12d6862c1f1a35fefe9e9aedd0a6a050c2dbcb2f
22
Commits
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12d6862c1f |
keylight: unship it -- opt-in (BT_KEYLIGHT=1), gone from all player docs
Operator decision: the player base is not on Windows 11, so the RGB keyboard
mirror should not be shipped or promised. The feature is NOT deleted -- Cyd's
implementation stays intact behind the gate for whoever wants it -- it is
simply off by default and invisible:
* PadRIO gate flips from opt-out (BT_KEYLIGHT=0 disables) to OPT-IN
(BT_KEYLIGHT=1 enables). Default boots produce zero keylight lines, and a
stub build and a real build now behave identically for players: nothing.
* Removed from every user-facing artifact: the README paragraph, the
CONTROLS.md section, the CONTROLS.html footer line.
* environ.ini template: the entry stays (it is the discoverable home for the
opt-in) but now says OFF-unless-1, Windows 11 22H2+, and why it is
unshipped.
* mkdist's cut-time stub warning removed -- it existed to protect a README
promise that no longer exists.
* context/glass-cockpit.md records the decision, the opt-in, and the
build-time SDK stub gate in one place.
VERIFIED: default boot logs zero keylight lines; BT_KEYLIGHT=1 engages the
feature (the stub on this machine: its one honest log line + the key map).
All three console suites pass; checkctx CLEAN.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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150961176c |
merge fix-ups: the four review findings + a build portability gate the merge exposed
Applied on top of the glass-cockpit-refit merge, all from the pre-merge review: 1. README CONTROLS TABLE REWRITTEN for the new default board. It still taught "W/S throttle, A/D turn" while the defaults moved flight to the numpad and handed the letter rows to the MFD banks -- a fresh install would read controls that do not work. The new table teaches the numpad flight block, the panel-on-your-keys groups, F7 for control mode (was M), backtick for the camera (was V), the coolant valves on 1-3/QWE with the detent warning kept, and PgUp/PgDn volume. UPGRADERS ARE TOLD EXPLICITLY that their preserved bindings.txt keeps their old keys, and that deleting it opts into the board. 2. BACKTICK VIEW-TOGGLE GUARDED. The bindings-row-wins rule (KeyHasBinding) covered V and J/K/L but not backtick itself, which polled unconditionally -- and BACKTICK is a nameable, unbound key, so binding it to a button double-dispatched (button + camera). Both halves of the view poll are now guarded. 3. ENVIRON.INI REFUSES ONE-SHOTS. The loader applied ANY key=value line, and BT_JOYCONFIG in the file would defeat the #66 one-shot in a sneaky way: the wizard DELETES the process var after running, so in every relaunched child there is no real env var left to win over the file -- capture wizard at every mission start. BT_JOYCONFIG is now skipped with the reason in the template header, which also warns that test/debug hooks (BT_MP_FORCE_DMG and friends) do not belong in a file that silently persists forever. 4. VOLUME DOCUMENTED EVERYWHERE IT WAS MISSING. CONTROLS.md gains the PgUp/PgDn row (the old "- / = (see below)" cell pointed at a note that never mentioned volume) and the note that the keys moved so they no longer share a key with anything in any layout; the bindings template header reserves PgUp/PgDn informally. 5. L4KEYLIGHT BUILD GATE (found by building the merge on this machine). The C++/WinRT Dynamic Lighting TU does not compile against SDK 10.0.19041 -- its bundled cppwinrt fails inside winrt/base itself (C2039 'wait_for'). CMake now detects an SDK older than 10.0.22000 and builds a dormant stub with the same five-function scalar interface (logs once at Start, identical behaviour otherwise) -- extending the feature's own runtime philosophy ("no Dynamic Lighting -> log once, stay dormant") to build time. Dynamic Lighting is a Windows 11 22H2 feature, so nothing real is lost on an older build machine, and machines with a newer SDK build the real mirror unchanged. VERIFIED on the merged tree (4.11.572): * build clean -- 0 compile errors; the 40 /FORCE-tolerated unresolved externals are byte-identical to every pre-merge build (20 CreateStreamedSubsystem + 20 DefaultData; the earlier claim that all 40 were CSS was shorthand -- corrected here for the record). * solo boot: environ.ini template written + loaded, mode resolver announces the surround, historical bands L276/R276/T223/B336 confirmed, keylight stub logs its dormant line, BT_SHOT capture shows the under-glass button treatment and the corrected hat labels, 0 faults. * PgUp/PgDn volume PROVEN LIVE via injected keys: 5%->10%->15%->10%, saved to volume.cfg. (Side catch: content\volume.cfg had been sitting at 0.00 from an old test -- anyone using this tree had a silent game; reset.) * full relay cycle on the merged exe: 2 pods staged, launch pair, mission, StopMission, round RESET -- all clean. * all three console suites still pass; checkctx CLEAN. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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9d536294e4 |
Mouse buttons are bindable; mouse LOOK scoped (not built)
BUTTONS (shipped). Win32 hands mouse buttons out as virtual keys, and the
binding path already stores VKs and polls GetAsyncKeyState -- so this needed no
verb, no parser change and no new machinery, just names:
key MOUSE4 button 0x40 # side buttons
key MOUSE5 button 0x46
key MOUSEMIDDLE button 0x41
MOUSELEFT/MOUSERIGHT are named too, with a warning in the file header and the
docs: they are how the player presses cockpit buttons (left = press, right =
latch), and the poll is focus-guarded but not click-aware, so binding either
ALSO fires on every panel click. The side and middle buttons are the free
ones. Axes work as well (`key MOUSE4 axis Throttle slew + 0.7`).
