This document explains how the MXBMRP3 plugin works, from the ground up. It’s designed to help new contributors understand the codebase quickly.
MXBMRP3 is a HUD (Heads-Up Display) plugin for PiBoSo racing simulators (MX Bikes, GP Bikes, WRS, KRP). 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 each game loads at startup. The game calls our exported functions to send us data and request rendering instructions. A multi-game translation layer allows the same core code to work across all supported games.
mxbmrp3/
├── mxbmrp3/ # Main plugin source code
│ ├── vendor/piboso/ # Game API definitions and exports
│ │ ├── mxb_api.h/.cpp # MX Bikes API header and DLL exports
│ │ ├── gpb_api.h/.cpp # GP Bikes API header and DLL exports
│ │ ├── krp_api.h/.cpp # Kart Racing Pro API header and DLL exports
│ │ └── wrs_api.h # WRS API header (stubbed)
│ ├── game/ # Multi-game abstraction layer
│ │ ├── unified_types.h # Game-agnostic data structures
│ │ ├── game_config.h # Compile-time game selection
│ │ └── adapters/ # Per-game type converters
│ │ ├── mxbikes_adapter.h
│ │ ├── gpbikes_adapter.h
│ │ └── ...
│ ├── 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
│ │ ├── rumble_profile_manager.* # Per-bike rumble profiles (JSON)
│ │ ├── settings_manager.* # Save/load configuration (INI file)
│ │ ├── stats_manager.* # Unified stats, personal bests, odometers (JSON)
│ │ ├── asset_manager.* # Dynamic asset discovery (fonts, textures, icons)
│ │ ├── font_config.* # User-configurable font categories
│ │ ├── color_config.* # User-configurable color palette
│ │ ├── fmx_manager.* # FMX trick detection and scoring
│ │ ├── fmx_types.h # FMX data structures and enums
│ │ ├── http_server.* # Embedded HTTP server with SSE streaming
│ │ ├── event_log_types.h # Event log entry types and filter flags
│ │ ├── 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)
│ └── web/ # Web overlay (HTML/CSS/JS served by HttpServer)
│ └── logos/ # Logo slideshow PNGs (auto-detected by /api/logos)
├── docs/ # Documentation
├── replay_tool/ # Separate tool for replay analysis
└── mxbmrp3.sln # Visual Studio solution
Here’s how data flows through the plugin:
┌─────────────────────────────────────────────────────────────────────────┐
│ GAME ENGINE (MX Bikes / GP Bikes / etc.) │
└─────────────────────────────────────────────────────────────────────────┘
│
▼
┌───────────────────────────────┐
│ mxb_api.cpp / gpb_api.cpp │
│ (Per-Game DLL Exports) │
│ │
│ Startup(), Draw(), RunLap(), │
│ RaceEvent(), etc. │
└───────────────────────────────┘
│
▼
┌───────────────────────────────┐
│ Game Adapters │
│ (mxbikes_adapter.h, etc.) │
│ │
│ Convert game structs to │
│ Unified:: types │
└───────────────────────────────┘
│
▼
┌───────────────────────────────┐
│ PluginManager │
│ (Main Coordinator) │
│ │
│ Receives Unified:: types, │
│ routes 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 │ │ HttpServer │
│ │ │ │
│ Owns all HUDs, │ │ Builds JSON on │
│ marks dirty, │ │ game thread, │
│ collects output │ │ streams via SSE │
└─────────────────┘ └─────────────────┘
│ │
▼ ▼
┌─────────────────┐ ┌─────────────────┐
│ HUDs │ │ Web Overlay │
│ │ │ (Browser/OBS) │
│ Build quads & │ │ │
│ strings for │ │ Standings tower │
│ rendering │ │ Event log │
└─────────────────┘ │ Focus card │
│ └─────────────────┘
│ returns render data
▼
┌─────────────────────────────────────────────────────────────────────────┐
│ GAME ENGINE (MX Bikes / GP Bikes / etc.) │
│ (Renders our output) │
└─────────────────────────────────────────────────────────────────────────┘
vendor/piboso/*_api.*)Each PiBoSo game defines a C API that plugins must implement. The APIs are nearly identical, with game-specific struct variations. Each game has its own API file:
mxb_api.h/.cpp - MX Bikesgpb_api.h/.cpp - GP Bikeskrp_api.h/.cpp - Kart Racing Prowrs_api.h - WRS (header only, stubbed)Key exported functions (same across all games):
