gauges: secondary/radar MFD composites live on a dev box (Milestone B)
The pod's secondary/radar cockpit surface now renders as an inset in the 800x600 dev window under BT_DEV_GAUGES: radar/tactical grid, SPEED/HEADING/ MAGNETIC/PROP dials, and the color-coded ARMOR DAMAGE mech schematic -- real gauge content (nzSec=27247), composited from the shared CPU pixelBuffer. Composite pass (engine): SVGA16::DrawDevInset palette-expands the secondary plane into a MANAGED texture on the MAIN device and draws an XYZRHW inset quad; BTDrawGaugeInset() reaches the gauge renderer's 'sec' port and is called from DPLRenderer::ExecuteImplementation as the last draw before EndScene. Three reconstruction bugs fixed to get real content: 1. BTL4Application::MakeGaugeRenderer signature mismatch (REAL fix): the reconstructed no-arg override only HID the 2007-engine's widened 3-arg virtual MakeGaugeRenderer(int*,int*,int*), so the engine built a base L4GaugeRenderer whose ctor never parsed gauge/l4gauge.cfg -> empty symbol table -> "undefined label 'bhk1Init'" -> no ports/gauges. Matched the 3-arg signature so it truly overrides (args ignored; BT is fullscreen). Same bug class as the BTL4GaugeRenderer(false,NULL,NULL,NULL) ctor fix. 2. Parse hung on undefined primitives (gated dev accommodation): the BT gauge primitive table (BTL4MethodDescription) is still a stub, so an unknown primitive -> ReportParsingError -> Fail() -> a MODAL dialog freezing the parse. Under BT_DEV_GAUGES, skip the unknown primitive's params so labels register and the base "configure" primitive builds the ports. 3. Gauge widgets AV on NULL data bindings (gated): NumericDisplayScalar's NULL value_pointer -> GaugeConnectionDirectOf ctor deref (bind NULL->static zero); RankAndScore::Execute derefs unreconstructed game state (Gauge::GuardedExecute SEH wrapper -> Disable(True) on first fault). All guards gated on BT_DEV_GAUGES: default DEV un-regressed (TARGET DESTROYED, 0 crashes) and the pod path is byte-unchanged (strict Fail, no guards). Remaining (docs/GAUGE_COMPOSITE.md): the real gauge WIDGET reconstruction (BTL4MethodDescription method table + gauge->game-state data bindings), then Step 2 (RP<->BT MFD port-name reconcile) + Step 3 (2-window layout). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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co-authored by
Claude Opus 4.8
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c13e72d0ba
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a256813395
@@ -343,13 +343,27 @@ BTL4Application::SharedData
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//#############################################################################
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//
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GaugeRenderer*
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BTL4Application::MakeGaugeRenderer()
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BTL4Application::MakeGaugeRenderer(int *secondaryIndex, int *aux1Index, int *aux2Index)
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{
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//
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// Only build the gauge renderer when the L4GAUGE environment variable
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// is set -- matches RPL4Application's getenv("L4GAUGE") gate. Note
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// the BT override takes no arguments (unlike RP's secondary/aux idx).
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// is set -- matches RPL4Application's getenv("L4GAUGE") gate.
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//
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// SIGNATURE NOTE: the shipped BT override (@004d368c) took no arguments,
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// but the 2007 WinTesla engine WIDENED the base virtual to
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// Application::MakeGaugeRenderer(int* secondaryIndex, int* aux1, int* aux2)
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// (the secondary/aux surface indices for windowed mode) and calls THAT
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// 3-arg virtual from Application::Initialize (APP.cpp:382). A no-arg
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// method here only HIDES the virtual -- it never overrides it -- so the
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// engine's L4Application::MakeGaugeRenderer ran instead and built a BASE
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// L4GaugeRenderer (which never parses gauge\l4gauge.cfg -> empty symbol
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// table -> "undefined label 'bhk1Init'" -> no ports). Matching the 3-arg
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// signature makes this the real override. BT is fullscreen with no
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// secondary/aux gauge indices, so the args are ignored (the
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// BTL4GaugeRenderer ctor hardcodes windowed=false / NULL indices).
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//
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(void)secondaryIndex; (void)aux1Index; (void)aux2Index;
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if (getenv("L4GAUGE") == NULL) // FUN_004dee74
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{
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return NULL;
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