One guard: the RGB lamp mirror skips mouse VKs when building its map -- a
keyboard lamp array has no mouse buttons to paint (BTPadBindingIsMouseKey).
Verified live: a bindings.txt carrying two mouse rows loads 76 keys (74 + 2),
and a real injected XBUTTON1 press produced `[emitter] FIRED #1`. Clean A/B --
the earlier run whose SendInput failed the struct-size check logged no fire at
all. Shipped commented-out examples in the default profile so the capability
is discoverable.
LOOK (scoped only). docs/MOUSELOOK_PLAN.md. Mouse MOVEMENT is a real feature,
not a table entry, and the hard part is not reading the device:
- The cursor is already spoken for. The glass cockpit's premise is that all
72 buttons are mouse targets; mouse-look wants a captured, hidden, recentred
cursor. Both cannot be true, so this is a MODE question first -- four
models compared, recommending hold-to-look (costs nothing when unbound,
cannot strand a player, behaves the same in surround and exploded layouts).
- The channels are POSITIONAL (JoystickX/Y are -1..1 deflections the mapper
reads per control mode); a mouse gives deltas. Accumulate-into-a-virtual-
stick reuses every existing rule; a rate model would need new mapper
semantics.
- Control mode changes what it MEANS: BASIC steers with the stick, MID/ADV
twist the torso -- so mouse-look steers in one and aims in the other.
Proposed grammar (new row type, so old builds skip it with a warning),
where the code goes, ~250 lines, and a verification plan whose load-bearing
item is "panel clicks still work when a mouselook binding exists but is not
engaged". Also flagged: the pod had NO mouse, so nothing here is
reconstruction -- every choice is design, judged on feel, and it must stay out
of the pod build's path.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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5f88a4eeb2 |
The keyboard becomes the button board (RP412 bindings port) + a controls page
Ported RP412's bindings design and made it the DEFAULT: the letter and number rows are the MFD button banks laid out WHERE THEY SIT ON THE PANEL, flight moves to the numpad so the board stays free, F1-F12 are the map's two columns, and G/B stay unbound as the physical gap between the lower clusters. Expressed in BT's OWN grammar (slew/deflect/set, the Turn channel) -- bindings.txt is a documented compatibility surface and was not touched. Coverage: 61 of 72 addresses on the keyboard, and the 11 absent ones are exactly those the pod never wired (0x16/0x17/0x1E/0x1F column gaps, 0x38-0x3E intercom/door). All 72 stay clickable on the panel. It lands on BT's addresses unreasonably well: 1-4 + QWER are the ENTIRE coolant system (Condensers 1-6, flush, balance), F6/F7 the display and control-mode cycles, F9-F12 Generators A-D, F4 the crouch button reconstructed earlier today. THE DELIBERATE COST. A bound key is removed from the authentic 1995 typed-hotkey channel so it cannot double-dispatch, and this board binds nearly everything -- so 5 (Quad page), z (Eng1), t/y/u/i/o (pilot select) and +/- (target zoom) are given up. Unbind a key to get its 1995 meaning back. Documented in the file header, the markdown and the page. NEW RULE: A BINDINGS ROW WINS OVER A BUILT-IN CONVENIENCE KEY (PadRIO::KeyHasBinding). V and J/K/L are board buttons now, and those polls read GetAsyncKeyState directly -- without this they would have fired BOTH the button and the built-in. View toggle lives on BACKTICK alone. CONTROLS.MAP rewritten to mirror the board so glass/pod/dev still feel identical (the 2026-07-21 settlement): 90 bindings, 0 parse complaints. HAT LABELS CORRECTED [T1]. INPUT_PATH_AUDIT flagged 0x41-0x44 and was right. Settled from the streamed mapping (BT_CTRLMAP_LOG): elem 66 -> subsys 17 attrID 14, i.e. 0x42 is the TORSO subsystem, not a look; 0x44/0x43/0x41 are the mapper's LookLeft/LookRight/LookBehind (attrID 10/11/12). The .RES has no "TORSO CENTER" string -- its names are LookBehind/Down/Forward/Left/Right -- so the audit's wording was loose but its substance correct. Swept L4GLASSWIN, L4PADPANEL and L4VB16. docs/CONTROLS.html: interactive keyboard (hover a key for its address and meaning, MFD clusters outlined), pad diagram, panel map, the under-glass press-target figure, radar placement thumbnails and the environ.ini table -- modelled on RP412's page, rewritten for BT's addresses and hazards. mkdist wraps the fragment in a doctype/charset shell and ships it beside CONTROLS.txt. Verified: bindings.txt regenerates and loads (74 keys, 0 errors); CONTROLS.MAP 90 bindings, 0 errors; 72/72 panel addresses still dispatch; surround / exploded / dock / pod / dev boot and simulate with zero faults. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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02b1b50e45 |