| Function | When Called | Purpose |
|---|---|---|
Startup() |
Game starts | Initialize plugin, return telemetry rate |
Shutdown() |
Game closes | Clean up resources |
EventInit() |
Track loaded | Receive track/vehicle info |
RunInit() |
Player goes on track | Session begins |
RunTelemetry() |
Every physics tick | Receive vehicle 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 to pass data. Each game’s structs have different field names and contents:
SPluginsBikeData_t, SPluginsBikeEvent_tSPluginsGPBBikeData_t, SPluginsGPBBikeEvent_tThe adapter layer (game/adapters/*.h) converts these game-specific structs to unified types (Unified::TelemetryData, Unified::VehicleEventData, etc.) that the core plugin uses.
Exception barrier (vendor/piboso/api_guard.h): Every DLL export wraps its body in API_GUARD_CATCH("ExportName"). The host game doesn’t support C++ exceptions across the DLL boundary, so any uncaught throw from PluginManager downward would terminate the host process. The macro catches std::exception and ... at the boundary, logs via DEBUG_WARN_F, and returns a sensible fallback value. When adding a new export, follow the same pattern.
core/plugin_manager.*)The central coordinator. It:
Note: PluginManager is game-agnostic - it never sees raw game API structs, only Unified::* types.
// Example: mxb_api.cpp converts and forwards to PluginManager:
// In mxb_api.cpp:
void RunLap(void* _pData, int _iDataSize) {
auto* gameData = static_cast<SPluginsBikeLap_t*>(_pData);
auto unified = Adapter::toPlayerLap(gameData); // Convert to unified type
PluginManager::getInstance().handleRunLap(&unified);
}
// PluginManager receives unified type:
void PluginManager::handleRunLap(Unified::PlayerLapData* psLapData) {
RunLapHandler::getInstance().handleRunLap(psLapData);
}
core/plugin_data.*)The single source of truth for all game state. This singleton:
Key data structures:
SessionData - Track name, session type, weather, etc.RaceEntryData - Rider name, bike, race numberStandingsData - Position, gap, best lap for each riderBikeTelemetryData - Speed, RPM, gear, fuelIdealLapData - Best sector/lap times per rider// 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;
core/hud_manager.*)Owns and orchestrates all HUD instances. It:
update() on each HUD every framehandlers/*)Each handler processes a specific category of game events. They’re all singletons.
Run Handlers (player-only, single-player or your own bike):
EventHandler - Track loaded/unloadedRunHandler - Session start/stopRunLapHandler - Player crossed finish lineRunSplitHandler - Player crossed split timing pointRunTelemetryHandler - Physics tick (100Hz telemetry)Race Handlers (all riders in online races):
RaceEventHandler - Online race initializedRaceEntryHandler - Rider joined/leftRaceSessionHandler - Session state changesRaceLapHandler - Any rider completed a lapRaceSplitHandler - Any rider crossed split timing pointRaceClassificationHandler - Standings updateRaceTrackPositionHandler - Real-time positions of all ridersRaceCommunicationHandler - Penalties, warnings, state changesRaceVehicleDataHandler - Telemetry for all riders (during replays)Other Handlers:
DrawHandler - Frame rendering, FPS calculationTrackCenterlineHandler - Track geometry for map displaySpectateHandler - Camera/vehicle selection in spectator modecore/profile_manager.*)Manages HUD layout profiles for different game contexts:
Features:
core/rumble_profile_manager.*)Manages per-bike rumble profiles stored in a JSON file:
RumbleConfig (effect strengths, input ranges){save_path}/mxbmrp3/rumble_profiles.jsonFeatures:
core/stats_manager.*)Unified stats system that tracks per-track/bike stats, global race stats, personal bests, and odometer data in a single JSON file ({save_path}/mxbmrp3/mxbmrp3_stats.json).
