mxbmrp3

MXBMRP3 Architecture Guide

This document explains how the MXBMRP3 plugin works, from the ground up. It’s designed to help new contributors understand the codebase quickly.

What Is This Project?

MXBMRP3 is a HUD (Heads-Up Display) plugin for MX Bikes, a motocross racing simulator. The plugin displays real-time racing information on screen: lap times, standings, speedometer, track map, and more.

The plugin is a Windows DLL (with .dlo extension) that the game loads at startup. The game calls our exported functions to send us data and request rendering instructions.

Project Structure

mxbmrp3/
├── mxbmrp3/                    # Main plugin source code
│   ├── vendor/piboso/          # Game API definitions (read-only)
│   │   └── mxb_api.h/.cpp      # Plugin interface exported to game
│   ├── core/                   # Core infrastructure
│   │   ├── plugin_manager.*    # Main coordinator, routes API callbacks
│   │   ├── plugin_data.*       # Central game state cache
│   │   ├── hud_manager.*       # Owns and updates all HUDs
│   │   ├── input_manager.*     # Keyboard and mouse input
│   │   ├── xinput_reader.*     # XInput controller state and rumble
│   │   ├── settings_manager.*  # Save/load configuration (INI file)
│   │   ├── asset_manager.*     # Dynamic asset discovery (fonts, textures, icons)
│   │   ├── font_config.*       # User-configurable font categories
│   │   ├── color_config.*      # User-configurable color palette
│   │   ├── plugin_constants.h  # All named constants
│   │   └── plugin_utils.*      # Shared helper functions
│   ├── handlers/               # Event processors (one per API callback type)
│   │   ├── draw_handler.*      # Frame rendering and FPS tracking
│   │   ├── event_handler.*     # Event lifecycle (init/deinit)
│   │   ├── run_*_handler.*     # Player-only events
│   │   └── race_*_handler.*    # Multiplayer race events
│   ├── hud/                    # Display components
│   │   ├── base_hud.*          # Abstract base class for all HUDs
│   │   ├── *_hud.*             # Full HUDs (complex, configurable)
│   │   ├── *_widget.*          # Simple widgets (focused display)
│   │   └── settings/           # Settings UI components
│   │       ├── settings_hud.*      # Main settings menu
│   │       ├── settings_layout.*   # Layout helper context
│   │       └── settings_tab_*.cpp  # Individual tab renderers
│   └── diagnostics/            # Debugging tools
│       ├── logger.*            # Debug logging to file
│       └── timer.h             # Performance measurement
├── mxbmrp3_data/               # Runtime assets (discovered dynamically)
│   ├── fonts/                  # .fnt files (bitmap fonts)
│   ├── textures/               # .tga files (HUD backgrounds with variants)
│   ├── icons/                  # .tga files (rider icons for map/radar)
│   └── tooltips.json           # UI tooltip definitions
├── docs/                       # Documentation
├── replay_tool/                # Separate tool for replay analysis
└── mxbmrp3.sln                 # Visual Studio solution

The Big Picture

Here’s how data flows through the plugin:

┌─────────────────────────────────────────────────────────────────────────┐
│                           MX BIKES GAME ENGINE                          │
└─────────────────────────────────────────────────────────────────────────┘
                                    │
                                    ▼
                    ┌───────────────────────────────┐
                    │      mxb_api.cpp              │
                    │   (Exported C Functions)      │
                    │                               │
                    │  Startup(), Draw(), RunLap(), │
                    │  RaceEvent(), etc.            │
                    └───────────────────────────────┘
                                    │
                                    ▼
                    ┌───────────────────────────────┐
                    │      PluginManager            │
                    │   (Main Coordinator)          │
                    │                               │
                    │  Routes callbacks to handlers │
                    └───────────────────────────────┘
                                    │
              ┌─────────────────────┼─────────────────────┐
              ▼                     ▼                     ▼
     ┌─────────────────┐   ┌─────────────────┐   ┌─────────────────┐
     │    Handlers     │   │   DrawHandler   │   │  InputManager   │
     │                 │   │                 │   │                 │
     │ Process events, │   │ Triggers HUD    │   │ Tracks mouse,   │
     │ update data     │   │ render cycle    │   │ keyboard state  │
     └─────────────────┘   └─────────────────┘   └─────────────────┘
              │                     │
              ▼                     │
     ┌─────────────────┐            │
     │   PluginData    │◄───────────┘
     │  (State Cache)  │
     │                 │
     │ Stores all game │
     │ state, notifies │
     │ on changes      │
     └─────────────────┘
              │
              │ notifies
              ▼
     ┌─────────────────┐
     │   HudManager    │
     │                 │
     │ Owns all HUDs,  │
     │ marks dirty,    │
     │ collects output │
     └─────────────────┘
              │
              ▼
     ┌─────────────────┐
     │      HUDs       │
     │                 │
     │ Build quads &   │
     │ strings for     │
     │ rendering       │
     └─────────────────┘
              │
              │ returns render data
              ▼
┌─────────────────────────────────────────────────────────────────────────┐
│                           MX BIKES GAME ENGINE                          │
│                          (Renders our output)                           │
└─────────────────────────────────────────────────────────────────────────┘