RGB keyboard lamp mirror + the shipped controls reference
KEYBOARD LAMP MIRROR (L4KEYLIGHT). Ported from RP412, itself a port of vRIO's KeyboardLampMirror. Keys bound to a lamp address in bindings.txt glow with the panel palette through Windows Dynamic Lighting -- yellow for the map's side columns (0x10-0x1F), red for the rest -- flashing in step with the on-screen buttons (its LampLevel copy matches the FIXED BTLampBrightnessOf). Per-key boards light each bound key; zone-lit boards mirror the strongest lamp board-wide. All WinRT runs on a private worker thread: watcher, claim, and a 100 ms paint loop that repaints only on change. RP412's packing hazard does NOT transfer: it forces default struct packing there because its engine is /Zp1, which would break the WinRT ABI. BT411's BT_OPTS carries no /Zp, so only the dialect flags are needed -- /std:c++17 /permissive- per-file, since the project otherwise builds C++14 /permissive. The scalars-only interface is kept anyway so the isolation survives if packing is ever added. Wired in PadRIO: map built from bindings.keyBindings (ActionButton binds only, first-binding-wins per key), fed from PadRIO::SetLamp, stopped in the dtor (which hands the LEDs back to Windows). BT_KEYLIGHT=0 opts out; a machine without Dynamic Lighting logs once and stays dormant. Verified live: claimed this machine's 24-zone keyboard and mirrors 25 bound keys; BT_KEYLIGHT=0 and the pod profile produce zero keylight lines and run clean. SHIPPED CONTROLS REFERENCE. docs/CONTROLS.md carries the keyboard table plus the full 72-BUTTON POD MAP, grouped by the display each bank surrounds, with the coolant-valve detent warning (1-5-50-CLOSED, one press past max shuts the loop) and the jam/eject procedure. mkdist flattens it to ASCII as CONTROLS.txt at the zip root, the README's own idiom. players/README.txt gained pointers to it, to environ.ini, to -fit, and to the RGB mirror. KB: context/glass-cockpit.md and docs/GLASS_COCKPIT.md updated for the whole branch -- layout modes, L4RIOBANK and the under-glass rule, the letterbox fit and its ordering trap, player-tunable displays, the measured legend grid, the closed dead-button backlog, and this mirror. Verified: five-mode regression (surround/exploded/dock/pod/dev) boots and simulates with zero faults; mkdist writes a 5149-byte pure-ASCII CONTROLS.txt. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> |
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23229e573e |
Reverse thrust was dead on the desktop (user report): wire the 0x3F throttle-handle button
LALT -> button 0x3F was bound in both binding layers and PadRIO pushed the RIO ButtonPressed event correctly, but nothing ever set the mapper's ReverseThrust: - the authentic route is BTL4.RES 'L4' streamed record [2] (Button Throttle1 0x3F -> attr 6 ReverseThrust@0x124), but our streamed BUTTON mappings are not consumed at all -- MechControlsMapper::AddOrErase is still the unreconstructed Fail stub, so the event never reaches the attribute; - the ONLY writer of reverseThrust was the keyboard bridge's 'key_throttle < 0' test, which is bypassed whenever a RIO is operational (the pad RIO always is, so the bridge is OFF on the desktop) AND is unreachable regardless, because L4PADRIO clamps the Throttle channel to [0,1]. Net: Alt did nothing and the flag was re-zeroed every frame. FIX: publish the 0x3F hold state from PadRIO::EmitButton -- the one chokepoint every desktop source funnels through (keyboard, gamepad, DirectInput joystick, glass-panel clicks via SetScreenButton) -- and apply it in InterpretControls gated on BTPadRIOActive() so real pod hardware is untouched (there the streamed mapping owns the flag). Marked [T3]; delete once streamed button mappings land. Reverse is a HOLD (manual: hold the red throttle button, release = forward). Verified with scratchpad/revtest.py (keybd_event injection, BT_KEY_NOFOCUS): forward = rev=0 dmd +61.501; LALT held = rev=1 dmd -61.501; release edge logged. KB: pod-hardware.md now records the streamed-button-mapping gap + this seam. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0166KTsC7ADm7VXEi1HF1jNg |
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ef9a648c89 |
README: BASIC control mode does not steer with pedals (Ferret's 510 report)
