#118: flashing lamps draw ON TOP of the MFD imagery -- the invite is visible
The glass windows paint buttons UNDER the display surface (only a sliver of edge protrudes), so the RIO flash commands were arriving ([lamp] 0xb <- 0x37 FLASHING in every trace) while the operator "never saw it flash" -- the blink was a few masked pixels. Lamps carrying RIO flash bits (state & 3) now re-draw their full face above the surface with the tick-phased shade: the gotoEngineering / engEject invites read like the pod's backlit keys. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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commit
5f79dcee3b
@@ -809,6 +809,32 @@ static void
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SelectObject(dc, oldBrush);
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SelectObject(dc, oldPen);
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DeleteObject(pen);
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// FLASHING lamps re-draw ON TOP of the surface (#118): the alarm
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// invites (gotoEngineering / engEject, RIO flash bits state&3) were
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// invisible under the imagery -- only the few protruding edge pixels
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// blinked, and the operator "never saw it flash". The pod's keys
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// were physical backlit buttons BESIDE the screen; when one carries
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// a FLASH state, give it its full face back so the invite reads.
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for (int i = 0; i < w->buttonCount; ++i)
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{
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const GButton &b = w->buttons[i];
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int state = PadRIO::GetLampState(b.address);
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if ((state & 3) == 0)
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continue; // not flashing
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int shade = LampBrightnessOf(state, tick);
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COLORREF bright = (b.color == ClrYellow) ? RGB(245, 210, 60)
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: (b.color == ClrBlue) ? RGB(205, 228, 255)
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: RGB(230, 70, 70);
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COLORREF dim = (b.color == ClrYellow) ? RGB(70, 60, 24)
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: (b.color == ClrBlue) ? RGB(70, 86, 120)
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: RGB(64, 40, 40);
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HBRUSH face = CreateSolidBrush((shade >= 2) ? bright : dim);
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RECT r = b.rect;
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FillRect(dc, &r, face);
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DeleteObject(face);
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FrameRect(dc, &r, (HBRUSH)GetStockObject(WHITE_BRUSH));
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}
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}
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BitBlt(winDC, 0, 0, client.right - client.left, client.bottom - client.top,
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