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>
120 lines
8.8 KiB
Markdown
120 lines
8.8 KiB
Markdown
---
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id: glass-cockpit
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title: "Glass Cockpit — the desktop developer layer (BT_GLASS / BT_STEAM)"
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status: living
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source_sections: "plan 2026-07-17; CMakeLists.txt gates; BT412 prior art (reference only)"
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related_topics: [pod-hardware, build-and-run, multiplayer, gauges-hud]
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key_terms: [PadRIO, miniconsole, glass-cockpit]
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open_questions: []
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---
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# Glass Cockpit — the desktop developer layer
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**Purpose:** developer tooling so game developers can test their work WITHOUT booting a Tesla II
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pod — and stay far enough out of the game that nothing a real pod requires can break. NOT a
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consumer product (GDI-grade UI is the ceiling). Pod fidelity outranks desktop convenience in
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every trade-off.
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## The compile gates (the ONLY compile-time feature gates in the tree)
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| Gate | Default | Adds |
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|---|---|---|
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| `BT_GLASS` | OFF | PadRIO input (XInput+keyboard), per-display cockpit windows (or the legacy single button panel), desktop plasma window, `glass` platform preset, miniconsole mission launcher |
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| `BT_STEAM` | OFF (requires `BT_GLASS`) | Steam transport (`ISteamNetworkingSockets`) + `ISteamMatchmaking` lobby |
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- A **no-flags configure is the pure pod game** — the build of record. `cmake` options are
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cached, so a developer configures a `build/` with `-DBT_GLASS=ON` once.
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- Build dirs: `build-pod/` (defaults, purity), `build/` (dev, glass ON), `build-steam/` (ON/ON).
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- **Convention:** `BT_GLASS`/`BT_STEAM` are compile gates; every other `BT_*` name is a RUNTIME
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env gate (`BTEnvOn`) — do not add compile gates without updating this file.
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- No weak-linkage/optional symbols — `/FORCE` turns unresolved externals into runtime AVs
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([[reconstruction-gotchas]]); gated calls must be structurally present-or-absent at compile time.
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## Plan of record (2026-07-17)
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Working branch `glass-cockpit` (from master `e2c21c4`). Steps: (1) gates+scaffolding [THIS],
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(2) PadRIO glass cockpit, (3) miniconsole self-launch, (4) Steam transport+lobby. Full plan:
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the approved plan file; running detail: `docs/GLASS_COCKPIT.md`. The retired BT412 trees
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(`C:\VWE\BT412`; local branch `local-abandoned-20260717`) are read-only reference — no code is
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copied from them.
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## Status
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- **Step 1 (gates + scaffolding): DONE 2026-07-17.** CMake options + defines; 3-config
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configure matrix + negative test + defaults build verified.
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- **Step 2a (.CTL id audit): DONE 2026-07-17 [T2].** The streamed `.CTL` positional ids landed
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every `MechControlsMapper` record ONE MEMBER LATE (our chain starts at 2, the binary's at 3)
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— a latent REAL-POD bug (RIO throttle would drive pedalsPosition), masked on dev boxes by the
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keyboard bridge. Fixed ungated: ids pinned to binary numbering + id-2 pad + static_assert
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locks (`mechmppr.hpp/.cpp`); torso/weapon chains were already aligned. Permanent env-gated
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diagnostic: `BT_CTRLMAP_LOG=1` dumps every streamed record's resolved member offset
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(`L4CTRL.cpp CreateStreamedMappings`). Full evidence: `docs/GLASS_COCKPIT.md` §2a.
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- **Step 2 (PadRIO glass cockpit): DONE 2026-07-17 [T2].** `RIOBase` seam (`L4RIO.h`,
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unconditional) + gated `L4CONTROLS=PAD` → `PadRIO` (`L4PADRIO.*` XInput+keyboard,
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`L4PADBINDINGS.*` `content\bindings.txt`); bridge stand-downs auto-yield to a live device
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(`BTRIODevicePresent`, `BT_KEY_BRIDGE` unset=auto/0=off/1=on); on-screen panel `L4PADPANEL.*`
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follows **vRIO** (`C:\VWE\vrio` CockpitLayout/PanelCanvas — 104 controls incl. the two hex
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keypads → real KeyEvents; right-click latch); desktop plasma `L4PLASMAWIN.*`
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(`L4PLASMA=SCREEN`, buffer is top-down); `-platform glass` preset + run.cmd token. Secondary
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displays reuse the EXISTING dev-gauge modes (dock / `BT_DEV_GAUGES_WINDOW=1` window /
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`_DOCK=1` overlay — [[gauges-hud]]); no new MFD code, no `L4VB16.cpp` exposure.
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**Button-trap guard:** base `ConfigureMappableMessageHandler` no longer `abort()`s by default
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(`BT_BUTTON_TRAP=1` restores) — each `[FAIL]` log = a missing L4 override to reconstruct.
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Verified: authentic-path input (engine push → streamed `.CTL` → mapper), panel-click
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survival, 2-node loopback MP un-regressed on the pod build. Detail: `docs/GLASS_COCKPIT.md`.
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- **Step 3 (miniconsole): DONE 2026-07-17 [T2].** `game/glass/btl4fe.*` (menu + console-shape
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egg writer, golden-tested vs MP.EGG) + `btl4console.*` (the marshal: a worker-thread console
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CLIENT speaking the btconsole.py wire verbatim; `content\marshal.log`). ZERO engine hooks —
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the engine runs the stock console ladder. Per-mission process relaunch; `BT_FE_*` env arms the
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marshal (menu relaunches clear it). Verified: solo cycle (menu→mission→60s clock→stop→menu)
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and menu-hosted 2-node LAN.
