Commit Graph
2 Commits
Author SHA1 Message Date
CydandClaude Opus 4.8 7d112ce309 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>
2026-08-04 19:28:11 -05:00
CydandClaude Opus 4.8 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>
2026-07-20 14:43:40 -05:00