Core Components

1. The Plugin API (vendor/piboso/mxb_api.*)

The game defines a C API that plugins must implement. Key exported functions:

Function When Called Purpose
Startup() Game starts Initialize plugin, return telemetry rate
Shutdown() Game closes Clean up resources
EventInit() Track loaded Receive track/bike info
RunInit() Player goes on track Session begins
RunTelemetry() Every physics tick Receive bike telemetry (100Hz)
RunLap() Lap completed Receive lap time
Draw() Every frame Return quads/strings to render
RaceEvent() Online race starts Receive race info
RaceClassification() Continuously Receive standings updates

The API uses C structs (e.g., SPluginsBikeData_t, SPluginsRaceLap_t) to pass data. These are defined in mxb_api.h.

2. PluginManager (core/plugin_manager.*)

The central coordinator. It:

// Example: When the game calls RunLap(), PluginManager routes it:
void PluginManager::handleRunLap(SPluginsBikeLap_t* psLapData) {
    RunLapHandler::getInstance().handleRunLap(psLapData);
}

3. PluginData (core/plugin_data.*)

The single source of truth for all game state. This singleton:

Key data structures:

// Example: Handler stores data, HUD reads it
// In handler:
PluginData::getInstance().updateSpeedometer(speed, gear, rpm, fuel);

// In HUD:
const BikeTelemetryData& data = PluginData::getInstance().getBikeTelemetry();
int speedMph = data.speedometer * MS_TO_MPH;

4. HudManager (core/hud_manager.*)

Owns and orchestrates all HUD instances. It:

5. Handlers (handlers/*)

Each handler processes a specific category of game events. They’re all singletons.

Run Handlers (player-only, single-player or your own bike):

Race Handlers (all riders in online races):

Other Handlers:

6. ProfileManager (core/profile_manager.*)

Manages HUD layout profiles for different game contexts:

Features:

The HUD System

BaseHud (hud/base_hud.*)

Abstract base class that all HUDs inherit from. Provides:

Rendering Infrastructure:

Dirty Flag System (for performance):

Positioning & Scaling:

Visibility & Interaction:

Two Types of Display Components

Full HUDs (complex, highly configurable):

Widgets (simple, focused):

HUD Lifecycle

  1. Creation: HudManager creates all HUDs in initialize()
  2. Configuration: SettingsManager loads saved positions/settings
  3. Data Update: PluginData changes -> HudManager notifies -> HUD marked dirty
  4. Render Cycle: Every frame:
    • update() called -> if dirty, calls rebuildRenderData()
    • getQuads() and getStrings() return render data
  5. Shutdown: Settings saved, HUDs destroyed

Creating a New HUD

Here’s the pattern for adding a new HUD:

// 1. Create header: hud/my_hud.h
class MyHud : public BaseHud {
public:
    MyHud();
    void update() override;
    bool handlesDataType(DataChangeType type) const override;

private:
    void rebuildRenderData() override;
    void rebuildLayout() override;
};

// 2. Implement: hud/my_hud.cpp
MyHud::MyHud() {
    setDraggable(true);
    setPosition(0.1f, 0.1f);  // Top-left area
    m_quads.reserve(1);       // Background
    m_strings.reserve(5);     // Text lines
    rebuildRenderData();
}

bool MyHud::handlesDataType(DataChangeType type) const {
    return type == DataChangeType::SessionData;  // What triggers updates?
}

void MyHud::update() {
    if (isDataDirty()) {
        rebuildRenderData();
        clearDataDirty();
    } else if (isLayoutDirty()) {
        rebuildLayout();
        clearLayoutDirty();
    }
}

void MyHud::rebuildRenderData() {
    m_quads.clear();
    m_strings.clear();

    auto dim = getScaledDimensions();

    // Add background
    addBackgroundQuad(START_X, START_Y, width, height);

    // Add text
    addString("Hello", x, y, Justify::LEFT, Fonts::ROBOTO_MONO,
              ColorConfig::getInstance().getPrimary(), dim.fontSize);

    setBounds(START_X, START_Y, START_X + width, START_Y + height);
}

// 3. Register in HudManager::initialize()
auto myHudPtr = std::make_unique<MyHud>();
m_pMyHud = myHudPtr.get();
registerHud(std::move(myHudPtr));

// 4. Add settings tab in SettingsHud (optional)
// 5. Add save/load in SettingsManager (optional)

Rendering System

The game engine handles actual rendering. We just provide instructions.