Field report (new tester, 510): keyboard A/D + arrows 'not working' -- can twist and drive but not turn. Root-caused live via key injection: fresh spawns start in BASIC control mode, where steering rides the STICK (authentic rookie mode) and the pedal-bound keys are inert by design; one M press (MID) makes A/D steer. (A false regression-bisect chase established the metric noise came from an attached pad's stick drift nudging BASIC steering.) README now warns about the default mode; kept the env-gated [padwrite] diagnostic from the hunt. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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b2b7a45b5c |
Issues #39 + #40: gate input until the scene presents; cap the wait-screen idle loop
#39 (field: 'I was able to input before the game screen actually came up -- fired weapons, moving, could hear the audio'): the simulation runs during load/wait and PadRIO fed it live input. Poll now emits only the analog heartbeat until gBTSceneHasPresented -- keyboard, pad and joystick all stand down; edge state stays parked so keys held across the boundary press cleanly at first frame. BT_BTNTEST and the panel-click seam stay live (event injection, same as before). #40 (field: 'GPU usage during waiting screen is sometimes consuming up to 45-50%'): ExecuteIdle Cleared+Presented uncapped for the whole join wait. Now capped at ~40 Hz with a 5 ms sleep on skipped passes (the overlay's change gate is 12.5 Hz -- nothing visible changes faster). Regression: 2-node relay round through the wait screen -> load -> mission (135 in-mission ticks, autofire) -> clean. Awaiting the reporter's live confirm on both. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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390d4ddce7 |
Issue #36: direct-axis RELEASE EDGE -- centering an axis now releases its channel
Night-2 (RajelAran): 'the game is not seeing axis release for turn -- the mech may keep turning when control is released.' Root cause: the direct-mode axis write was gated on raw != 0, so an axis returning INSIDE the deadzone just stopped writing and the channel LATCHED at the last deflection -- fatal on channels with no keyboard spring (the Turn composite in the twin-stick profile). Fix: per-binding previous-value tracking (pad + joystick paths); the outside->inside transition writes 0 exactly once, then the centered axis leaves the channel to other inputs (composition preserved; slew bindings excluded by design -- a lever stays where slewed). Plus the #24 rule, axis edition: a pad/stick that DIES while deflected releases its direct channels (throttle keeps the last lever position -- safer than an all-stop mid-fight). Verified: build + 45s glass mission with an idle XInput pad (no spurious writes, no regression). The deflect-release cycle itself needs a human hand -- awaiting RajelAran's next session. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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c2ee7299b2 |
Generic joystick / HOTAS / pedals support: DirectInput 8 layer + capture wizard
Tester ask: configure non-Xbox controllers. New L4JOY layer (DI8): enumerates every non-XInput game device (up to 4), DIJOYSTATE2 polling with range normalization, reacquire-on-loss, 3s hot-plug re-enum. XInput devices are excluded via the documented RawInput IG_ VID/PID check (live-verified skipping a real XBOX360 pad -- no double-feed). bindings.txt grows joydev/joyaxis/joybutton/joyhat rows (device slots by name substring or ordinal; axes X..RZ/SL0/SL1 with invert/slew/ deadzone; hats as 4-direction buttons with diagonal chords). PadRIO runs them through the existing channel/event machinery -- per-binding edge arrays release automatically on detach (the #24 rule), and a direct throttle axis maps full lever travel onto the 0..1 channel while the gait detent still snaps a lever parked in the walk/run dead band. BT_JOYCONFIG=1 (joyconfig.bat) runs a console capture wizard: move each control when prompted (stick/twist/throttle/fire), invert derived from the move direction, hat look cluster auto-added, output written between markers in bindings.txt with the rest of the file preserved. Legacy L4DINPUT DIJoystick (L4CONTROLS=DIJOYSTICK) untouched. Verified: grammar accept/reject per line, XInput-exclusion live, 30s in-mission no-device polling clean. Awaiting a tester with real stick hardware for axis verification. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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76eaddc4a8 |
Issue #25: composite Turn channel -- twin-stick gamepad turning
Gamepad players expect stick X = turn; the pod-faithful default maps it
to torso twist, and the pedal pair couldn't take a single signed axis.
