Files
BT411/docs/GLASS_COCKPIT.md
T
CydandClaude Opus 4.8 29c502df83 Glass windows remember where you drag them (BT_GLASS_LAYOUT)
The BT_GLASS_PANELS windows self-place in a pod-faithful ring and re-snap
once the main window is up.  They carry WS_CAPTION so a dev can drag them,
but the drag never survived the menu->mission->menu relaunch loop.

BT_GLASS_LAYOUT (L4GLASSWIN.cpp) adds opt-in persistence to a cwd-relative
glass_layout.cfg beside bindings.txt (gitignored):
  off/0/unset  computed ring only, no file I/O (default, pod-faithful)
  load         restore saved positions on startup (per-window fallback
               to computed); never writes
  save/adjust  restore first, then rewrite on each finished drag
               (WM_EXITSIZEMOVE) and on teardown -- the round trip

One "<title>=x,y,w,h" line per window; position restored, size ignored
(frame size is deterministic from content, so an old w,h can't distort a
later geometry change).  A restored window is flagged so ComputeLayout's
post-main-window re-snap leaves hand-placed windows alone.  Native
analogue of TeslaRel410 pod-launch's per-rig --bridge-pos/--layout args.

Verified [T2 runtime round-trip]: load restored 7 from a seeded cfg;
save wrote all 7 with a window moved to 777,333 (GetWindowRect read the
live window); relaunch in load put that window physically at 777,333
after the re-snap fired.  Release links clean (only the 40 tolerated
/FORCE externals).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-28 20:27:26 -05:00

53 KiB
Raw Blame History

GLASS_COCKPIT — running ledger (desktop developer layer)

Detailed running log for the glass-cockpit branch work: PadRIO, on-screen panel/plasma, miniconsole, Steam transport/lobby. Curated digest: context/glass-cockpit.md (read that first); this file carries the step-by-step detail, evidence, and verification transcripts.


2026-07-17 — Step 1: branch + compile gates + scaffolding

  • Branch glass-cockpit created from master @ e2c21c4.
  • CMakeLists.txt: option(BT_GLASS OFF) + option(BT_STEAM OFF); BT_STEAM without BT_GLASS is a configure-time FATAL_ERROR; gates append to BT_DEFS (flows to all three targets); STATUS line prints gate state at configure. Gated target_sources blocks will be added per-TU as they land (CMake would reject nonexistent source files now).
  • .gitignore: build-pod/, build-steam/, content/bindings.txt, content/frontend.egg, content/steam_appid.txt.
  • Verification (this step): defaults configure prints BT_GLASS=OFF BT_STEAM=OFF and builds (purity build); -DBT_GLASS=ON and ON/ON configures print correct gate state; the BT_STEAM-without-BT_GLASS negative test FATAL_ERRORs. Full 3-config BUILD matrix becomes meaningful from step 2 (first gated code) and is re-run there.

2026-07-17 — Step 2a: the .CTL positional-attribute off-by-one — CONFIRMED and FIXED (ungated)

The bug [T2, live-verified]: the streamed .CTL "L4" mapping resource carries the 1995 binary's positional attribute ids (stick=3, throttle=4, ...), resolved at install time by Simulation::GetAttributePointer(id)AttributeIndexSet::Find(id) = attributeIndex[id-1] (positional). MechControlsMapper chained its enum on Subsystem::NextAttributeID == 2, but the binary's chain reaches 3 (one base attribute we don't publish) — so EVERY streamed mapper record landed one member late.

Evidence (new BT_CTRLMAP_LOG=1 diagnostic in LBE4ControlsManager::CreateStreamedMappings, engine/MUNGA_L4/L4CTRL.cpp — permanent, env-gated, default off). Before the fix (build-pod Debug, -egg DEV.EGG, dev platform):

rec 0  subsys 0 group 1(Joy)    elem 0  attrID 3 -> +0xe4   (= throttlePosition: WRONG, stick intended)
rec 1  subsys 0 group 0(Scalar) elem 0  attrID 4 -> +0xe8   (= pedalsPosition:   WRONG, throttle intended)
rec 2  subsys 0 group 3(Button) elem 63 attrID 6 -> +0xf0   (= speedDemand:      WRONG, reverse intended)
rec 4-6 attrID 10/11/12 -> lookRight/lookBehind/lookDown    (one late; LookLeft/Right/Behind intended)

Spacing attr3→attr4 was 4 bytes (Scalar) where stick→throttle must be 8 (ControlsJoystick). The weapons chain (attrID 19 → +0x31c TriggerState) was already correct — mechweap was pad-aligned in task #16 (gotcha #11). Torso (subsys 17) also aligned (MechSubsystem publishes binary id 2). ONLY the mapper chain (subsys 0) was off. On the dev box the keyboard INPUT BRIDGE (writes the mapper members directly, after the engine push) masked it; on a REAL POD the serial RIO throttle scalar would have driven pedalsPosition and the stick x/y would have driven throttle+pedals — the Phase-8 landmine prior art predicted.

The fix (ungated, pod-correctness — user-approved 2026-07-17): mechmppr.hpp pins the enum to the binary numbering (MechControlsMapperPadFirstAttributeID = 2, stick=3 ... PilotArray= 0x16); mechmppr.cpp pads id 2 with a valid never-bound entry (the mech.cpp attrPad idiom) and locks the base + pinned ids with static_asserts. L4MechControlsMapper::TargetRangeExponent (chained) moves 0x16→0x17, matching the binary's own arithmetic; it is bound by name (audio zoom-blip), so no consumer shifts.

After the fix: attrID 3 -> +0xdc (stick), attrID 4 -> +0xe4 (throttle, 8-byte spacing ✓), attrID 6 -> +0xec (reverse), 10/11/12 -> +0xfc/+0x100/+0x104 (the look trio); torso + weapons unchanged. Regression: headless forced-walk run (BT_FORCE_THROTTLE=1) drives normally — [mppr] thr=1 -> speedDemand=61.501, gait cycles, position advances, 31/31 subsystems simulated, no faults.

2026-07-17 — Steps 2b-2e: PadRIO, stand-downs, displays, preset — DONE + verified

2b (RIOBase + PadRIO, commit ac57a47): L4RIO.h splits abstract RIOBase (enums, the five analog Scalars, pure GetNextEvent/SetLamp, no-op serial ops, NEW IsOperational()) out of serial RIO (: PCSerialPacket, RIOBase — ctor assigns as before, zero behavioral delta); L4CTRL.h rioPointer retyped RIOBase*; gated L4CONTROLS=PAD factory arm. NEW gated TUs L4PADRIO.* (XInput+keyboard → the surface; 3s hot-plug; focus-guarded keys; per-poll AnalogEvent heartbeat time-gated so the manager's drain loop terminates; lampState[]; static SetScreenButton — button addresses AND the keypad space 0x50-0x6F → KeyEvents) and L4PADBINDINGS.* (content\bindings.txt, default written on first run; deflect/slew/set axis model; addresses validated vs ButtonCount).

