It is a draggable top-level window whenever L4PLASMA=SCREEN, which makes
it the last one still being placed fresh every launch. It joins
mfd_layout.cfg under "Plasma Display", the caption it already carries -
the same key-is-the-title rule the display panes follow.
Position only, like the panes: the glass is 128x32 at L4PLASMASCALE, so
its size is a setting rather than something to drag.
It registers and loads at the point it creates its window rather than
leaving that to SVGA16. The glass comes from the gauge renderer and the
panes from the video mode, and nothing guarantees which is built first;
loading in both places means whichever runs second simply re-applies a
placement the first already has. Its window procedure picks up the same
WM_EXITSIZEMOVE save the panes have, so a drag writes the file straight
away, and the destructor forgets the window before destroying it.
Verified by round trip in the exploded view: dragged to 640,880, the
file took "Plasma Display=640,880,528,167" alongside the panes and the
game window, and a fresh launch in load mode put it physically back at
640,880. The three load lines in the log - one window, then two, then
eight - are the ordering doing its job.
Co-Authored-By: Claude Opus 5 (1M context) <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 assembled shell could exceed the work area (1291px tall at default
scale) - on a 1080p monitor the whole lower row, map included, hung off
the bottom of the screen, which read as the map not rendering, and the
lamp-reactive preset buttons were unreachable down there. (The render
and click paths themselves were verified fine: a synthetic press on a
map preset button lights it through the game lamp command.)
The layout now measures SPI_GETWORKAREA and fits: the pane scale steps
down (to 20% minimum) and the viewscreen takes the leftover height at
the 3D aspect, shrinking below native when needed - Present stretches,
so the scene scales cleanly. Rows and viewscreen center in the shell,
which is sized to the work area. Verified: at 70% panes in a 1392-high
work area the viewscreen reduced to 609x457 with everything on screen.
The plasma glass sits out of the cockpit for the moment
(PlasmaScreen::Hide) per playtest direction.
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>
[ MFD UL ] [ MFD UC ] [ MFD UR ]
[ plasma (reduced) ][ main screen (centered) ]
[ MFD LL ] [ Map ] [ MFD LR ]
SVGA16 moves the main game window into the middle band (centered under
the MFD columns) and shrinks the plasma glass to fill the space at its
left via a new PlasmaScreen::Position hook (the glass paint stretches to
the client area, so resizing rescales it). Lower row sits below the
main screen band.
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>
Splits the control surface the game consumes from the RIO board into
RIOBase (8 virtuals + the five analog scalars); the serial RIO is now one
implementation of it. Adds two new ones:
- PadRIO (L4CONTROLS=PAD): in-process RIO speaking the full surface from
an XInput controller + PC keyboard using vRIO's default profile (left
stick/WASD = stick, triggers/Q,E = pedals, right stick Y/PgUp,PgDn =
rate throttle that holds position, A/Space = trigger, B/R = reverse,
dpad/arrows = hat, Start,Back/F1,F2 = config). Samples in GetNextEvent
so button latency does not depend on the 15 s menu-time analog cadence;
hot-plugs pads; L4PADFLIP=XY inverts stick axes; lamp commands land in
lampState[] for the planned on-screen cockpit panel. The stock
VTVRIOMapper/lamp/button path runs unchanged.
- PlasmaScreen (L4PLASMA=SCREEN): the 128x32 plasma glass as a desktop
window in plasma orange (L4PLASMASCALE, default x4), rendering the same
Video8BitBuffered surface the gauge system always drew; no COM port.
Verified in the sandbox with vRIO off and no serial devices: boots to a
running mission, controller hot-detected, plasma window drawing live game
content (score readout). BUILD.md 4 documents the desktop environ.ini and
bindings; roadmap updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>