Per track+bike stats (TrackBikeStats):
Personal bests (StatsPersonalBestData):
Global stats (GlobalStats):
Per-bike odometers:
double precision for accuracy at high distances (100k+ km)Session transients (not persisted):
Features:
mxbmrp3_personal_bests.json and odometer.json filescore/fmx_manager.*)Manages FMX (Freestyle Motocross) trick detection and scoring:
IDLE → ACTIVE → GRACE → CHAIN → COMPLETED/FAILEDData types are defined in fmx_types.h:
TrickType enum (27 trick types across ground, air, and combination categories)TrickInstance - Active or completed trick with rotation, timing, and scoring dataRotationTracker - Angular velocity integration for reliable rotation accumulationGroundContactState - Wheel contact, speed, and slip detectionFmxConfig - Adjustable detection/scoring thresholdsDisplay settings are split between global and per-profile:
core/http_server.*)Embedded HTTP server that streams race data to browser-based overlays (OBS browser source):
Threading model:
buildJsonSnapshot() (PluginData is not thread-safe)onDataChanged() called by PluginData’s notification system (same path as HudManager)SSE streaming (/api/events):
JSON data contract (raw data, no filtering — web UI filters client-side):
session - Time, type, state, palette colors, font names, track infostandings[] - Per-rider: pos, num, name, gap, state, all chipsevents[] - All event log entries with clock/session timestamps and type enumStatic file serving:
plugins/mxbmrp3_data/web/ at / — users can freely customize the HTML/CSS/JSGET /api/logos — scans web/logos/ for PNGs, returns sorted JSON array for the logo slideshowFeature gating:
GAME_HAS_HTTP_SERVER flag in game_config.hcore/event_log_types.h, hud/event_log_hud.*)Timestamped feed of race events, used by both the in-game HUD and web overlay:
Event types (defined in event_log_types.h):
Filter flags:
EVENT_SESSION_STARTED = 1 << 0, etc.)EventLogHud::getEnabledEvents() returns the user’s filter selectionCONFIG.events in app.js)Storage:
MAX_EVENT_LOG_CAPACITY = 100)core/crash_handler.*)Top-level Structured Exception Handling (SEH) filter for unhandled hardware faults: access violations, stack overflows, divide-by-zero, illegal instructions. These faults live below the C++ exception system: catch (...) doesn’t intercept them, so they would otherwise crash the host without leaving any diagnostic context behind. The CrashHandler complements the C++ exception barrier at the DLL boundary by handling the failure modes the C++ machinery can’t reach.