Quads (SPluginQuad_t)

Rectangles with 4 corners. Used for:

struct SPluginQuad_t {
    float m_aafPos[4][2];    // 4 corners, each with (x, y)
    int m_iSprite;           // 0 = solid color, 1+ = sprite index
    unsigned long m_ulColor; // ABGR format
};

Strings (SPluginString_t)

Text to render:

struct SPluginString_t {
    char m_szString[100];    // Text content
    float m_afPos[2];        // Position (x, y)
    int m_iFont;             // Font index (1-based)
    float m_fSize;           // Font size
    int m_iJustify;          // 0=left, 1=center, 2=right
    unsigned long m_ulColor; // ABGR format
};

Coordinate System

Color Format

Colors use ABGR (Alpha-Blue-Green-Red) format:

// Helper in plugin_utils.h
constexpr unsigned long makeColor(uint8_t r, uint8_t g, uint8_t b, uint8_t a = 255) {
    return (static_cast<unsigned long>(a) << 24) |
           (static_cast<unsigned long>(b) << 16) |
           (static_cast<unsigned long>(g) << 8) |
           static_cast<unsigned long>(r);
}

Settings & Persistence

SettingsManager (core/settings_manager.*)

Saves/loads HUD configuration to INI file format:

[StandingsHud]
visible=1
showTitle=1
backgroundOpacity=0.8
scale=1.0
offsetX=0.05
offsetY=0.1
displayRowCount=20

[SpeedWidget]
visible=1
scale=1.0
offsetX=0.4125
offsetY=0.6882

Settings are saved:

SettingsHud (hud/settings_hud.*)

In-game settings menu (toggle with ~ key). Allows users to:

Settings Layout System

The settings UI uses a helper class (SettingsLayoutContext) for consistent layout across all tabs:

mxbmrp3/hud/settings/
├── settings_hud.h/.cpp          # Main SettingsHud class
├── settings_layout.h/.cpp       # SettingsLayoutContext helper
├── settings_tab_general.cpp     # General preferences & profiles
├── settings_tab_appearance.cpp  # Fonts & colors
├── settings_tab_standings.cpp   # Standings HUD options
├── settings_tab_map.cpp         # Track map options
├── settings_tab_radar.cpp       # Radar options
├── settings_tab_*.cpp           # Other tab implementations
└── ...

SettingsLayoutContext provides standardized control rendering:

Method Purpose
addSectionHeader(title) Section divider with label
addToggleControl(label, value, ...) On/Off toggle with < value > arrows
addCycleControl(label, value, ...) Multi-value cycle control
addStandardHudControls(hud) Common controls (Visible, Title, Texture, Opacity, Scale)
addWidgetRow(name, hud, ...) Table row for Widgets tab
addSpacing(factor) Vertical spacing

Control Width Standardization: All controls use VALUE_WIDTH = 10 to ensure vertical alignment - users can toggle settings by moving the mouse vertically without horizontal adjustment.

Tooltip System

Tooltips provide contextual help when hovering over controls:

mxbmrp3_data/
└── tooltips.json    # Tooltip definitions

tooltips.json structure:

{
  "version": 1,
  "tabs": {
    "standings": {
      "title": "Standings",
      "tooltip": "Live race standings showing position, gaps..."
    }
  },
  "controls": {
    "common.visible": "Show or hide this element during gameplay.",
    "standings.rows": "Maximum number of rider rows to display.",
    "map.range": "Zoom level. Full shows entire track..."
  }
}

TooltipManager (core/tooltip_manager.h) is a header-only singleton that:

Tooltips are rendered when hovering over:

The row-wide tooltip regions are created by passing a tooltipId parameter to control helpers like addToggleControl() and addCycleControl().

Asset Management

The plugin uses a dynamic asset discovery system that scans subdirectories at startup.

AssetManager (core/asset_manager.*)

Discovers and registers assets from plugins/mxbmrp3_data/ subdirectories:

Directory File Type Purpose
fonts/ .fnt Bitmap fonts (game engine format)
textures/ .tga HUD background textures with variants (e.g., standings_hud_1.tga)
icons/ .tga Rider icons for map/radar display

Texture Variants: Textures can have numbered variants (e.g., standings_hud_1.tga, standings_hud_2.tga). Users can cycle through variants in settings.