2c (stand-downs, commit 9f35a80): engine query BTRIODevicePresent() (ungated — pod-correct); both dev bridges (mech4.cpp attr writes, mechmppr.cpp BT_KEY_BRIDGE) gate their WRITES: unset=auto / "0"=off / else on; forced harness always rides. Definitive live test: OS-injected LSHIFT hold slewed PadRIO throttle 0→0.33→1.0 with pre==thr every frame — the value arrives via the ENGINE push through the streamed .CTL binding (bridge stood down), speedDemand=61.501 from authentic InterpretControls.

2d/2e (displays + preset, commits db9ac94 + 418acf0): the on-screen panel follows vRIO (C:\VWE\vrioCockpitLayout.cs/PanelCanvas.cs, per Cyd): five 4x2 MFD clusters (descending addresses), Throttle/Secondary/Screen/Joystick 1x8 columns, two 4x4 hex keypads (0x50 internal→pilot unit, 0x60 external→operator unit), physical names, red/yellow/blue coloration, 500/250/125ms flash, right-click latch — 104 controls. PlasmaWindow : Video8BitBuffered renders the 128x32 plasma via the SAME gauge-renderer path as serial (buffer is TOP-DOWN — the flip rendered it upside down, user-reported + fixed). MFD surfaces = the EXISTING dev-gauge modes (no new code, no L4VB16 exposure). -platform glass preset + run.cmd token. Button-trap guard (e2c21c4 pattern): the authentic base ConfigureMappableMessageHandler FAIL trap is abort() under DEBUGOFF — any aux/zoom button without its reconstructed L4 override KILLED the game on press (panel makes all reachable). Default now log+ignore; BT_BUTTON_TRAP=1 restores the hard trap. Verified: synthetic panel click → 2 [FAIL] (press+release through panel→PadRIO→ProcessRIOEvent→streamed mapping), game survives. NOTE: each [FAIL] marks a missing L4 override — reconstruction backlog, see open-questions.

Step-2 verification matrix (all passed 2026-07-17):

  1. Purity: defaults build-pod/ compiles (known mech3 /FORCE externals only); seam audit — BT_GLASS/BT_STEAM mentions ONLY in CMakeLists, btl4main.cpp preset region, L4CTRL.cpp (include+PAD arm), L4GREND.cpp (include+SCREEN branch), gated TUs, run.cmd docs.
  2. Pod solo forced-walk clean (§2a).
  3. 2-node loopback MP on the pod build: A -egg MP.EGG -net 1501 + B -net 1601 + btconsole.py relay — both nodes launch into the running mission (77/76 ticks, mechs at their drop zones, gait/target loops live).
  4. Glass build: PadRIO drives through the authentic mapper path; panel click path live; plasma window; all boot lines present. Deferred to the user (visual-only): panel/plasma appearance vs vRIO on screen, XInput stick feel, L4PADFLIP polarity.

2026-07-17 — Step 3: the miniconsole — DONE + verified (commit c4ca87b)

Architecture: the console stays a wire peer. game/glass/btl4fe.* (GDI catalog menu + the console-shape egg writer) and btl4console.* (the LocalConsole marshal: a worker-thread console CLIENT speaking the tools/btconsole.py protocol verbatim — 1040-byte chunked ReceiveEggFileMessage, 20s settle, RunMission×2, stay connected, own the clock, StopMission(id 6)@expiry; logs content\marshal.log). The engine runs the 100% stock console ladder — ZERO engine hooks; the planned L4APP.H setters proved unnecessary (launches pass real argv on relaunch). WinMain: one gated block — zero-mission-arg glass launch → menu → relaunch self with mission argv (BT_FE_EGG/PODS/SECS arm the marshal; BT_FE_LOOP returns exits to the menu; menu relaunches CLEAR the handoff — the leak re-armed a marshal in cycle test 1).

Verified (synthetic menu drives, all autonomous):

  • Golden egg: frontend.egg section sequence + line offsets IDENTICAL to MP.EGG; ordinal pages verbatim; GDI name-glyph pages in MP.EGG framing (32/8 rows, 16 bytes/line).
  • Solo cycle: menu → egg → relaunch → marshal → stock ladder → mission RUNS (58+ ticks) → 60s clock → stop → menu returns with clean env.
  • HOST LAN 2-node: peer started manually (-net 1601); menu-hosted launch → marshal feeds BOTH pods (2-pilot egg, 10 chunks each) → both in-mission (65/18 ticks) → stop both → host returns to the menu, peer idles at console-wait.

2026-07-17 — Step 4 pre: Steamworks SDK 1.64 vendored (commit 23c0019)

Official Valve zip (provided by Cyd at the repo root), extracted to extern/steamworks_sdk_164/ and trimmed to public/ + redistributable_bin/ + Readme (12.5 MB); zip removed. Consumed only under -DBT_STEAM=ON.

2026-07-17/18 — Step 4: the Steam wire — CODE COMPLETE (commits e79e8fa, 48ede2f, f703bb1)

4a (e79e8fa) — the wire seam: file-local BTNetSend/Recv/Accept/Close wrappers around the 9 raw Winsock sites in L4NET.CPP; OFF builds are pure code motion. Regression: 2-node loopback MP through the seam — mesh forms, full 31/31 mission on both nodes.

4b (48ede2f) — the transport: gated TU L4STEAMNET — pseudo-SOCKETs (0x5EA0xxxx) behind the seam; the engine's TCP byte stream rides reliable-NoNagle Steam messages re-assembled into per-connection rings (recv semantics preserved: empty→WSAEWOULDBLOCK, closed→0); seam completions: CheckSocket (peer = token address), OpenConnection TCP_OPEN delegate, GetMyAddress self-token. Install on BT_STEAM_NET=1; graceful degrade to Winsock at every step. BOTH pumps needed (SteamAPI_RunCallbacks + sockets RunCallbacks).

4c (f703bb1) — the lobby + THE FAKEIP LESSON [T2]: prior art assumed FakeIP survives the per-mission process relaunch — DISPROVEN live (menu process got 169.254.124.110, the mission process got 169.254.54.234; the pod timed out connecting to its own stale address). Redesign: roster addresses are opaque ipv4-shaped TOKENS (169.254.77.N, ports 1501 console / 1502 game) minted by the host at GO and mapped to Steam IDENTITIES; connections ride ConnectP2P(identity, channel) (console=0, game=1); the map hands off via env (BT_FE_MYFAKE/BT_FE_STEAMMAP). btl4lobby: ISteamMatchmaking room (btl4=1 filter), pilots publish name/mech/color, host GO mints tokens + writes btl4map + btl4go.

Verified single-machine (ON/ON, live Steam client): menu → HOST STEAM LOBBY → room → GO → map 169.254.77.1=<steamID64> → egg roster carries the token → mission process [steamnet] up ... 1 roster token(s) incl. self → pod self-matches → stock console ladder → mission RUNS (46 ticks). 3-config build matrix green throughout. Remaining (user hardware): the live 2-account cross-machine session — procedure in docs/STEAM_TEST.md.

2026-07-20 — Glass input-coverage audit + keyboard reconciliation

Trigger: making BT_GLASS the permanent player experience — familiar desktop keys dead, "most panel buttons do nothing". Full audit of every input surface (bindings.txt keys, the 72-button panel, the streamed .CTL EventMapping records, the typed 1995 channel), then the fix set.