What it does:
SetUnhandledExceptionFilter in PluginManager::initialize(), right after Logger::initialize<savePath>\mxbmrp3\crashes\mxbmrp3_crash_<date>_<time>_<pid>.dmpPluginManager::shutdown() so the OS doesn’t hold a function pointer into our DLL after unloadMinidump contents:
MiniDumpNormal | MiniDumpWithThreadInfo | MiniDumpWithIndirectlyReferencedMemory | MiniDumpWithUnloadedModulesDesign constraints inside the filter:
std::string, no new, no Logger.dbghelp.lib is linked implicitly via #pragma comment(lib, "dbghelp.lib") so the DLL is mapped before any crash, not lazily loaded inside the filter.InterlockedExchange(&s_dumping, 1) prevents infinite recursion if MiniDumpWriteDump itself faults. The same guard also serializes concurrent SEH faults across threads.Logger::warn(). Logger::log() holds a mutex, and MiniDumpWriteDump suspends other threads to walk their stacks; if any thread held the log mutex at fault time, the filter would wedge.PluginManager::initialize() wraps everything after CrashHandler::install in try/catch(...). If init throws, the catch uninstalls the filter and rethrows. Otherwise the game would unload the DLL while the OS still held a function pointer into it.What it does NOT do:
.dmp behind for debugging.vendor/piboso/api_guard.h).hud/base_hud.*)Abstract base class that all HUDs inherit from. Provides:
Rendering Infrastructure:
m_quads - Vector of rectangles to draw (backgrounds, indicators)m_strings - Vector of text strings to displayaddString(), addBackgroundQuad(), addLineSegment()Dirty Flag System (for performance):
m_bDataDirty - True when underlying data changed, needs full rebuildm_bLayoutDirty - True when position changed, needs position update onlyrebuildRenderData() - Expensive: regenerate all quads/stringsrebuildLayout() - Cheap: just update positionsPositioning & Scaling:
m_fOffsetX, m_fOffsetY - Position offset (draggable)m_fScale - Size multipliervalidatePosition() - Keep HUD within screen boundsVisibility & Interaction:
m_bVisible - Show/hide togglem_bDraggable - Can user drag this HUD?handleMouseInput() - Process drag operationsFull HUDs (complex, highly configurable):
StandingsHud - Race standings table with columnsLapLogHud - History of lap times with sector breakdownLapConsistencyHud - Lap time consistency analysis with bars and trend linesIdealLapHud - Ideal (purple) sector times with gap comparisonMapHud - 2D track map with rider positions and zoom/range modeTelemetryHud - Throttle/brake/suspension graphsPerformanceHud - FPS, CPU usage graphsRadarHud - Proximity radar with nearby rider alertsPitboardHud - Pitboard-style lap/split informationRecordsHud - Track records from online databases (CBR or MXB-Ranked providers)TimingHud - Split time comparison popup (center display)GapBarHud - Live gap visualization bar with ghost position markerSettingsHud - Interactive settings menu UIFmxHud - FMX trick detection display with rotation arcs, chain stack, and scoringSessionHud - Session info (type, format, track, server, players, password)StatsHud - Session stats display with configurable columns (last lap, session, all-time)NoticesHud - Race status notices (wrong way, blue flag, PB alerts, last lap, finished)Overlays (full-screen, telemetry-driven):
HelmetOverlayHud - First-person helmet overlay with visor tint, tilt (lean angle) and vibration (suspension). Global settings in [HelmetOverlay] INI section. Registered first to draw behind all other HUDs.Widgets (simple, focused):
SpeedWidget - Speed and gear displayPositionWidget - Current race position (P1, P2…)LapWidget - Current lap numberTimeWidget - Session time remainingClockWidget - Real-time clockGearWidget - Current gear indicatorSpeedoWidget - Analog speedometer dialTachoWidget - Analog tachometer dialBarsWidget - Visual telemetry bars (throttle, brake, etc.)LeanWidget - Bike lean/roll angle display with arc gauge and steering barGForceWidget - Lateral/longitudinal G-force gauge with peak markerFuelWidget - Fuel calculator with consumption trackingTyreTempWidget - Front and rear tyre tread temperatures (GP Bikes only)EcuWidget - Electronic rider aids: engine map, traction control, engine braking, anti-wheeling (GP Bikes only)GamepadWidget - Controller visualization with button/stick/trigger displayVersionWidget - Plugin version display (includes hidden Breakout game easter egg; high score persisted via StatsManager)SettingsButtonWidget - Settings menu toggle buttoninitialize()update() called -> if dirty, calls rebuildRenderData()getQuads() and getStrings() return render dataHere’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)
The game engine handles actual rendering. We just provide instructions.
