Glass panels: flash at full rate when unfocused + red Panic/Eject button

Two glass-panel indicator fixes reported by playtesters.

1. FLASH SLOW UNLESS FOCUSED.  The per-display panel windows repaint off a
   62ms WM_TIMER, and Windows coalesces/throttles timer + paint messages for a
   window that is in the BACKGROUND (unfocused) -- so with the game window
   holding focus the panels' lamp flash (a repaint-driven animation) crawled,
   and giving a panel focus un-throttled it.  (My earlier surround fix drew in
   the main D3D frame and never touched these separate windows.)  New
   BTGlassPanels_Tick(), called once per frame from the main render loop
   (L4VIDEO), drives a synchronous InvalidateRect+UpdateWindow at the ~16Hz
   flash cadence -- the main loop runs every frame regardless of which window
   has focus, and the forced paint bypasses the throttled timer-message path.
   The WM_TIMER stays for its one-shot re-snap.

2. RED PANIC/EJECT.  0x3D is the Panic/Eject button; on the blue flight panel
   it was just another blue block.  The shared flight-grid geometry (L4RIOBANK)
   now tags 0x3D as colorClass 0 (red); L4GLASSWIN's AdoptBank maps colorClass
   0 -> ClrRed explicitly (the flight bank's ClrBlue default no longer swallows
   it), and the surround (L4VB16) already renders non-blue/yellow as red -- so
   the eject stands out red in both the surround and the exploded window.

Verified: Release links clean (40 tolerated /FORCE externals only); exploded
panels boot + run 13s no crash under the per-frame repaint pump; riobank dump
confirms 0x3d class=0 (red), neighbours class=2 (blue).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-08-04 19:28:11 -05:00
co-authored by Claude Opus 4.8
parent f99003cf50
commit 7d112ce309
4 changed files with 68 additions and 2 deletions
+11
View File
@@ -8952,6 +8952,17 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
extern void BTGaugeWindowRenderAndPresent(LPDIRECT3DDEVICE9 device);
BTGaugeWindowRenderAndPresent(mDevice);
#ifdef BT_GLASS
// Drive the per-display glass panels' repaint from the (always-running) main
// loop so their lamp flash keeps animating when they're in the background --
// Windows throttles an unfocused window's own WM_TIMER ("indicators flash
// slowly unless you focus that window"). No-op unless the panels are up.
{
extern void BTGlassPanels_Tick();
BTGlassPanels_Tick();
}
#endif
// DIAG (turn-hitch hunt): draw CPU is _rt0..here; Present blocks on the GPU.
LARGE_INTEGER _rt1; QueryPerformanceCounter(&_rt1);
// COCKPIT LETTERBOX: uniform-scale the canvas into the client (NULL = the