Finding 1 — THE panel-dead-buttons root cause: MechRIOMapper message ids shifted [T1→T2 fixed]

MechRIOMapper's enum chained Aux1QuadMessageID = L4MechControlsMapper::NextMessageID (=0x19), registering all 18 RIO handlers at ids 0x19-0x2a. The binary RIO table @0051dd30 RE-REGISTERS the base aux/zoom ids 3..0x13 with the override handlers (Hotbox = 0x1a @0051de98) — that re-registration over the base FAIL-trap ids is the whole point of the derived table. Streamed .CTL events carry the binary ids, so every MFD-bank/zoom press found only the base ConfigureMappableMessageHandler[FAIL] (26 of 72 panel buttons dead; on a real pod with the hard trap, an abort()). Hotbox worked by accident (sender + entry both used the same wrong 0x2a). Fixed: ids pinned to the binary numbering + static_assert locks (btl4mppr.hpp). Verified live: panel 0x0F/0x08/0x27/0x20 → [mode] preset lines, 0x10/0x11 zoom no longer FAIL. (Residual fidelity gap: the binary RIO table also carries its OWN Keypress id 0x19 → @004d2514, unreconstructed; we still register the shared L4 Keypress 0x17 — works, logged in the backlog.)

Finding 2 — the always-active msg-4 records IDENTIFIED [T1] (closes the #9 open question)

Binary message tables decoded from section_dump (16-byte {id,name,fn,0} entries): per-receiver- class id spaces. Roster (ARENA1 MadCat): subs 3=Reservoir, 4-9=Condenser1-6, 10-13=GeneratorA-D. So: 0x2C = the COOLANT FLUSH button (Reservoir InjectCoolant, WORKS), 0x2F/0x2E/0x2D/0x2B/ 0x2A/0x29 = per-condenser VALVE buttons (MoveValve, WORK), 0x1A-0x1D = Generator A-D ON/OFF (ToggleGeneratorOnOff id 4, table @0050fb90 fn @004b1ed0 — DEAD, unreconstructed). Also new: 0x13 → Mech DuckRequest (0x1a @0049fa00 — the manual's CROUCH button!), 0x28 → Mech BalanceCoolant (0x16 @0049f728), 0x12 → ThermalSight ToggleLamp (id 3, table @0x51120C fn @004b860c), 0x14 → Searchlight + Searchlight2 ToggleLamp (id 3, table @0x51117C fn @004b838c) — both WIRED 2026-07-25 (#61); the two fn addresses were swapped here before that (see context/decomp-reference.md). Weapon Eng-page extras: msg 0x3 = ToggleCooling (HeatableSubsystem @0050e41c fn @004ad6f8, unwired), msg 0xb = ToggleSeekVoltage (energy @004ba478) / EjectAmmo (ammo weapons @004bb9b8), Myomers msg 9 = ToggleSeekVoltage (@004b8a48; body exists, unwired). Unhandled messages are SILENT (Receiver::Receive ignores an unfound id) — the dead-button census cannot come from [FAIL] logs alone; it comes from the BT_CTRLMAP_LOG record dump × the handler tables.

Finding 3 — glass keyboard: stand-down + double dispatch [T2]

ALL btinput actions (drive keys, M/N/J/K/L/H/C/V/B/G/F5-F9) stand down when PadRIO owns the path — nothing on the game side polls keys directly (BTInputPoll is the only GetAsyncKeyState consumer). Meanwhile the typed 1995 channel stays LIVE (glass preset = PAD,KEYBOARD) with NO suppression — so Cyd's old bindings double-dispatched: W (keypad row) also typed 'w' = pilot select 0; C (fire middle) also typed 'c' = MFD3 Eng3; NUMPAD key-UPS alias to letter hotkeys (VK_NUMPAD2=0x62='b' = MFD3 Quad, VK_F5=0x74='t' = pilot select 3). This is the historic pre-btinput double-dispatch, back on the glass side.

The fix set (landed)

  1. btl4mppr.hpp — RIO id pinning (ungated, pod-correctness; the step-2a idiom).
  2. L4PADRIO.* — typed-channel suppression tables built from the loaded bindings (+hardcoded keys), PadRIO::SuppressKey consumed by a #ifdef BT_GLASS arm next to the btinput hook in L4CTRL.cpp:1506 block; V joins backtick on the view-toggle edge; J/K/L fire gBTPresetCycle[3] (the same seam the dev poll feeds — no binary analog exists for a "cycle" button; the body is the authentic SetPresetMode).
  3. L4PADBINDINGS.cpp + content\bindings.txt — the MERGED default map (user decision: keyboard = the ~20 core gameplay actions on the CONTROLS.MAP keys; the PANEL covers all 72 pod buttons by click/latch). W/S throttle, A/D pedals, Q/E twist, R/F elevation, X all-stop, 1-4/Space/Ctrl fire + LALT reverse + B look-behind, M=0x18, N=0x15, H=0x2C (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/mode), numpad flight cluster kept. DISPLACED from Cyd's map (each reachable on the panel or by editing bindings.txt): number row→secondary panel, QWERTY row→pilot keypad (dropped), arrows→hat looks (arrows now drive), V/C/B→fire 0x47/0x46/0x45, LCTRL→throttle-down. XInput pad section untouched. NOTE (control modes, authentic): in BAS mode the pod turns with the STICK (Q/E here) and the pedals are inactive; A/D turn in MID/ADV — exactly the manual's behavior, unlike the desktop bridge which re-routes A/D per mode.
  4. Un-touched: CONTROLS.MAP, btinput defaults, pod serial path. bindings.txt is read only by PadBindingProfile inside the gated PadRIO TU — the pod build never opens it.

Verification (2026-07-20, build-glass2, ARENA1 solo, all logs in-session)

  • Panel: 0x0F→preset(0,1), 0x08→(0,0), 0x27→(1,1), 0x20→(1,0), zoom no-FAIL; 0x15 display 1→2→0; 0x2C hold → [flush] Reservoir level 6→0; dead-class buttons (0x13/0x1A/0x12/0x14) silent as predicted. ZERO [FAIL] lines in the whole session (was 2 per bank press).
  • Keyboard: W hold → thr 0→1, speedDemand 61.501, gait advances; Q → turnDemand 0.94 (BAS); M → control mode -> 1; A hold → turnDemand 1.0 (MID); Space → [emitter] FIRED; N → display notify 1; J/K/L → presets (0,1)/(1,1)/(2,1); H → reservoir drain; C → condenser#1 valveState 1→5. BT_SHOT frame confirms visually: MID lit on the control-mode column, CRITICAL DAMAGE schematic up, MFDs on Eng pages, heading moved. V not re-injected (user took foreground mid-run) — code-identical to the verified backtick edge [T3].
  • Suppression: typed 'w' swallowed (no [keych]), typed 't' flows ([keych] 0x74), WM_KEYUP VK_F5 swallowed (the 't'-alias hazard).
  • Un-regression: build-pod (gates OFF) compiles 0 errors; forced-walk run drives (speedDemand=61.501, 32 subsystems, streamed ids 3→+0xdc / 4→+0xe4 unchanged).

