The cockpit is now a fixed 1920x1080 canvas (uniformly scaled down on
smaller monitors, min 25%):
[ MFD UL 640 ][ MFD UC 640 ][ MFD UR 640 ] <- native glass, 1920 wide
[ viewscreen 800x600 centered ]
[ MFD LL ] [ Map ] [ MFD LR ] <- bottom edge
Playtest direction: the original pods MFDs partially occluded the main
display, and that is used here on purpose - the panes overlap the
viewscreen and render over it (viewscreen pinned to the bottom of the
sibling z-order, WS_CLIPSIBLINGS everywhere, so the 3D present clips
around every pane). Top-row glasses are gauge-canvas native 640x480 -
three across is exactly 1920. Red MFD buttons at half height; the amber
map columns stack contiguous like the pod strips. The auto-fit
scale/L4MFDSCALE machinery is gone - the canvas is the design space.
Verified live at 100% scale: contiguous native top row over the
centered viewscreen, bottom cluster overlapping its lower edge, map and
gauges updating (BOOST values moving, presets lit).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The game loop pumps ONE message per frame (APPMGR.cpp PeekMessage), and
WM_PAINT is synthesized only when the queue is otherwise empty - so the
child panes queued invalidations that never delivered: the map stayed
black and button lamps froze at their first-paint state on the live
screen. (PrintWindow-based captures forced paints and the synthetic
SendMessage click bypassed the queue, which is why every automated
verification looked fine while the live window was frozen.)
MFDSplitView::Repaint and PlasmaScreen::Update now paint synchronously
via RedrawWindow(RDW_INVALIDATE|RDW_UPDATENOW) at fill time, and the
button press/release feedback goes through the same path. Verified with
a true screen capture (CopyFromScreen): map drawing live, timer
counting, the active preset lamp bright on the map right column.
Lamp anchor sanity-check against the game code: mode switch NOV/STD/
VET/EXP = ButtonAuxUpperRight5-8 = 0x33..0x30 = the upper-right MFD
bottom strip left-to-right; presets = Secondary7-12 = 0x18-0x1D = the
map right column - both match the placed buttons.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
The pod drove five monochrome MFDs from the color channels of two video
outputs - SVGA16 packs bit-slices of the shared gauge canvas into R/G/B
of gauge window 3 (upper MFDs) and R/G of window 4 (lower MFDs), with the
map palettized on the secondary and physically mounted portrait. The
desktop reconstruction previously required an external BitBlt-mirror
wrapper.
With L4MFDSPLIT=1, SVGA16 renders each display into its own window
(MFDSplitView, plain GDI) straight from the canvas + port bit-masks:
five green-screen MFD windows and the 90CW-rotated Map, tiled in the pod
grid to the right of the main view (L4MFDSCALE percent, default 50). The
packed D3D windows stay hidden but keep presenting off-screen, leaving
the original path untouched. Handles spanning mode (2-window setups).
Also: the plasma glass now opens directly below the main view (clamped
to the work area; L4PLASMAPOS=x,y overrides) per playtest feedback.
Verified: window grid comes up as main + 5 MFDs + Map + plasma with the
packed windows hidden; screenshots confirm a green MFD score readout and
the portrait tactical map rendering correctly. dist packer and BUILD.md
updated; the launcher wrapper is obsolete for split-mode use.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>