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
};
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
};
(0, 0) = top-left, (1, 1) = bottom-rightColors 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);
}
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:
{game_save_path}/mxbmrp3/mxbmrp3_settings.iniSettings fall into two kinds, persisted differently:
[HudName] section (the defaults) plus
optional [HudName:Practice|Qualify|Race|Spectate] override sections. Saving is sparse:
a profile section only contains the keys that differ from the base. There are four
profiles (ProfileType: Practice, Qualify, Race, Spectate) that auto-switch with the
session type.[General], [Updates], [Advanced],
[Display], [Colors], [Fonts], [Rumble], [HelmetOverlay], [Hotkeys]. These are
owned by singletons (UiConfig, ColorConfig, UpdateChecker, etc.), not by a profile.Both save and load route global sections through a single pair of functions, so they can’t drift as settings are added:
writeGlobalSettings(ostream&) — the sole emitter for every global section. Used by
saveSettings() and by captureFactoryDefaults() to snapshot defaults at startup.applyGlobalLine(section, key, value) — the sole applier. Used by loadSettings() and
by the reset paths.Reset = replay the factory snapshot through the same applier. At startup (before the
user’s INI is parsed, while every singleton holds its constructor defaults),
captureFactoryDefaults() captures two snapshots:
m_globalDefaultsIni — global sections as INI text. resetGlobalsToFactoryDefaults()
(full reset) and resetGlobalSectionsToFactoryDefaults({...}) (per-tab reset for tabs
that map 1:1 to a section) replay it via applyGlobalLine.m_hudFactoryDefaults — pristine per-HUD constructor defaults. The per-HUD reset paths
(resetAllToFactoryDefaults, resetHudsToFactoryDefaults, resetActiveProfileToFactoryDefaults)
replay this, not m_hudDefaults.Why two HUD caches?
m_hudDefaultsis the sparse-save baseline and has the user’s hand-edited base[HudName]keys folded in at load (so they round-trip). That makes it the wrong source for “reset to defaults” — it would restore the file’s baseline (or, after a plugin upgrade, an old version’s default) instead of this build’s.m_hudFactoryDefaultsis captured before any folding, so reset always means this build’s defaults. Don’t collapse the two. (Migration note: legacy keys are read from their old section as a fallback and migrate to the new section on next save — e.g. update keys[General]/[Advanced]→[Updates], units[General]→[Display].)
hud/settings_hud.*)In-game settings menu (toggle with ~ key). Allows users to:
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.
Tooltips provide contextual help when hovering over controls. Strings are compiled into the plugin (no external file).
TooltipManager (core/tooltip_manager.h) is a header-only singleton that:
unordered_map<string, const char*> tables (tabs, controls)getTabTooltip(tabId) and getControlTooltip(controlId) methodsTooltips are rendered when hovering over:
The row-wide tooltip regions are created by passing a tooltipId parameter to control helpers like addToggleControl() and addCycleControl().
The plugin uses a dynamic asset discovery system that scans subdirectories at startup.
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:
{save_path}/mxbmrp3/{fonts,textures,icons}/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.
core/color_config.*)User-configurable color palette with semantic slots:
PRIMARY, SECONDARY - Main UI colorsPOSITIVE, NEGATIVE, WARNING, NEUTRAL - Status indicatorsACCENT - Highlightscore/input_manager.*)Polls Windows for input state each frame:
HUDs can be dragged with right-click:
handleMouseInput() detects click within boundsvalidatePosition() keeps HUD on screenThe plugin includes an optional auto-update system that checks for new versions on GitHub.
core/update_checker.*)Checks GitHub releases API for newer versions:
core/update_downloader.*)Downloads and installs plugin updates:
Update Flow:
UPDATE_AVAILABLEREADY → Restart requiredVendor Dependency: Uses vendor/miniz/ for ZIP extraction (public domain, single-file library).
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.
Instead of rebuilding every frame:
This is crucial for performance since Draw() is called every frame.