2026-07-20 (later) — the "keymap regression" live report: STALE EXE, not code [T2]

Report (human, live glass session): arrows dead/half-dead (UP accelerated, no detent; LEFT/RIGHT no turn), throttle not a lever, V no view toggle, J/K/L/N inert, weapons firing into the ground. Root cause: build-glass/Release/btl4.exe was built 07:47 — BEFORE commit 5dd3536 (08:35) landed the whole audit fix set (SuppressKey tables, V/J/K/L hardcoded keys, the RIO-id pinning that makes 0x15/N work) — the session was relaunched without rebuilding, and kept running the pre-audit image. content\bindings.txt (08:23) already WAS the merged map and the loader parsed it fine ([padrio] bindings loaded: 40 keys, 10 pad buttons, 5 pad axes), so every bindings-file symptom analysis was a red herring; the binary was simply old. The ground-fire symptom is the same session: with the R/F/X semantic chaos of the unsuppressed typed channel, the torso elevation had been driven down and nothing recentered it.

Fix: rm build-glass/Release/btl4.exe && cmake --build build-glass --config Release (0 error C). No input-code change was needed — arrows/lever/detent/V were all already correct at HEAD. One diagnostic enrichment landed: the BT_MPPR_TRACE [mppr-c] line now also prints mode/pedals/stick/turn/elev, so one env-gated line proves the whole control surface.

Re-verification (build-glass, DEV.EGG solo, SendInput-injected keys, own PID only):

  • UP hold 0.9 s → thr 0→0.63, dmd 38.70; released → holds 0.63 for 3 s (persistent lever).
  • DOWN hold 2.5 s → thr 0.36→0.0028→0, rev=0 throughout — stops at zero, no reverse crash-through (the wire throttle is the authentic 0..1 lever; reverse is the 0x3F button).
  • M → [mode] control mode -> 1; LEFT → pedals +1 / turnDemand +1 (CCW=left, the wire sign); RIGHT → pedals 1 / turnDemand 1; both auto-center on release. (In BAS the pedals are authentically inactive — turns are the stick, Q/E.)
  • R/F → stick.y ±1, torso elev 0→+0.349→−0.195, holds where released (positional torso, matches the btinput path); boresight level at spawn (elev=0).
  • V → [view] COCKPIT eyepoint[view] external chase, BT_SHOT pair confirms (chase mech ↔ canopy + reticle). Closes the audit's one T3 (V edge) as [T2].
  • SPACE → [emitter] FIRED #1. Pod build rebuilt + smoked: BT_AUTODRIVE=0.8 → dmd=49.2008, clean log, no cross-contamination.

Lesson (procedural): after landing an engine/input commit, REBUILD every live build dir before relaunching — a stale build-glass exe reproduces "the whole keymap is broken" exactly.

2026-07-20 (later still) — human re-test: GAIT DETENT ported to the PadRIO lever [T2]

Report (fresh build): zero-stop confirmed working, but "OUR detent is still missing — it goes into that mixed walk/run mode and repeats the acceleration sample." That is the documented gait DEAD BAND (locomotion.md [T1]): the SM has no stable state for a demand in (walkStrideLength@0x534, reverseSpeedMax@0x538) — parked there it cycles 7→10→14→7 forever, retriggering EngineShiftFwd/Rev each swing. The pod-build keyboard lever carries an accommodation (mech4.cpp "GAIT DETENT": at KEY-REST, snap the lever out of the band to the NEARER edge; sweeping through while held stays continuous) — the PadRIO slew channel had no such protection, so the glass lever could park in-band.

Port (faithful copy, not an invention): mech4.cpp publishes the band in lever units every driven frame through a new seam (gBTGaitDetentLo/Hi, same guards + the same +0.002 engage margin; hi<=lo = unknown); L4PADRIO.cpp Poll() applies the IDENTICAL nearer-edge snap to the Throttle channel when the slew is at rest (no slew key held, no pad slew axis deflected) — same rule, same log tag, gated BT_GAIT_TRACE. The rest decision uses PadRIO's own held-state (the lever's owner on glass), not gBTDrive.keyFwd/Back.

Verified (build-glass, DEV.EGG solo, graduated UP-taps parking the lever every ~0.10 across 0..1, BT_GAIT_TRACE+BT_MPPR_TRACE): band [0.358026, 0.50388) = demand 22.02→30.87 (the locomotion.md Blackhawk numbers); park at 0.4137 → snapped DOWN to 0.358026, park at 0.465126 → snapped UP to 0.50388 (both nearer-edge directions); rest-position histogram shows NO at-rest sample inside the band; gait states: ONE walk→run clip (state 10, once) on the whole ascending sweep, ONE run→walk (state 14, once) descending, normal 6↔7 / 12↔13 cycling between — the accel/shift sample can fire only once per real transition. Zero-stop unaffected (thr=0 rest, state 0). Pod build rebuilt + BT_AUTODRIVE smoke clean (the seam publish is a pure global write on the pod path).

2026-07-18 — Merge origin/master (commit f889e24): btinput meets PadRIO

Master's 33-commit run landed (D1 relay/operator-console line, CONTROLS.MAP+XInput binding engine btinput.cpp, camera seats, torso pitch, sign fixes, the 1995 manual, version stamping). The reconciliation: btinput (ungated, dev/pod desktops) joined the stand-down convention — BTInputPoll yields and BTInputSuppressKey claims nothing when an operational cockpit device (serial RIO / PadRIO) owns the input path (BTRIODevicePresent; BT_KEY_BRIDGE override; forced harness exempt). One input system per mode: CONTROLS.MAP/btinput on dev+pod desktops, bindings.txt/PadRIO on glass. The D1 relay keeps its own raw sockets by design (relay and Steam are alternative wires; the BTNet seam covers the arcade mesh both need). Verified: 3-config build, glass stand-down live, pod forced-walk with btinput active, 2-node loopback MP 31/31.

2026-07-19 — Mission-control options: the AUTHORITATIVE catalog (TeslaSuite console.ini)

Source: C:\VWE\TeslaSuite\410console\4_10-console-extracted\Console.ini, the Mac 4.10 operator console's BT:: adventure tree (the tag= values are the egg field values; display names are the console's). Cross-checked vs 410console/battletech-port/BATTLETECH-PORT-SPEC.md + reference/ cavern.egg. This is every option the original console exposed for a BattleTech mission.

