Cockpit buttons on the split displays, lamp-lit and clickable
Each MFDSplitView window now carries its display's physical button bank, placed as in the pod (addresses per vRIO CockpitLayout): a 4x2 red cluster around each MFD glass (anchors 0x2F/0x27/0x37 upper, 0x0F/0x07 lower, addresses descending row-major) and 6 amber buttons down each side of the map - Secondary 0x10-0x15 left, Screen 0x18-0x1D right; the remaining column addresses are Tesla relays, per the pod wiring, so they get no buttons. Buttons light from the lamp state the game commands: PadRIO grows a static active-instance hook (SetScreenButton/GetLampState); mouse press/release feeds PadRIO's desired-state sampling alongside pad and keyboard, and paint decodes the lamp byte (state1/state2 brightness, solid/slow/med/fast flash animated by tick). With real serial hardware (no PadRIO) the buttons draw dark and inert. Verified: map flank buttons light per the game's preset lamps, aligned with the labels the glass draws at its edges; MFD clusters render 4+4. Roadmap: queued the vRIO Dynamic Lighting RGB-keyboard lamp mirror as a polish-pass item. dist repacked. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -56,10 +56,20 @@ so press-feedback works like the real button field.
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90°-rotated map), rendered CPU-side from the shared gauge canvas — the
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external BitBlt-mirror wrapper is obsolete. Verified visually (MFD score
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readout, full tactical map).
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- Next in A: on-screen RIO panel fed by `PadRIO::lampState[]` (the
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cockpit-feel layout — vRIO button clusters around the displays); port the
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full vRIO bindings-file model (deflect/rate/deadzone per axis, rebinding);
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pilot keypad (numpad → KeyEvent); Steam Input once C starts.
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- ✅ **Cockpit buttons on the displays** (2026-07-12): each split window
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carries its physical button bank — 4+4 red buttons per MFD, 6 amber per
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map side (Secondary/Screen columns; addresses per vRIO `CockpitLayout`,
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placement per the pod). Mouse presses inject into `PadRIO`; the game's
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lamp commands light them (verified: PRESET lamps lit on the map flank,
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aligned with the glass's own edge labels).
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- Next in A: port the full vRIO bindings-file model (deflect/rate/deadzone
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per axis, rebinding); pilot keypad (numpad / on-screen 4×4 → KeyEvent);
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Steam Input once C starts.
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- Polish pass (queued): **vRIO's Dynamic Lighting RGB-keyboard mirror** —
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lamp states glow on the physical keyboard's keys (per-key or zone-lit),
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blinking with the flash modes. Needs package identity for background
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light control (vRIO's `pkg\Register-vRIO.ps1` pattern; see the vRIO
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README for the Settings → Dynamic Lighting steps).
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- vRIO itself stays useful as a dev harness against unmodified builds.
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## Workstream B — In-game sessions (from TeslaConsole)
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