Use processDirtyFlags() for HUDs that rely on DataChangeType notifications:
void MyHud::update() {
processDirtyFlags(); // Handles isDataDirty/isLayoutDirty automatically
}
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().
Some HUDs do change detection but don’t need post-rebuild caching:
void NoticesHud::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
}
| Pattern | Use When | Examples |
|---|---|---|
processDirtyFlags() |
HUD relies on DataChangeType notifications | StandingsHud, IdealLapHud, MapHud |
| Hybrid | Polls data but caches state BEFORE dirty check | NoticesHud, GapBarHud |
| Self-Detection | Needs to cache “last rendered value” AFTER rebuild | TimeWidget, PositionWidget, LapWidget |
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...
}
// 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();
}
}
}
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;
}
}
DEBUG_INFO("Plugin initialized");
DEBUG_INFO_F("Received %d riders", count);
DEBUG_WARN("Something unexpected");
Logs go to {save_path}/mxbmrp3/mxbmrp3.log
SCOPED_TIMER_THRESHOLD("MyFunction", 100); // Logs if > 100us
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.
0-based vs 1-based indexing - API uses 0-based lap numbers, UI shows 1-based. Check the API header comments.
C++ exceptions must not cross the DLL boundary - The host game terminates if a C++ exception escapes a DLL export. Every export in vendor/piboso/*_api.cpp wraps its body in API_GUARD_CATCH (see vendor/piboso/api_guard.h). When adding a new export, follow the same pattern. Similarly, every std::thread body (HttpServer, UpdateChecker, UpdateDownloader, DiscordManager, RecordsHud::performFetch) wraps itself in a top-level try/catch, since an uncaught throw in a std::thread calls std::terminate(). For hardware faults that don’t go through the C++ exception system (null deref, OOB, divide-by-zero), the SEH filter in core/crash_handler.* writes a minidump for diagnosis but doesn’t prevent the crash.
Game thread vs background threads - All PiBoSo API callbacks (Draw, RunTelemetry, etc.) run on the game thread. PluginData, HudManager, SettingsManager, and the various other managers are game-thread-only and not thread-safe. Background threads exist for I/O (HttpServer, DiscordManager, UpdateChecker, UpdateDownloader, RecordsHud’s fetch thread) and must NOT touch those singletons directly. They consume snapshots built on the game thread instead (see HttpServer::buildJsonSnapshot, DiscordManager::updateSnapshot). The Logger has its own internal mutex and is safe to call from any thread.
Sprite indices are 1-based - Index 0 means “solid color fill”, not “first sprite”.
Font indices are 1-based - Font index 0 is invalid.
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.
The plugin supports multiple PiBoSo racing games from a single codebase using compile-time game selection.
| Game | Mod ID | Vehicle Type | Splits | Unique Features |
|---|---|---|---|---|
| MX Bikes | mxbikes |
Bike (2 wheels) | 2 | Straight Rhythm |
| GP Bikes | gpbikes |
Bike (2 wheels) | 3 | ECU/TC/AW, Tread temps |
| WRS | wrs |
Car (4-6 wheels) | 2 | Rolling start, Turbo, Handbrake |
| KRP | krp |
Kart (4 wheels) | 2 | Session series, Qualify heats |
Each game produces its own DLL:
| Configuration | Output | Install Location |
|---|---|---|
| MXB-Release | mxbmrp3.dlo |
MX Bikes plugins/ |
| GPB-Release | mxbmrp3_gpb.dlo |
GP Bikes plugins/ |
| KRP-Release | mxbmrp3_krp.dlo |
Kart Racing Pro plugins/ |
| (future) | mxbmrp3_wrs.dlo |
WRS plugins/ |
The Visual Studio project uses conditional compilation to include only the relevant API file:
<!-- MX Bikes API - excluded from GP Bikes builds -->
<ClCompile Include="vendor\piboso\mxb_api.cpp">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GPB-Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='GPB-Release|x64'">true</ExcludedFromBuild>
</ClCompile>
Compile-Time (game/game_config.h):
#if GAME_HAS_RACE_SPEED
void handleRaceSpeed(const Unified::RaceSpeedData* data);
#endif
Runtime (adapter constants):
if constexpr (Game::Adapter::HAS_RACE_SPEED) {
// Show speed trap data
}
Key feature flags:
GAME_HAS_RACE_SPEED - All except MX BikesGAME_HAS_ECU - GP Bikes onlyGAME_HAS_TRACK_TEMP - All except MX BikesGAME_HAS_CRASH_STATE - MX Bikes, GP BikesGames have different numbers of timing splits. Unified types use a dynamic count:
struct RaceLapData {
int splits[MAX_SPLITS]; // MAX_SPLITS = 3
int splitCount; // Actual count (2 for MXB, 3 for GPB)
};
When PiBoSo releases a new API version:
mxb_api.h, gpb_api.h, etc.)The adapter layer isolates changes - core HUDs don’t need modification for most API updates.