New bindings channel "Turn": a signed composite that decomposes into
the pedal pair at the RIO publish (+ = right pedal, - = left), ADDING
to direct pedal bindings so mixed rigs compose, clamped 0..1 per pedal.
The default bindings.txt stays pod-faithful and documents the
twin-stick alternative inline:
padaxis LX axis Turn
padaxis RX axis JoystickX
Also covers the HOTAS ask (any signed axis can now drive turning).
Verified: regenerated defaults carry the doc lines; a twin-stick-edited
bindings.txt parses and boots clean. Awaiting live pad verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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44f7c39ee1 |
Issue #24: release held pad buttons on controller disconnect (look latch)
XInput button emission is edge-based against previousPadButtons; the
disconnect path zeroed that memory WITHOUT emitting release edges, so
any button held when a controller (wrapper) died stayed pressed
game-side forever -- and the zeroing also erased what a reconnect would
have released. Field signature (playtest night): a PS3-pad-in-xbox-
mode wrapper died mid-hat-hold -> the look-view machine (hold-based,
mppr) latched a side view with the authored look pitch ("stuck side
view + pitch at ground, no recovery"); the keyboard-only run was clean.
On the connected->disconnected transition PadRIO now emits
EmitButton(address, 0) for every binding whose mask was held, then
forgets. Not reproducible headless (needs a real hardware unplug
mid-hold) -- awaiting the reporter's controller for live verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4215b98655 |
Trigger config: root-cause the dead cockpit clicks (missing BT_PLATFORM=glass)
The user held the MFD PROGRAM button and nothing happened (weapons kept
firing). Diagnosis, verified end-to-end:
- The cockpit mouse handler DID register the click ([cockpit] CLICK addr=0x8
press) and 0x8 IS a streamed PROGRAM element (EVENT msg 0x9 -> weapon,
Mfd1 quad page mask).
- But every launch ran the DEV platform profile (no BT_PLATFORM) ->
L4CONTROLS=KEYBOARD -> no PadRIO instance -> PadRIO::SetScreenButton
no-ops (activeInstance NULL) -> the press never entered the RIO queue ->
ConfigureMappables (id 9) never dispatched -> the mode never flipped ->
fire keys kept firing. The config machinery itself was never broken.
- With BT_PLATFORM=glass (the GLASS profile: L4CONTROLS=PAD -> PadRIO), the
full chain now proves out headlessly:
[btntest] PRESS 0x8 -> [cfgmap] ENTER session on ERMLaser_1
mode 0x450421 -> 0x448421 (NonMapping 0x10000 -> Mapping 0x8000)
[btntest] RELEASE 0x8 -> [cfgmap] EXIT (mode restored)
Landed:
- mechweap.cpp: [cfgmap] BT_FIRE_LOG diagnostics in the real
ConfigureMappables/ChooseButton handlers (they were silent -- the G-key
harness had logs but the authentic button path had none).
- L4PADRIO.cpp: BT_BTNTEST="addr,pressPoll,releasePoll" scripted screen-
button harness through the REAL click seam (EmitButton -> RIO queue ->
manager drain -> buttonGroup mapping) for headless verification.
- play_solo.bat: prefer the glass build when present AND set
BT_PLATFORM=glass so PadRIO exists and cockpit clicks work.
