Commit Graph
7 Commits
Author SHA1 Message Date
CydandClaude Fable 5 aa24968c3d 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>
2026-07-12 14:52:26 -05:00
CydandClaude Fable 5 c1990d0ffa Hide the mouse cursor only in fullscreen
The arcade startup hid the cursor unconditionally in release builds -
correct for a pod, but desktop windowed play needs the mouse for the
on-screen cockpit buttons and the cursor vanished over every display
window. Hide (and restore) it only when running fullscreen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:26:14 -05:00
CydandClaude Fable 5 12b31187f9 Move the build to VS2022 (v143) with runtime parity against VC9
Hand-converted the four .vcproj projects to .vcxproj (Win32, v143,
Windows 11 SDK + DXSDK June 2010 for d3dx9/dxerr only). WinTesla.sln now
builds the v143 projects; the legacy solution is kept as WinTesla_vc9.sln.

Kept: /Zp1 in Munga_L4+RP_L4, Unicode, x86, /DYNAMICBASE:NO,
/FORCE:MULTIPLE (header-defined globals still duplicated across TUs).
Changed: CRT unified to /MD(d); import libs linked by the exes instead of
merged into Munga_L4.lib; WINDOWS_IGNORE_PACKING_MISMATCH and
_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS defined;
legacy_stdio_definitions.lib for the June-2010 dxerr.lib.

Source fixes, all behavior-preserving: Time gains standard (non-volatile)
copy-ctor/assignment overloads (rvalues cannot bind to volatile& in
standard C++); operator==(SOCKADDR_IN&,...) made inline; L4DINPUT's
Enum*Callback pair renamed DIEnum* (collided with L4CTRL's under LTCG);
std::ios.in -> std::ios::in in CAMMGR.cpp.

Verified: VC9 baseline rebuilt from this tree first, then the v143 build
compared against it in a sandboxed game working copy - identical logs and
behavior through RIO init (against vRIO) and mission load, including the
same pre-existing AV in d3d_OBJECT::LoadTexture (L4D3D.cpp:262) that both
toolchains hit; documented in BUILD.md 4 as the next debugging target.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 12:22:31 -05:00
CydandClaude Opus 4.8 8d18ce0ee4 Wire up remaining DirectX SDK paths; build now succeeds
Verified full build with VC++ 2008 Express SP1 + Windows SDK v6.0A + DirectX
SDK (June 2010): 4 Projects succeeded, 0 failed (Release|Win32). Outputs:
Release\rpl4opt.exe, Release\RPL4TOOL.exe, lib\Munga_L4.lib, lib\DivLoader.lib.

Two projects referenced DirectX but were never repointed at $(DXSDK_DIR)
(they had no hardcoded path to replace earlier):

- DivLoader.vcproj: add "$(DXSDK_DIR)Include" to both compiler configs
  (was failing on D3DX9.h).
- RPL4TOOL.vcproj / RPL4TOOL VS2008.vcproj: add "$(DXSDK_DIR)Lib\x86" to the
  linker search path (was failing with LNK1181 on dinput8.lib).

.gitignore: ignore the build-output static libs that land in lib/
(Munga_L4.lib, DivLoader.lib); the dependency libs OpenAL32.lib and
libsndfile-1.lib stay tracked.

BUILD.md / docs/BUILD-NOTES.md: record the verified build, the CLI recipe,
and the DXSDK_DIR stale-environment gotcha.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 09:56:19 -05:00
CydandClaude Opus 4.8 f849415c02 Remove ATL dependency so VC++ Express can build
The Express editions of Visual C++ ship without ATL. The only ATL usage was
in MUNGA_L4/L4APP.cpp (atlbase.h/atlconv.h + USES_CONVERSION/W2A macros, all
in that one file) for wide-to-ANSI conversion of command-line arguments.

- Replace the ATL includes with a self-contained L4WideToAnsi helper (a
  WideCharToMultiByte wrapper) and local USES_CONVERSION/W2A macros that
  reproduce ATL's W2A semantics. All call sites consume the result immediately
  (stricmp / CString assignment / atoi / atol), so behaviour is unchanged.
- Set UseOfATL="0" in Munga_L4.vcproj, RP_L4.vcproj and their VS2008 variants.
- Document the Express build path and the confirmed June 2010 DirectX SDK in
  BUILD.md (new section 6) and docs/BUILD-NOTES.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 09:30:08 -05:00
CydandClaude Opus 4.8 2229f154d1 Clean solution, un-hardcode DirectX SDK path, add build docs
- WinTesla.sln: remove 6 dangling project references (BT410_L4, TextureExp,
  MeshExp, SphereExp, DetailExp, MatReplaceExp) that are not present in the
  repo, plus their config entries. Solution now builds the 4 present projects:
  Munga_L4, RP_L4, RPL4TOOL, DivLoader.
- Munga_L4.vcproj / RP_L4.vcproj: replace hardcoded
  "C:\Program Files (x86)\Microsoft DirectX SDK (March 2009)\" include/lib
  paths with the installer-provided $(DXSDK_DIR) variable, matching the
  existing VS2008 project variants.
- Add BUILD.md (toolchain/SDK requirements and build steps) and
  docs/BUILD-NOTES.md (findings, cleanup history, orphaned files).
- .gitignore: ignore *.sln.cache.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 09:12:29 -05:00
CydandClaude Opus 4.8 4abbf8879f Initial import of Red Planet v4.10 Win32 source
Imports the current Win32 source for the pod-racing game 'Red Planet',
built on the MUNGA engine and its L4 (Win32/DirectX) platform layer:

- MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend
- RP / RP_L4: Red Planet game logic and Win32 application
- DivLoader, Setup1: asset loader and installer project
- lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies

Removed stale Subversion metadata and added .gitignore/.gitattributes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 07:59:51 -05:00