Icon Discovery: Icons are discovered alphabetically. Use AssetManager::getIconSpriteIndex(filename) to get the sprite index for a specific icon by filename. Settings store icon filenames for persistence.

User Asset Overrides: Users can override bundled assets by placing custom files in the save directory:

FontConfig (core/font_config.*)

Maps semantic font categories to user-selected fonts:

Category Default Font Usage
TITLE EnterSansman-Italic HUD titles
NORMAL RobotoMono-Regular Standard text
STRONG RobotoMono-Bold Emphasized text
MARKER FuzzyBubbles-Regular Handwritten style
SMALL Tiny5-Regular Map/radar labels

Access via PluginConstants::Fonts::getTitle(), getNormal(), etc.

ColorConfig (core/color_config.*)

User-configurable color palette with semantic slots:

Input Handling

InputManager (core/input_manager.*)

Polls Windows for input state each frame:

Drag-and-Drop

HUDs can be dragged with right-click:

  1. handleMouseInput() detects click within bounds
  2. Saves initial position as drag origin
  3. Updates offset while button held
  4. validatePosition() keeps HUD on screen

Auto-Update System

The plugin includes an optional auto-update system that checks for new versions on GitHub.

UpdateChecker (core/update_checker.*)

Checks GitHub releases API for newer versions:

UpdateDownloader (core/update_downloader.*)

Downloads and installs plugin updates:

Update Flow:

  1. UpdateChecker detects new version → status = UPDATE_AVAILABLE
  2. User clicks “Install” in settings → UpdateDownloader starts
  3. Download → Verify → Backup existing → Extract → Install
  4. Status = READY → Restart required

Vendor Dependency: Uses vendor/miniz/ for ZIP extraction (public domain, single-file library).

Key Design Patterns

Singletons

Most core components are singletons:

class PluginData {
public:
    static PluginData& getInstance() {
        static PluginData instance;
        return instance;
    }
private:
    PluginData() = default;
};

Why? The plugin API gives us one entry point. The game calls our exported functions - we don’t create multiple instances.

Dirty Flag Pattern

Instead of rebuilding every frame:

  1. Data changes -> mark dirty
  2. Next render -> check dirty flag
  3. If dirty -> rebuild, clear flag
  4. If clean -> reuse cached data

This is crucial for performance since Draw() is called every frame.

Standard Pattern (Most HUDs)

Use processDirtyFlags() for HUDs that rely on DataChangeType notifications:

void MyHud::update() {
    processDirtyFlags();  // Handles isDataDirty/isLayoutDirty automatically
}

Self-Detection Pattern (Polling Widgets)

Some widgets display values that don’t trigger DataChangeType notifications (e.g., session time updates continuously but doesn’t fire SessionData). These widgets must poll PluginData and detect changes themselves:

void TimeWidget::update() {
    // 1. Poll fresh data
    int currentTime = pluginData.getSessionTime();

    // 2. Compare to cached "last rendered" value
    if (currentSeconds != m_cachedSeconds) {
        setDataDirty();  // Self-mark dirty
    }

    // 3. Process dirty flags
    if (isDataDirty()) {
        rebuildRenderData();
        m_cachedSeconds = currentSeconds;  // Update cache AFTER rebuild
        clearDataDirty();
        clearLayoutDirty();
    }
    else if (isLayoutDirty()) {
        rebuildLayout();
        clearLayoutDirty();
    }
}

Why can’t these use processDirtyFlags()? The cache update must happen after rebuildRenderData() using local variables calculated before the dirty check. The onAfterDataRebuild() hook exists for simpler cases, but these widgets use values computed at the top of update().

Hybrid Pattern (Change Detection Before, Standard After)

Some HUDs do change detection but don’t need post-rebuild caching:

void NoticesWidget::update() {
    // Change detection - updates member state and marks dirty
    if (wrongWay != m_bIsWrongWay) {
        m_bIsWrongWay = wrongWay;  // State updated BEFORE dirty check
        setDataDirty();
    }

    processDirtyFlags();  // Can use standard helper
}

When to Use Which Pattern

Pattern Use When Examples
processDirtyFlags() HUD relies on DataChangeType notifications StandingsHud, IdealLapHud, MapHud
Hybrid Polls data but caches state BEFORE dirty check NoticesWidget, GapBarHud
Self-Detection Needs to cache “last rendered value” AFTER rebuild TimeWidget, PositionWidget, LapWidget