Side finding (the user's keymap "flip-flop"): CONTROLS.MAP (btinput, DEV/pod
profile) and bindings.txt (PadRIO, GLASS profile) are two parallel binding
engines; which one runs depends on the platform profile, so the felt keymap
changes with the boot flavor. Unification pending (user decision).
Awaiting live verification of the full hold-PROGRAM + tap-fire regroup flow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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bc5ac3a0db |
Merge glass-per-display-windows: per-display cockpit windows (Cyd, BT_GLASS_PANELS)
One window per pod display (Heat/Engineering/Comm/Weapons x2/radar + Flight Controls), each carrying its surface with its RIO button bank arranged pod-faithfully; CPU-expanded surfaces, buttons under the imagery. Runtime gate BT_GLASS_PANELS (=0 = the legacy single panel). Merged on top of today's landed fix pile (audio-crash, experience, parallax); the L4PADRIO overlap with the gait-detent commit resolved preserving BOTH (his window refactor + our at-rest band snap). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> # Conflicts: # context/glass-cockpit.md |
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f338595685 |
Glass cockpit: per-display windows (BT_GLASS_PANELS)
Break the desktop glass cockpit's secondary displays out of the single combined pad panel + D3D gauge strip into ONE window per pod display, each carrying that display's surface with its RIO button bank, arranged pod-faithfully around the main view. New TU engine/MUNGA_L4/L4GLASSWIN.* (BT_GLASS-only), selected by the -platform glass preset via the new runtime gate BT_GLASS_PANELS (=0 falls back to the legacy single panel + dock). - Surfaces are CPU-expanded from the shared gauge buffer (SVGA16::ExpandPlaneToBGRA, no D3D) and StretchDIBits'd in -- the D3D dev-composite path (dock / window / overlay) stands down while active. - Buttons sit UNDER the imagery: big hidden click targets that reach into the display, with only a small protruding edge showing as a lamp light. Red MFD banks tile the top/bottom; radar rails run the sides + a bottom row; a Flight Controls window hosts the no-display banks. - Windows: Heat / Engineering / Comm / Left Weapons / Right Weapons / radar + Flight Controls; edge-to-edge (no in-client margin/title; OS caption labels each). - Fix blank surfaces: application/ghWnd are duplicate-defined and bind non-deterministically under /FORCE, so the fresh L4GLASSWIN TU read NULL. Reach the renderer/window via BTResolveGaugeRenderer/BTResolveMainWindow defined in btl4main.cpp off the real btl4App/hWnd pointers. New gotcha: reconstruction-gotchas.md S6 duplicate-GLOBAL corollary. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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6ad1e074cc |
Glass lever: port the pod-build GAIT DETENT to the PadRIO throttle slew
Human re-test on the fresh build: zero-stop OK, but the lever could PARK inside
the walk/run hysteresis band (walkStrideLength@0x534 .. reverseSpeedMax@0x538)
where the gait SM has no stable state -- walk<->run hunt, EngineShiftFwd/Rev
retriggering ("mixed walk/run mode + repeated acceleration sample"). The
pod-build keyboard lever already snaps out of the band to the NEARER edge at
key-rest (mech4.cpp GAIT DETENT); the PadRIO slew channel lacked it.
Faithful port, not an invention: mech4.cpp publishes the band in lever units
every driven frame (gBTGaitDetentLo/Hi seam, same guards + the same +0.002
engage margin); L4PADRIO Poll() applies the identical nearer-edge snap to the
Throttle channel when the slew rests (no slew key held, no pad slew axis
deflected). Sweeping through the band while held stays continuous (the
authentic moving lever, one authentic shift).
Verified (DEV.EGG glass, graduated parks each ~0.10 of the sweep,
BT_GAIT_TRACE+BT_MPPR_TRACE): band [0.358026,0.50388) = demand 22.02-30.87;
in-band parks snap both directions (0.4137->lo, 0.465126->hi); no at-rest
sample in the band; exactly ONE walk->run clip (state 10) up and ONE run->walk
(state 14) down across the whole sweep; zero-stop unaffected; pod build
rebuilt + BT_AUTODRIVE smoke clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5dd35365c7 |
Glass input audit: RIO mapper id fix (panel banks live), keyboard reconciliation
Root cause of the dead on-screen panel: MechRIOMapper's message-id enum
chained off L4MechControlsMapper::NextMessageID (=0x19), registering all 18
RIO override handlers at 0x19-0x2a while the streamed .CTL EventMapping
records carry the binary's ids -- the binary RIO table @0051dd30 re-registers
the BASE aux/zoom ids 3..0x13 (Hotbox 0x1a @0051de98). Every MFD-bank/zoom
press hit the base ConfigureMappableMessageHandler FAIL trap (26/72 buttons
dead; an abort() on a trap-armed pod). Ids now pinned to the binary
numbering + static_assert-locked (btl4mppr.hpp) -- panel goes 26 -> 52
working buttons (8 await handler reconstruction, filed on Gitea; 12 have no
streamed mapping authored = authentically inert).