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- **Step 4 (Steam): CODE COMPLETE 2026-07-18 [T2 single-machine].** See [[steam-networking]] —
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the wire seam + `L4STEAMNET` identity-token transport + `btl4lobby`. Live 2-account
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cross-machine session pending (`docs/STEAM_TEST.md`).
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- **Input-coverage audit + keyboard reconciliation: DONE 2026-07-20 [T2].** Root cause of the
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dead panel: `MechRIOMapper`'s message ids were chained one enum too high (0x19-0x2a) — the
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binary RIO table @0051dd30 re-registers the BASE aux/zoom ids 3..0x13 (Hotbox 0x1a); fixed
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ungated + static_assert-locked (`btl4mppr.hpp`) → all 24 MFD-bank + 2 zoom buttons live
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(52/72 panel buttons now work; 8 dead await handler reconstruction — Gitea backlog issue;
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12 have no streamed mapping authored, authentically inert). **Keyboard = the ~20 core
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gameplay actions on the CONTROLS.MAP keys; the PANEL covers every pod address by click**
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(right-click = hold latch) — the merged default profile lives in `L4PADBINDINGS.cpp`
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(auto-writes `content\bindings.txt`; W/S/A/D/Q/E/R/F/X drive, 1-4/Space/Ctrl fire, M/N/H/C =
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pod buttons 0x18/0x15/0x2C/0x2F, `/V view toggle + J/K/L preset cycles hardcoded in PadRIO).
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Bound keys are SUPPRESSED from the typed 1995 channel (`PadRIO::SuppressKey`, the btinput
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pattern — ended the glass double-dispatch: 'w'=pilot-select, numpad/F-key key-up aliases);
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unbound keys keep their authentic meanings (5/z presets, t-o pilot select, +/- zoom).
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In BAS control mode the pod turns with the STICK (Q/E) and pedals are inactive — authentic;
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A/D turn in MID/ADV. Full audit + census: `docs/GLASS_COCKPIT.md` §2026-07-20.
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- **Per-display cockpit windows (`BT_GLASS_PANELS`): DONE 2026-07-20 [T2 startup-verified].**
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The `-platform glass` preset now breaks the secondary displays out of the single combined
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panel/strip into ONE desktop window PER pod display, each carrying that display's surface
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WITH its RIO button bank placed around it, arranged pod-faithfully around the main view
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(`engine/MUNGA_L4/L4GLASSWIN.*`, new TU). Windows: **Heat (UL) / Mfd2 (UC) / Comm (UR) /
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Mfd1 (LL) / Mfd3 (LR)** each with 8 RED MFD buttons split 4 above / 4 below the surface;
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**Secondary/Radar** (portrait `sec`) with the 12 YELLOW Secondary buttons split left/right;
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a **Flight Controls** window for the no-display banks (throttle 0x38-3F, joystick/fire
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0x40-47, panic). Each window is a GDI window (like [[gauges-hud]]'s pad panel + the plasma
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window) — the surface is CPU-expanded from the shared gauge buffer
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(`SVGA16::ExpandPlaneToBGRA`, no D3D) and `StretchDIBits`'d in, so the **whole D3D
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dev-composite path (dock / separate window / overlay) stands down** while these are up
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(`BTDrawGaugeInset`/`BTGaugeWindowRenderAndPresent` early-return; no `gBTGaugeDockBottom`
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strip). Runtime gate **`BT_GLASS_PANELS`** (default ON under `-platform glass`, `=0` falls
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back to the single pad panel + docked gauges) — read by `L4PADRIO` (which panel to create),
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`L4VB16` (suppress compositing), and `btl4main` (skip the world-window dock strip). The
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display↔bank map (spine of the feature): Heat 0x28-2F, Mfd2 0x20-27, Comm 0x30-37,
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Mfd1 0x08-0F, Mfd3 0x00-07, sec 0x10-1B ([[pod-hardware]] §Bank→MFD). Verified: build +
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bounded glass launch — `[glasswin] per-display cockpit up (7 windows…)`, no crash, full
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mission loop un-regressed; surfaces carry LIVE gauge content (`BT_GLASS_LOG` = per-surface
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resolve/pixel diagnostic). Layout constants (surface sizes, exact button sub-positions,
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yellow left/right split) are marked tunable in `L4GLASSWIN.cpp`. Detail: `docs/GLASS_COCKPIT.md`.
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⚠ **Bug found + fixed during bring-up:** surfaces were blank because `application`/`ghWnd` are
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duplicate-defined globals that bind non-deterministically under `/FORCE` — the fresh
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`L4GLASSWIN` TU read `application == NULL` → gauge renderer NULL. Fix: reach the
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renderer/window via `BTResolveGaugeRenderer()`/`BTResolveMainWindow()`, DEFINED in
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`game/btl4main.cpp` off its real `btl4App`/`hWnd` pointers (never the globals directly). See
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[[reconstruction-gotchas]] §6 duplicate-GLOBAL corollary.
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## Key Relationships
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- Extends: [[pod-hardware]] (RIO input path) · Uses: [[gauges-hud]] dev-gauge modes ·
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Feeds: [[multiplayer]] (miniconsole hosting, Steam transport) · Build: [[build-and-run]]
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