Mission-level[mission]: adventure=BattleTech (fixed), temperature=27 (fixed), scenario=freeforall (the tag is always freeforall; the RESPAWN choice is the ROLE):

  • map (8): cavern, grass, rav, polar3, polar4, arena1, arena2, dbase
  • time (4): morning, day, evening, night ← was day/night/morning/dusk (wrong: evening)
  • weather (3): clear, fog (light), soup (heavy)
  • role (2): Default (model=dfltrole, respawn) / NoReturn (model=noreturn, one life)
  • length: seconds

Per-pilot — participant block:

  • experience (4 [T1 game decode]): novice, standard, veteran, expert ← was hardcoded expert
  • vehicle (18, friendly→tag): Black Hawk=blkhawk, Loki=loki, Nova=bhk1, Mad Cat=madcat, Thor=thor, Owens=owens, Kotori=own1, Summoner=thr1, Hellbringer=lok1, Timber Wolf=mad1, Avatar=avatar, Satyr=ava1, Sunder=sunder, Sunder V1=snd1, Vulture=vulture, Mad Dog=vul1, Mischief=lok2, Zanin Neko=mad2 (the 18 ModelList names; matches the 2026-07-18 vehicle sweep)
  • color/camo (7, display→tag): White=White, Black=Black, Brown=Brown, Red=Crimson, Green=Green, Gray=Grey, Tan=Tan ← was White/Black/Crimson only
  • badge/emblem (7, the badge= field): VGL, Davion, Kurita, Liao, Marik, None, Steiner ← was VGL
  • patch/badge-color (8, the patch= field): Yellow, Blue, Grey, Green, Violet, Red, White, Black ← was Yellow
  • dropzone (5, the dropzone= field): one, two, three, four, five ← was one
  • advancedDamage (0/1): the advanced damage model toggle ← was hardcoded 1
  • vehicleValue: 1000 (const), loadzones=1 (const), bitmapindex (per-pilot ordinal)

2026-07-20 — Per-display cockpit windows (BT_GLASS_PANELS)

Goal (Cyd): stop collapsing the desktop cockpit into combined surfaces. Break each SECONDARY display out into its OWN window carrying that display's surface WITH its RIO button bank placed around it, arranged pod-faithfully around the main 3D view — a dev cockpit that reads like the pod, so button/lamp/display behavior can be validated in position.

New TU: engine/MUNGA_L4/L4GLASSWIN.{h,cpp} (BT_GLASS-only; added to the CMake BT_GLASS target_sources). Builds SEVEN GDI windows and positions them around the main window:

Window Surface (port) RIO bank Buttons
Heat MFD (UL) Heat (0x4000) 0x28-0x2F 8 red, 4 above / 4 below
MFD 2 (UC) Mfd2/Eng2 (0x0400) 0x20-0x27 8 red, 4 above / 4 below
Comm MFD (UR) Comm (0x8000) 0x30-0x37 8 red, 4 above / 4 below
MFD 1 (LL) Mfd1/Eng1 (0x0100) 0x08-0x0F 8 red, 4 above / 4 below
MFD 3 (LR) Mfd3/Eng3 (0x1000) 0x00-0x07 8 red, 4 above / 4 below
Secondary/Radar sec (palette, portrait) 0x10-0x1B Secondary 12 yellow, 6 left / 6 right
Flight Controls (none) 0x38-0x47 (+ panic/icom) neutral, 2 columns

Architecture — GDI + CPU blit, NO D3D for the secondaries. Each window is a layered, topmost GDI window (the L4PADPANEL pattern: double-buffered paint, ~62 ms repaint timer, left-click = momentary / right-click = latch → PadRIO::SetScreenButton; lamps from PadRIO::GetLampState). The surface is CPU-expanded from the shared gauge pixelBuffer by the new SVGA16::ExpandPlaneToBGRA(mask, paletteID, monoTint, rotateQuadrant, dst, &ow, &oh) (L4VB16.cpp) — the no-D3D analog of DrawDevSurface: palette-LUT expand for sec (monoTint < 0), mono bit-plane → tint for the MFDs; the portrait secondary CRT is unrotated by transposing into dst (rotate 1/3, BT_GAUGE_SEC_ROT) — then StretchDIBits (HALFTONE) into the surface rect. An Mfd/Eng pair shows whichever plane is the live (non-BlankColor) one, as on the pod monitor. This reuses the plasma-window CPU→window pattern and sidesteps the whole D3D dev-composite bug family (additional-swap-chain lifetime, device-state save/restore, depth-stencil mismatch, layered strobing).

Gate: BT_GLASS_PANELS (runtime env; BTGlassPanelsActive()). ⚠ Was default-ON under -platform glass (preset putenv in btl4main.cpp) — as of 2026-07-26 the COCKPIT SURROUND is the glass default and this gate is explicit-only; the one resolver + the full precedence table are in context/glass-cockpit.md §Layout modes. Wired at three seams:

  • L4PADRIO ctor: BTGlassPanelsActive()BTGlassPanels_Create() instead of BTPadPanel_Create(); dtor destroys both (safe no-ops).
  • L4VB16: BTDrawGaugeInset / BTGaugeWindowRenderAndPresent early-return when GlassPanelsOwnSurfaces() (the per-display windows own the surfaces).
  • btl4main: skip the gBTGaugeDockBottom + 1100×600 world-window forcing (world stays normal size — no bottom strip).

Placement. ComputeLayout() rings the windows around ghWnd (the main game window): top row Heat/Mfd2/Comm above it, Mfd1/Mfd3 at the lower corners, radar below-center, Flight Controls left of the seat; clamped to the work area, with an 800×600-centered fallback before the main window exists + a one-shot reposition once ghWnd comes up (in the repaint timer).

Verified [T2 startup]. -DBT_GLASS=ON Debug build links (the usual /FORCE mech3 subsystem set is pre-existing, unrelated). Bounded -platform glass -egg DEV.EGG launch: [glasswin] per-display cockpit up (7 windows: 5 MFD + radar + flight), [plasmawin] … up, [padrio] XInput pad found, no failure/abort markers, full mission loop un-regressed (killed after 18 s). Visual layout / surface content / click-through NOT yet human-verified.

Tunable (Cyd flagged refinements): surface display sizes, the exact button sub-positions around each screen, the yellow left/right split (first cut 0x10-0x15 / 0x16-0x1B), and the MFD mono phosphor tint — all named constants at the top of L4GLASSWIN.cpp. Deferred: folding the plasma window into the same arrangement; per-window draggable/saved positions; moving/resizing the main window into a true center cell for a tighter ring.

Blank-surface bug (found + fixed same day) — /FORCE duplicate-global race

First glass-panels run showed the buttons but BLANK display surfaces. BT_GLASS_LOG diagnostics in BlitSurface traced it stage by stage: application == 0x00000000 in L4GLASSWIN.cpp for the ENTIRE run (call 1 → 481), so application->GetGaugeRenderer() was never even reached. Yet the legacy dock path (BTDrawGaugeSurfaces, L4VB16.cpp, SAME engine lib) logged application=047BA9C8 gr=0C57FF78 — non-NULL.

Root cause: the 1995 headers declare free globals (application, ghWnd, …) without inline/extern, so they are DEFINED in both munga_engine and bt410_l4. Under /FORCE:MULTIPLE the linker binds each .obj's reference to one copy or the other non-deterministically per link — the newly-added L4GLASSWIN.obj bound the copy the game never assigns (stays NULL), and a relink even flipped L4VB16.obj. Routing through an engine helper is therefore unreliable (its binding is equally random).

Fix: BTResolveGaugeRenderer() / BTResolveMainWindow() (declared in l4vb16.h) are DEFINED in game/btl4main.cpp off the launcher's OWN file-scope pointers — btl4App (set to new_app at btl4main.cpp:631) and the global hWnd (the real main window). Those live in btl4main.obj and are the actual assigned pointers, so the resolvers are always correct regardless of the duplicate-symbol binding. BlitSurface and the placement code call the resolvers, never the application/ghWnd globals. New durable gotcha: context/reconstruction-gotchas.md §6 duplicate-GLOBAL corollary.