Keyboard reconciliation (glass-only): the merged map -- keyboard hosts the
~20 core gameplay actions on the CONTROLS.MAP keys, the panel covers every
pod address by click (right-click = hold latch):
- W/S throttle lever, A/D pedals, Q/E twist, R/F elevation, X all-stop,
arrows drive; numpad flight cluster kept (Cyd)
- 1/2/3/4/Space/LCTRL/RCTRL fire, LALT reverse, B look-behind (0x41)
- M=0x18 mode cycle, N=0x15 display cycle, H=0x2C coolant flush (hold),
C=0x2F Condenser1 valve, G=0x0E weapon-1 configure (Mfd1-Quad-gated)
- F5-F9 = Mfd2 bank 0x27-0x24 + 0x22 (page-gated gen A-D / gen mode)
- hardcoded: ` or V = view toggle, J/K/L = Mfd1/2/3 preset-page cycle
(PadRIO edges -> gBTPresetCycle; no pod "cycle" button exists)
- PadRIO::SuppressKey: bound keys are swallowed from the typed 1995 channel
(the btinput suppression pattern, glass side) -- ends the glass double
dispatch ('w'=pilot select 0, 'a'..'g'=MFD2 presets, NUMPAD/F-key key-up
VK aliases like VK_F5=0x74='t'). Unbound keys keep their authentic
meanings (5/z presets, t-o pilot select, +/- zoom, F1/F2 align).
DISPLACED from Cyd's default bindings (each reachable on the panel or by a
bindings.txt edit -- flagging for Cyd's veto): number row -> secondary panel
(1-4 now fire), QWERTY row -> pilot keypad (dropped), arrows -> hat looks
(now drive), V/C/B -> fire 0x47/0x46/0x45 (now view/valve/look-behind),
LCTRL -> throttle-down (now fire). XInput pad section untouched.
Audit by-products (KB updated): the always-active msg-4 records identified
(0x2C = Reservoir flush, 0x29-0x2F = condenser valves, 0x1A-0x1D =
GeneratorA-D ToggleGeneratorOnOff @004b1ed0 unreconstructed); 0x13 = Mech
DuckRequest (crouch), 0x28 = BalanceCoolant; Searchlight/ThermalSight
ToggleLamp handler-sets are default-constructed EMPTY; weapon Eng-page msgs
0x3/0xb = ToggleCooling / ToggleSeekVoltage / EjectAmmo, all unwired;
unhandled messages are SILENT (no [FAIL] -- census = BT_CTRLMAP_LOG dump x
handler tables).
Verified live (build-glass2, ARENA1): panel presets/zoom/display/flush;
W drive (speedDemand 61.5, gait advances), Q turn (BAS), M -> MID, A turn
(MID), Space fires, N display, J/K/L presets, H flush drain, C valve 1->5;
suppression ('w' swallowed, 't' flows, F5-keyup swallowed); BT_SHOT frame.