Identical across all games:
SPluginQuad_t, SPluginString_t)Per-game variations:
| What | Where |
|---|---|
| API entry points (MX Bikes) | vendor/piboso/mxb_api.cpp |
| API entry points (GP Bikes) | vendor/piboso/gpb_api.cpp |
| Game adapters | game/adapters/*_adapter.h |
| Unified types | game/unified_types.h |
| Game config | game/game_config.h |
| 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 |
| XInput / Rumble | core/xinput_reader.cpp |
| Stats manager | core/stats_manager.cpp |
| Rumble profiles manager | core/rumble_profile_manager.cpp |
| FMX trick detection | core/fmx_manager.cpp |
| FMX types | core/fmx_types.h |
| HTTP server | core/http_server.cpp |
| Event log types/flags | core/event_log_types.h |
| Event log HUD | hud/event_log_hud.cpp |
| Web overlay (HTML/CSS/JS) | mxbmrp3_data/web/ |
| Settings UI | hud/settings/settings_hud.cpp |
| Settings layout helpers | hud/settings/settings_layout.cpp |
| Settings tabs | hud/settings/settings_tab_*.cpp |
| Tooltip definitions | core/tooltip_manager.h (embedded) |
| Tooltip manager | core/tooltip_manager.h |
| Settings file | {save_path}/mxbmrp3/mxbmrp3_settings.ini |
| Stats file | {save_path}/mxbmrp3/mxbmrp3_stats.json |
| Rumble profiles file | {save_path}/mxbmrp3/rumble_profiles.json |
| Log file | {save_path}/mxbmrp3/mxbmrp3.log |
| Build output (MX Bikes) | build/MXB-Release/mxbmrp3.dlo |
| Build output (GP Bikes) | build/GPB-Release/gpbmrp3.dlo |
| Runtime assets | {game_path}/plugins/mxbmrp3_data/{fonts,textures,icons}/ |
| User asset overrides | {save_path}/mxbmrp3/{fonts,textures,icons}/ |
| 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 per-HUD setting | Add field + capture/apply in SettingsManager’s per-HUD cache; reset is automatic (snapshot) |
| Add new global setting | Add to writeGlobalSettings() and applyGlobalLine() (one emit + one apply); reset is automatic |
| Add settings tab | Create settings_tab_*.cpp, add tab enum, register in SettingsHud |
| Add tooltip | Add entry to the maps in core/tooltip_manager.h, 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) |
| Add new event log type | Add enum to event_log_types.h, add flag, update eventLogTypeToFlag(), add to handlers |
| Add field to web overlay | Add to buildJsonSnapshot() in http_server.cpp, consume in app.js |
| Add game-specific feature | Add to unified_types.h, update adapters, add feature flag to game_config.h |
| Support new game | Create adapter in game/adapters/, add API file in vendor/piboso/, update game_config.h |