Verified after the fix (BT_GLASS_LOG): [glass] 'Heat MFD' port=Heat mask=0x4000 pal=3 enable=2 ow=640 oh=480 nonzero=22227/307200, [glass] 'Secondary / Radar' port=sec mask=0x3f pal=1 enable=3 ow=480 oh=640 nonzero=26206/307200 — surfaces resolve and carry live pixels. BT_GLASS_LOG left in as a permanent per-surface resolve/pixel diagnostic (throttled).

2026-07-26 — Layout modes get ONE resolver; button geometry gets ONE owner (L4RIOBANK)

The RP412 replication pass, step 1 of the agreed plan (port the geometry, keep our renderers).

The mode resolver (btl4main.cpp)

Where the secondary displays go was decided in TWO places with duplicated precedence -- the glass profile block picked BT_PAD_PANEL/BT_GLASS_PANELS, the window-sizing block re-derived cockpit-vs-dock -- and the boot banner read NEITHER, announcing "per-display cockpit windows [BT_GLASS_PANELS]" for every glass boot including the surround default. The split had also broken BT_COCKPIT=0: documented as the dock-bottom opt-out, the profile block converted it to BT_GLASS_PANELS=1, so the docked strip was unreachable under the glass profile.

Now: one glassLayout resolved after the profile putenvs land, consumed by the banner, the pad-panel decision and the sizing block. Precedence BT_GLASS_PANELS > BT_DEV_GAUGES_WINDOW > BT_DEV_GAUGES_DOCK > BT_COCKPIT=0 > surround default; BT_GLASS_PANELS is explicit-only now (it was auto-set); dock/window auto-raise BT_PAD_PANEL so the 72-button field always has a home. Banner: [boot] platform profile: GLASS (PadRIO + plasma window) [secondary displays: <mode>]. Verified all four modes boot to the mode they name, plus pod/dev.

L4RIOBANK -- the shared field

engine/MUNGA_L4/L4RIOBANK.cpp/.h (new TU). Both renderers were carrying their own copy of the button geometry and had drifted: an MFD button was 156x138 reaching under the glass in the exploded window, and a 76x24 sliver entirely OUTSIDE the glass in the surround. One module now owns it, both are consumers, placement stays per-renderer.

The under-glass rule, from RP412 L4MFDVIEW (which took it from the pod): reach half the glass in behind the display, leave a lamp strip clearing the edge, paint buttons first and imagery over. Strip scales off the display's SHORT axis vs the native 480 (MFD 640x480 landscape, map 480x640 portrait) with a 6px floor. The MFD per-column nudge against the DISPLAY/PROGRAM legends moved here so both renderers inherit one alignment. The map's foot row is pushed FIRST because the side columns now cover that band and the hit test takes the first match.

Retired: L4GLASSWIN's PlaceCellAt/PlaceLine/PlaceRect and its RedCellH/EdgeProtrude/ RailW/RailSlotAdd/RailGap/RedOffsetX/kRedColDX constants; the surround's inline MFD/ radar/flight button loops. kCkRedH/kCkLamp survive only as band reserves for the canvas math.

Lamp flash decode [T1 -> fixed]

BTLampBrightnessOf returned max(state1,state2) and blanked on the alternate phase. Per the engine's own RIO::LampState enum [T0] solid shows state 1 and flashing ALTERNATES state 1 and state 2. Agrees only when one state is Off -- true for Panic (flashFast+state1Off+state2Bright) which is why it survived -- but L4LAMP.cpp:252 commands flashFast+state1Dim+state2Bright, a dim->bright pulse that rendered as bright->off. Three copies existed (l4vb16.h, L4GLASSWIN, L4PADPANEL), all three wrong; the two locals now forward to the one fixed inline.

Verification harness (new, reusable)

  • BT_RIOBANK_LOG=1 -- one-shot dump of every bank's buttons + bounds (capped at 16 banks so the per-frame surround caller prints one pass).
  • scratchpad/checkbank.py <log> -- per-bank census + first-hit reachability: an address whose rect is entirely covered by earlier buttons in its bank is dead however big it looks, and the overlapping under-glass banks make that a live hazard. Reports duplicates and shadowing.
  • scratchpad/clickbank.py <log> <title> --mode surround|exploded -- posts a real WM_LBUTTONDOWN/UP at every button's centre; the game's own CLICK forensics prove dispatch.

Result both modes: 72/72 placed, 0 shadowed, 0 duplicated, 72/72 dispatched, process survived 144 posted messages each. Pod + dev profiles boot and simulate un-regressed. Surround BT_SHOT confirms the legends are clear and the lamps read as edge strips; exploded PrintWindow captures confirm surfaces still land under their banks.

2026-07-26 (later) — Phase 2: the cockpit scales (uniform-fit letterbox + -fit)

RP412 replication step 2. The canvas is a FIXED size and D3D9 stretched it into the client, so a window dragged to a different shape squashed the instruments -- the projection was aspect-corrected back in task #20, but the panels, lamps and MFD glass never were. Now: one uniform scale, centred, leftover black.

Mechanism. BTCockpitFitRect() (L4VB16.cpp) computes the centred uniform-scale rect in integer math -- a float scale wobbles by a pixel between frames and the bars shimmer during a drag. D3D9 applies it as a Present destination rect, which D3DSWAPEFFECT_DISCARD forbids, so the WINDOWED swap effect becomes D3DSWAPEFFECT_COPY when the surround is up and multisampling is off (COPY cannot multisample). gBTCockpitLetterbox records the outcome; 0 = the old full-client stretch, which is what every non-cockpit mode and any MSAA run still gets.

Wired at five seams:

  • L4VIDEO device setup: swap effect + confirm/withdraw the flag.
  • Both Present sites: the scene present AND the wait-screen overlay present (it paints into the same backbuffer, so it has to land in the same rect).
  • btl4main WM_SIZE: InvalidateRect -- a COPY present only writes its dest rect, so stale bar content persists without an erase (the class brush is black).
  • BTCockpitMouseDown: client->canvas through the SAME fit. Mapping against the full client drifts the hit test off every button by the bar width; a click on a bar now hits nothing.
  • BTWorldAspectOf: under the letterbox the view's on-screen aspect is its OWN -- the client drops out of the formula entirely.

-fit / -windowed-fullscreen (btl4main): borderless WS_POPUP over the monitor rect, canvas letterboxed inside. Unknown tokens fall through L4Application::ParseCommandLine's ladder to return True, so no arg-parser change was needed.

Ordering trap (found live, fixed)

The letterbox flag was originally set at device creation -- but the first WM_SIZE beats the device. A -fit boot on the 3440x1440 ultrawide logged [resize] client 3440x1440 aspect=3.14 (the stretch formula), and since nothing resizes the window again, the per-frame gWindowAspect != appliedAspect check applied it on frame 1. The INTENT is now decided in btl4main alongside gBTGaugeCockpit (windowed cockpit + MULTISAMPLE unset/0); L4VIDEO only confirms it or withdraws it. Re-verified: the boot line reads aspect=1.8.

Capture note (for whoever verifies this next)

PrintWindow returns an all-black frame for the borderless -fit window, while working fine for the normal chrome'd window. Use a screen-region grab (scratchpad/shot.ps1) for -fit. The all-black PrintWindow is NOT a render failure -- the log showed 18 sim ticks and the screen grab showed the full cockpit.