Un-regression: pod build (gates OFF) compiles 0 errors, forced-walk drives,
streamed ids unchanged; CONTROLS.MAP/btinput untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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122fb7bccb |
Fix the backtick crash (a /FORCE-hidden linkage bug) + backtick = view toggle
The crash (any typed key in a glass session; found via the backtick report): the merge-reconciliation stand-down declared extern BTRIODevicePresent at BLOCK scope inside the extern-C BTInputSuppressKey -- the declaration inherited C linkage, _BTRIODevicePresent went UNRESOLVED, and /FORCE bound the call to garbage (cdb: wild call into Sensor::DefaultData from LBE4ControlsManager::Execute's suppression check). The tolerated-LNK2019 batch hid the new unresolved external -- the exact CLAUDE.md /FORCE trap. Fix: the extern moved to file scope (C++ linkage); link verified clean of _BTRIODevicePresent. Backtick feature (per Cyd: backtick = 1st/3rd person): PadRIO edge-detects VK_OEM_3 in its poll (focus-guarded, message-path-free) and the mech4 view block consumes it beside the V action (which stands down with the binding engine in glass mode). Verified live: two real presses -> [view] COCKPIT eyepoint -> [view] external chase, game alive. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22d7a0e3b7 |
PadRIO: publish stick X in the WIRE sign -- the left/right inversion fix
User-reported: glass left/right inverted. Closed with live sign algebra:
the joystick-group wire push was traced end to end (new env-gated
BT_CTRLMAP_LOG push trace + record mode-mask in the install log) --
measured wire stickX=-1 -> turnDemand=-1, the SAME demand the
user-verified dev D-key-RIGHT produces (stickX=+1 -> turnDemand=-1 via the
bridge's negate-once,
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418acf07e4 |
Panel: the vRIO layout + coloration, plasma flip fix, button-trap guard
Per Cyd: the on-screen panel now mirrors vRIO (C:\VWE\vrio -- CockpitLayout.cs
+ PanelCanvas.cs, itself the RIOJoy profile-editor layout from the original
Win32 RIO mockup): five 4x2 MFD clusters (addresses descending), four 1x8
board columns (Throttle/Secondary/Screen/Joystick), the two 4x4 hex keypads
(0x50/0x60 -- cells emit real keypad KeyEvents: internal=pilot unit, external=
operator unit), physical names (Panic/Main/Hat*/Pinky...), vRIO colors: red
lamp cells + yellow Secondary/Screen + neutral-blue keypads, flash half-
periods 500/250/125ms, right-click latch (gold outline). 104 controls.
PlasmaWindow: the gauge renderer writes the 128x32 buffer TOP-DOWN -- the
bottom-up flip rendered the marquee upside down (user-reported); copy straight.
Button-trap guard (the
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db9ac947f7 |
Displays: on-screen cockpit buttons + desktop plasma + the glass preset (steps 2d/2e)
NEW gated TUs: L4PADPANEL (GDI top-level window, all-W APIs: the pod button banks -- upper/lower aux, 12 secondary, specials/hat/handle, 63 buttons -- clickable via PadRIO::SetScreenButton with lamp-lit faces from GetLampState, 10 Hz repaint; created by the PadRIO ctor on BT_PAD_PANEL=1) and L4PLASMAWIN (PlasmaWindow : Video8BitBuffered -- the gauge renderer draws the 128x32 plasma into its pixelBuffer through the SAME code path as the serial device; Update() blits orange-on-black at L4PLASMASCALE, default x4). Gated seams: L4GREND.cpp L4PLASMA=SCREEN branch; btl4main.cpp -platform glass preset (PAD,KEYBOARD + BT_DEV_GAUGES + SCREEN plasma + panel; env always overrides; non-glass builds log+fall back to DEV); run.cmd glass token. MFD surfaces need NO new code: the existing dock-bottom / BT_DEV_GAUGES_WINDOW=1 / BT_DEV_GAUGES_DOCK=1 modes are the display story. Verified live: -platform glass boots GLASS profile, panel + plasma windows up, pad detected, dev gauges awake, mission loop clean. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ac57a474ef |
Input: the RIOBase seam + PadRIO -- the glass cockpit gets hands (step 2b)
L4RIO.h splits the abstract cockpit-control surface (RIOBase: enums, the five analog Scalars, GetNextEvent/SetLamp, no-op serial ops, NEW IsOperational) out of the serial RIO (RIO : PCSerialPacket, RIOBase -- byte-for-byte behavior kept, ctor assigns as before); LBE4ControlsManager holds a RIOBase* and gains the gated L4CONTROLS=PAD factory arm (BT_GLASS; OFF build logs+ignores the token). NEW gated TUs: L4PADRIO (XInput+keyboard synthesize the surface; 3s hot-plug re-probe; focus-guarded keys; per-poll AnalogEvent heartbeat; lampState[] + static SetScreenButton/GetLampState for the panel) and L4PADBINDINGS (content\bindings.txt profile, self-documenting default written on first run; deflect/slew/set axis model; addresses validated against ButtonCount). Verified live (glass build, L4CONTROLS=PAD): bindings written+parsed 44/10/5, XInput pad detected, 121 streamed mappings install via stock PrimaryRIO path, 2157 frames clean. Pod build (gates OFF) compiles the split with zero behavioral delta. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |