Assemble the whole cockpit in a single window

The main game window becomes the cockpit shell (enlarged, clipping
children); every display folds in as a chrome-less child pane in the
pod interior arrangement:

  [ MFD UL ] [ MFD UC ] [ MFD UR ]
  [ plasma (reduced) ][ viewscreen (centered) ]
  [ MFD LL ] [   Map  ] [ MFD LR ]

The 3D scene presents into a black STATIC viewscreen child via
Present's hDestWindowOverride (new gMainPresentWindow global) - no
swap-chain changes, and STATIC's transparent hit-testing keeps mouse
input over the 3D view flowing to the game window. MFDSplitView gains a
parent/child mode; PlasmaScreen::Position reparents the glass into the
shell. Main window class background goes black for the cockpit gaps.

Verified by screenshot: live green gauges (LIFT CUT / BOOST / CHUTE /
trigger-program screens) with their red button strips, the 3D canyon in
the centered viewscreen, plasma score glass at its left, map with lit
amber preset lamps - one window, 976x1132 client at 50% scale.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Cyd
2026-07-12 14:52:26 -05:00
co-authored by Claude Fable 5
parent 775ee130a7
commit aa24968c3d
12 changed files with 222 additions and 96 deletions
+6 -2
View File
@@ -27,6 +27,10 @@ using namespace std;
LPDIRECT3D9 gD3D = NULL;
// Single-window cockpit: viewscreen child window the scene presents into
// (NULL = present to the device window as always).
HWND gMainPresentWindow = NULL;
//STUBBED: DPL RB 1/14/07
// when this is resolved it can be removed
#include "..\DPLSTUB.h"
@@ -6152,7 +6156,7 @@ void DPLRenderer::ExecuteImplementation(RendererComplexity, RendererOrigin::Inte
hr = mDevice->EndScene();
hr = mDevice->Present(NULL, NULL, NULL, NULL);
hr = mDevice->Present(NULL, NULL, gMainPresentWindow, NULL);
if (hr == D3DERR_DEVICELOST)
{
int bbCount = mPresentParams.BackBufferCount;
@@ -6187,7 +6191,7 @@ void DPLRenderer::ExecuteIdle()
hr = mDevice->EndScene();
if (mDevice->Present(NULL, NULL, NULL, NULL) == D3DERR_DEVICELOST)
if (mDevice->Present(NULL, NULL, gMainPresentWindow, NULL) == D3DERR_DEVICELOST)
{
int bbCount = mPresentParams.BackBufferCount;
int bbWidth = mPresentParams.BackBufferWidth;