Verified

  • Wide drag 1684x661 and tall drag 744x961: canvas uniformly scaled and centred, bars on the long axis, ZERO distortion (captures fit_wide.png / fit_tall.png).
  • -fit on 3440x1440: borderless, centred, bars left/right, undistorted.
  • 72/72 buttons still dispatch after a resize -- clickbank.py now maps canvas->client through its own copy of the fit (an independent check that the two transforms agree): at fit 906x661 with a 389px left bar, all 72 [cockpit] CLICK lines land.
  • exploded / dock / pod / dev: DISCARD retained, boot + simulate un-regressed.

2026-07-26 (later still) — Phase 3: player-tunable displays + the settings file

RP412 replication step 3.

Scaling (BTCkResolvedSizes, L4VB16.cpp)

BT_MFD_SCALE (all five), BT_MFD_SCALE_UL/_UC/_UR/_LL/_LR (per display, overriding the group), BT_RADAR_SCALE -- percentages of the pod size, 25-200, resolved ONCE (the surround recomputes its layout every frame, so reading the env per frame would be silly).

The load-bearing consequence: the surround BANDS derive from the resolved sizes. That is why the sizes could not stay compile-time constants -- the band a display hangs in has to grow with it or the canvas clips it. Each band is what its largest occupant needs; a corner MFD only claims size - kCkOVL because it overlaps the view; the bottom band drops to just the lower MFDs when the map leaves that row for a side. Verified 100% reproduces the historical L276 R276 T223 B336 byte-for-byte, 150% gives L436 R436 T343 B448, 80%+MIDLEFT gives L256 R212 T175 B148.

The flight label blocks now hang off their OWN lower MFD's scaled height + lamp strip, instead of the constant -- a shrunken MFD used to leave the block floating in the gap and an enlarged one to overlap it.

Map placement (BT_RADAR_POS)

CENTER (default) / LEFT / RIGHT / MIDLEFT / MIDRIGHT, with the BOTTOM*/*CENTER spellings RP accepts. Bottom corner: the map goes flush to the canvas edge and the lower MFD whose corner it took slides beside it. Halfway up a side: it leaves the bottom row entirely and the bottom band shrinks accordingly.

First cut was wrong and the capture caught it: the corner map was placed relative to the VIEW edge, which overlapped the neighbouring MFD by the band width -- 232px of map drawn over the Right Weapons display. Corner placement is measured off the CANVAS edge.

The map legend grid -- measured, not inherited

The side columns have to line up with the six cells the map imagery paints beside them. Zooming a native Secondary/Radar capture shows those cells are exactly our address map: MAP+ 0x10, MAP- 0x11, IR 0x12 (ThermalSight lamp), crouch 0x13 (DuckRequest), searchlight 0x14, display-mode 0x15 -- the art independently corroborating pod-hardware.

scratchpad/measurelegend.py scans the capture for the legend's vertical rule and for our lamp bars, and reports both. Ours: top 3, cell 102, pitch 107 of the 640 span. RP412's map: 13 + 6x102 @ 105. Same cell height, different top and pitch -- confirming the deferral call in Phase 1 was right, the numbers do NOT transfer. Our old even division (displayH/6 + 1) had the pitch right by luck and sat 3px high of the labels; the grid is now pinned to the measurement, with top and bottom scaled SEPARATELY and subtracted (RP's trick) so rounding cannot walk the buttons out of step with the labels down a scaled column.

environ.ini

Two defects, both fixed:

  1. Read far too late. It sat ~300 lines into WinMain, after the platform-profile block had already run its getenv()s -- so every setting the profile reads (BT_PLATFORM, BT_COCKPIT, BT_GLASS_PANELS, BT_DEV_GAUGES, L4CONTROLS...) was silently ignored FROM THE FILE and only ever worked as a real environment variable. Now loaded immediately after the first-breath boot line.
  2. putenv()'d comments verbatim, so a commented-out option would have become an environment variable literally named #BT_MFD_SCALE. Comments (#, ;) and blanks are skipped, and lines with no = are counted and ignored.

Added: the real environment WINS over the file (a launcher .bat overrides rather than fights), and a fully documented default is written on first run when the file is absent -- the bindings.txt convention (untracked via .gitignore, so extract-over-top never clobbers a player's settings; every option ships commented out so a fresh install behaves exactly as before).

Verified live, all three paths: first run writes 3886 bytes and applies 0 setting(s); uncommenting BT_MFD_SCALE=130 + BT_MFD_SCALE_UC=60 + BT_RADAR_POS=MIDRIGHT in the FILE drives the layout (displays UL 130% UC 60% ... radar on the right side, centred); and set BT_MFD_SCALE=90 beats the file's 130 while the file's other two settings still apply.

Verified

  • 72/72 placed, 0 shadowed, 72/72 dispatched at baseline, at 150%/135%, and at 75% + BOTTOMRIGHT.
  • exploded / dock / pod / dev boot and simulate un-regressed.
  • Captures: p3_big2 (150%), p3_radleft2 (bottom-left + slid MFD), p3_radmidl (side-mounted map at 80%), p3_fromini (settings taken from the file).

2026-07-26 (final) — Phases 4-6: the dead-button backlog, the lamp mirror, the shipped doc

Phase 4 — Mech::DuckRequest, and a census that lied in both directions

The 2026-07-20 audit listed 8 buttons with no reconstructed handler. Only ONE was still missing. Generator on/off (powersub.cpp), ToggleSeekVoltage (emitter.cpp), EjectAmmo (projweap.cpp), ToggleCooling (heatfamily_reslice.cpp) and BalanceCoolant (mech.cpp) had all landed between 07-20 and 07-25 while pod-hardware.md and open-questions.md still called them dead. docs/INPUT_PATH_AUDIT.md:190 had already flagged this ("census stale in both directions") and was right. Rule for next time: grep the reconstruction, not the prose.

Mech::DuckRequest @0049fa00 (id 0x1a, RIO 0x13 -- the manual's CROUCH button). Binary body, in full:

if (0 < *(int *)(param_2 + 0xc)) { *(undefined4 *)(param_1 + 0x398) = 1; }

Press-only; sets duckState (mech+0x398, attribute 0x37). A one-shot REQUEST flag -- the handler never clears it and the only other writer in the entire binary is the mech reset (part_012.c:9439, the same reset that zeroes incomingLock, which is how that region was already mapped). Registered in Mech::MessageHandlerEntries; [duck] log on press.

Why the flag has no reader, and why that is correct. duckState has ZERO readers anywhere in the decomp. It is published as an ATTRIBUTE, so its consumer is a databinding: content/GAUGE/L4GAUGE.CFG runs oneOfSeveralPixInt(E, ModeAlwaysActive, bduck.pcc, 3, 1, DuckState) -- "crouch mode: button 4" on the map's legend column. Verified live by capturing the Secondary/Radar window before and after a 0x13 press: the crouch icon goes grey -> orange. So the handler is COMPLETE; a crouch pose invented here would be a stand-in for data we have not found (no SQUAT clip name survives in the decomp or in content/, only DuckServo01.wav in AUDIO1.RES).

