listelement_pointer(PELEMENT_HEADER pelement,UINT32 pos_element)\
{
UINT32 index;
if(pelement==NULL)return NULL; // invalid start

for(index=0;index<pos_element;index++) // advance pointer to desired element
{
if(pelement->next_element==NULL)return NULL; // stop if linked list is ending
pelement=pelement->next_element[0]; // advance pointer to next_element[0]
}
return pelement;
}
// ----------------------------
void FSAPI add_imagedata_to_listelement(PELEMENT_HEADER pelement,UINT32 pos_element,FLAGS image_flags)
{
if((pelement=get_listelement_pointer(pelement,pos_element))==NULL)return;
ADD_IMAGE_DATA(pelement,image_flags);
}
// ----------------------------
void FSAPI remove_imagedata_from_listelement(PELEMENT_HEADER pelement,UINT32 pos_element,FLAGS image_flags)
{
if((pelement=get_listelement_pointer(pelement,pos_element))==NULL)return;
REMOVE_IMAGE_DATA(pelement,image_flags);
}

//*****************************
// Mouse rectangle
//*****************************
#define PMOUSERECT_FOR_MOUSE_CALLBACK(PIXPOINT) ((PIXPOINT) ? ((PMOUSERECT)(((PMOUSECALLBACK)(PIXPOINT))->mouse)) : NULL)

//**************************************
// defines for GPS_FLAGS
//**************************************
#define GPS_FLAG_ACTIVE_FLIGHT_PLAN BIT1 //bit1 = 0x0002 1 = there is an active flight plan
#define GPS_FLAG_ACTIVE_WAY_POINT BIT2 //bit2 = 0x0004 1 = there is an active way point
#define GPS_FLAG_ARRIVED BIT3 //bit3 = 0x0008 1 = last waypoint reached
#define GPS_FLAG_UNKNOWN_1 BIT4
#define GPS_FLAG_DIRECTTO_FLIGHTPLAN BIT5 //bit5 = 0x0020 1 = manual direct to flight plan active
#define GPS_FLAG_UNKNOWN_2 BIT6
#define GPS_FLAG_UNKNOWN_3 BIT7

#define GPS_FLAG_UNKNOWN_4 BIT8
Author
DragonflightDesign
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