Handler Singleton Macro

All handlers use this pattern:

// In header
class MyHandler {
public:
    static MyHandler& getInstance();
    void handleSomething(Data* data);
};

// In .cpp
DEFINE_HANDLER_SINGLETON(MyHandler)

void MyHandler::handleSomething(Data* data) {
    HANDLER_NULL_CHECK(data);
    // Process data...
}

Data Change Notifications

// PluginData notifies HudManager directly (no observer pattern overhead)
void PluginData::notifyHudManager(DataChangeType changeType) {
    HudManager::getInstance().onDataChanged(changeType);
}

// HudManager marks relevant HUDs as dirty
void HudManager::onDataChanged(DataChangeType changeType) {
    for (auto& hud : m_huds) {
        if (hud->handlesDataType(changeType)) {
            hud->setDataDirty();
        }
    }
}

Constants & Configuration

All magic numbers live in plugin_constants.h:

namespace PluginConstants {
    namespace FontSizes {
        constexpr float NORMAL = 0.0200f;
        constexpr float LARGE = 0.0300f;
    }

    // Colors are configurable via ColorConfig singleton
    // ColorConfig::getInstance().getPrimary(), getSecondary(), etc.

    namespace Session {
        constexpr int RACE_1 = 6;
        constexpr int RACE_2 = 7;
    }
}

Debugging

Debug Logging

DEBUG_INFO("Plugin initialized");
DEBUG_INFO_F("Received %d riders", count);
DEBUG_WARN("Something unexpected");

Logs go to {save_path}/mxbmrp3/mxbmrp3.log

Performance Timing

SCOPED_TIMER_THRESHOLD("MyFunction", 100);  // Logs if > 100us

Build Configurations

Common Gotchas

  1. Don’t cache game data in HUDs for rendering - Always read fresh from PluginData when building render data. HUDs only cache formatted render data (m_quads, m_strings). Exception: Widgets that poll continuously-changing values (like session time) may cache “last rendered value” for change detection - see “Self-Detection Pattern” in Dirty Flag Pattern section.

  2. 0-based vs 1-based indexing - API uses 0-based lap numbers, UI shows 1-based. Check the API header comments.

  3. No exceptions in callbacks - The game engine doesn’t handle C++ exceptions. Use defensive checks.

  4. Thread safety - The plugin runs single-threaded (all callbacks on main thread). No synchronization needed.

  5. Sprite indices are 1-based - Index 0 means “solid color fill”, not “first sprite”.

  6. Font indices are 1-based - Font index 0 is invalid.

  7. Icon ordering is alphabetical - Icons in mxbmrp3_data/icons/ are discovered alphabetically. Use filename-based lookups via AssetManager for persistence; icon additions/removals won’t break saved settings.

Quick Reference: File Locations

What Where
API entry points vendor/piboso/mxb_api.cpp
Central state core/plugin_data.cpp
HUD base class hud/base_hud.cpp
All constants core/plugin_constants.h
Asset manager core/asset_manager.cpp
Font configuration core/font_config.cpp
Color configuration core/color_config.cpp
Update checker core/update_checker.cpp
Update downloader core/update_downloader.cpp
Settings UI hud/settings/settings_hud.cpp
Settings layout helpers hud/settings/settings_layout.cpp
Settings tabs hud/settings/settings_tab_*.cpp
Tooltip definitions mxbmrp3_data/tooltips.json
Tooltip manager core/tooltip_manager.h
Settings file {save_path}/mxbmrp3/mxbmrp3_settings.ini
Log file {save_path}/mxbmrp3/mxbmrp3.log
Build output build/Release/mxbmrp3.dlo
Runtime assets {game_path}/plugins/mxbmrp3_data/{fonts,textures,icons}/
User asset overrides {save_path}/mxbmrp3/{fonts,textures,icons}/

Quick Reference: Adding Features

Task Steps
Add new HUD Create class, inherit BaseHud, register in HudManager
Add new data type Add struct to PluginData, add DataChangeType enum
Add new setting Add field to HUD, save/load in SettingsManager
Add settings tab Create settings_tab_*.cpp, add tab enum, register in SettingsHud
Add tooltip Add entry to tooltips.json, pass tooltipId to control helper
Add keyboard shortcut Handle in HudManager::processKeyboardInput()
Add new handler Create handler class, route from PluginManager
Add new font Place .fnt file in mxbmrp3_data/fonts/ (auto-discovered)
Add new texture Place .tga file in mxbmrp3_data/textures/ (auto-discovered)
Add new icon Place .tga file in mxbmrp3_data/icons/ (auto-discovered, alphabetical order)