Bonus: those gauge widgets sit at offsets 537/430/322/215/108 -- a 107 pitch, independently corroborating the map legend grid measured from pixels in Phase 3.

Still open from that census: MechRIOMapper's own Keypress @004d2514 (id 0x19).

Phase 5 — L4KEYLIGHT (RGB keyboard lamp mirror)

Ported from RP412 (itself a port of vRIO's KeyboardLampMirror). Keys bound to a lamp address in bindings.txt glow with the panel palette -- yellow for the map's side columns (0x10-0x1F), red for the rest -- flashing in step with the on-screen buttons (the LampLevel copy matches the FIXED BTLampBrightnessOf from Phase 1). 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, 100 ms paint loop, repaint only on change).

The packing hazard did NOT transfer. RP412 compiles this file with forced default struct packing because its engine is /Zp1, which would break the WinRT ABI. BT411's BT_OPTS is /permissive /W0 /wd4996 /EHsc /bigobj /MP -- no /Zp -- so only the dialect flags are needed: set_source_files_properties(... COMPILE_OPTIONS "/std:c++17;/permissive-"), since the project otherwise builds C++14 /permissive. The scalars-only interface is kept regardless.

Wired in PadRIO: map built from bindings.keyBindings (ActionButton binds only, first binding per key wins, addresses < LampCount), fed from PadRIO::SetLamp, stopped in the dtor (which hands the LEDs back to Windows). Gate BT_KEYLIGHT=0.

Verified live: [keylight] mirroring 25 bound key(s) + + LAPTOP-767CF84B (24 zones - board-wide mirror) -- it claimed this machine's real keyboard. BT_KEYLIGHT=0 -> zero keylight lines, game fine. Pod profile (no PadRIO) -> zero lines. Exploded -> works.

Phase 6 — the shipped controls reference

docs/CONTROLS.md: the keyboard table plus the full 72-button pod map, grouped by the display each bank surrounds, with the coolant-valve detent warning and the eject/jam procedure. mkdist flattens it to ASCII as CONTROLS.txt at the zip root (the README's own flattening idiom). players/README.txt gained pointers to it, to environ.ini, to -fit, and to the RGB mirror. Verified: mkdist.py writes a 5149-byte pure-ASCII CONTROLS.txt into the zip.

2026-07-26 (last) — the keyboard becomes the button board (RP412 bindings port)

User decision: port RP412's bindings design and make it the DEFAULT (not an opt-in alternate), plus a BT-flavoured interactive controls page.

The layout. Letter and number rows = the MFD banks laid out where they sit on the panel; flight to the numpad so the board stays free; F1-F12 = the map's two columns; G and B unbound as the physical gap between the lower clusters. Expressed in BT's OWN grammar (slew/deflect/set, the Turn channel) -- the bindings.txt format is a compatibility surface and was not touched.

Coverage audit: 61 of 72 addresses on the keyboard, and the 11 absent ones are exactly the addresses with no authored function (0x16/0x17/0x1E/0x1F, 0x38-0x3E). 0x19 is bound (F8) purely for column completeness. All 72 stay clickable on the panel.

The scheme lands on BT's addresses unreasonably well: 1-4 + QWER are the whole 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 1995 typed-hotkey channel, and this board binds nearly everything -- so 5 (Quad), z (Eng1), t/y/u/i/o (pilot select) and +/- (zoom) go. 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, so the view-toggle and preset-cycle polls stand down for them (they poll GetAsyncKeyState directly and would otherwise have fired BOTH). View toggle lives on BACKTICK alone.

CONTROLS.MAP mirrored so glass/pod/dev still feel identical (the 2026-07-21 settlement): 90 bindings, 0 parse complaints under BT_INPUT_LOG.

Hat labels: 0x42 is TORSO CENTER [T1]

INPUT_PATH_AUDIT flagged 0x41-0x44 as mislabelled. Settled from the streamed mapping (BT_CTRLMAP_LOG): elem 66 -> subsys 17 attrID 14 = the TORSO subsystem, while 0x44/0x43/0x41 go to the mapper's look trio (attrID 10/11/12 = LookLeft/LookRight/LookBehind). The .RES itself has no "TORSO CENTER" string -- its names are LookBehind/Down/Forward/Left/Right -- so the audit's wording was loose but its substance right. Swept L4GLASSWIN / L4PADPANEL / L4VB16.

The controls page

docs/CONTROLS.html -- interactive keyboard (hover any key for its address and meaning, with the MFD clusters outlined), pad diagram, panel map, the under-glass press-target figure, the radar placement thumbnails, and the environ.ini table. Modelled on RP412's page, rewritten for BT's addresses and hazards (the coolant-valve detent warning, jams and ammo-bay fires, BASIC control mode). mkdist wraps the fragment in a doctype/charset shell and ships it beside CONTROLS.txt.

Verified

  • bindings.txt regenerates and loads: 74 keys, 0 parse errors; CONTROLS.MAP 90 bindings, 0 errors.
  • 72/72 panel addresses still dispatch on click.
  • surround / exploded / dock / pod / dev: boot + simulate, zero faults.
  • Dist carries CONTROLS.txt + a 46 KB CONTROLS.html with doctype and charset.

2026-07-28 — Sticky per-display window placement (BT_GLASS_LAYOUT)

The exploded (BT_GLASS_PANELS) windows self-place in the pod-faithful ring and re-snap once the main window appears; a dev could always drag them (they carry WS_CAPTION) but the drag never survived the menu→mission→menu relaunch loop. New BT_GLASS_LAYOUT gate (all in L4GLASSWIN.cpp, ~160 lines, no shared-file churn) persists positions to a cwd-relative glass_layout.cfg beside bindings.txt (gitignored):

  • off/0/unset (default): computed ring only, no file I/O — pod behaviour unchanged.
  • load/restore: on Create, after ComputeLayout, LoadLayout overrides wantX/wantY for each window named in the file (per-window fallback to computed) and sets a restored flag; never writes.
  • save/adjust/on/1: loads first, then SaveLayout rewrites the whole file on each finished drag (WM_EXITSIZEMOVE in the WndProc) and once more on teardown (Destroy) as a backstop. Writing on drag-finish means a hard kill still keeps the layout.

Format: # comment-tolerant, one «title»=x,y,w,h per window; title is the stable key (no = in any title). Position restored, size ignored — frame size is deterministic from content (AdjustWindowRect), so an old w,h can't distort a later geometry change; w,h are written for reference only. The restored flag makes ComputeLayout skip that window, so the post-main-window re-snap leaves hand-placed windows put. Native analogue of TeslaRel410 emulator/pod-launch's per-rig --bridge-pos/--layout args.

Verified [T2, runtime round-trip]

  • Build: Release links clean, only the 40 tolerated /FORCE externals, no compile errors.
  • load: seeded a distinctive cfg → log restored 7 window position(s), cockpit up, mission ran.
  • save: moved Flight Controls to (777,333) + drove WM_EXITSIZEMOVE → cfg written with all 7 rects, the moved one at 777,333 (proves GetWindowRect read the live window), others at ring.
  • round-trip: relaunched load against the game-written cfg → after 12 s (past the re-snap) the Flight Controls window was physically at (777,333), all 7 at their saved coords — the re-snap guard held.