Ported from BT411's BT_GLASS_LAYOUT (29c502d).
The exploded view's panes are draggable desktop windows, but the
arrangement is recomputed on every launch, so dragging one somewhere
useful never survived the menu-race-menu loop.
RP412MFDLAYOUT persists it to mfd_layout.cfg beside bindings.txt:
off / 0 / unset computed arrangement only, no file (default)
load / restore restore saved positions at startup, never write
save / adjust restore, then rewrite on each finished drag
(WM_EXITSIZEMOVE) and on teardown
One "<title>=x,y,w,h" line per pane. Position is restored and the size
read and discarded: a pane's size follows its content and its button
banks, so letting an old size back in would misshape it after any
geometry change - and this port has changed that geometry twice already.
Load runs after the computed arrangement rather than instead of it, so a
pane the file does not mention simply keeps its computed spot. Only the
exploded view registers: the composited cockpit's panes are chrome-less
children with nothing to drag, so they have no position worth keeping.
RP412 needs no equivalent of BT411's "restored" flag. Its re-snap is
LayoutCockpit on WM_SIZE, which only runs in cockpit mode, so nothing
comes back later to overwrite a hand-placed window.
Verified by round trip: dragged Map to 777,333 in save mode, the file
took all six panes, and a fresh launch in load mode put it physically
back at 777,333. The harness also resized the window while moving it,
which incidentally proved the saved size really is ignored - the pane
came back correctly sized from a cfg that recorded 136x39.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
197 lines
5.3 KiB
C++
197 lines
5.3 KiB
C++
#pragma once
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#include "..\munga\style.h"
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//########################################################################
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//############################ MFDSplitView ##############################
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//########################################################################
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//
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// One desktop window showing a single cockpit display, used by SVGA16's
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// split mode (L4MFDSPLIT=1). The pod hardware packed the five monochrome
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// MFDs into the color channels of two video outputs and mounted the map
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// display rotated; on a desktop each display gets its own window instead.
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//
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// Each window also carries its display's physical button bank, exactly
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// as mounted in the pod (geometry per vRIO's CockpitLayout):
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// - MFDs: a 4x2 cluster - 4 red buttons above the glass, 4 below,
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// RIO addresses descending from the cluster anchor (top-left = hi).
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// - The map ("secondary screen"): 6 amber buttons down each side -
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// Secondary 0x10-0x15 on the left, Screen 0x18-0x1D on the right
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// (the remaining column addresses are Tesla relays, not buttons).
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// Buttons light from the lamp state the game commands (via PadRIO) and
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// press/release RIO units with the mouse.
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//
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// SVGA16 fills Pixels() (32bpp top-down, sourceWidth x sourceHeight as
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// passed - already swapped by the caller for the rotated map) and calls
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// Repaint(). Closing a view window just hides it.
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//
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class MFDSplitView
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{
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public:
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enum ButtonStyle
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{
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NoButtons = 0,
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MFDStrips, // 4 above + 4 below, addresses descend from anchorA
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SideColumns // 6 per side; anchorA = left base, anchorB = right base
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};
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// With a parent, the view is created as a chrome-less child window
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// inside the single cockpit window (x/y in parent client coords);
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// without one it is its own draggable desktop window.
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MFDSplitView(
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const char *title,
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int source_width,
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int source_height,
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int display_width,
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int display_height,
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int x,
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int y,
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ButtonStyle button_style = NoButtons,
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int anchorA = 0,
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int anchorB = 0,
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void *parent = 0
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);
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int
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ClientWidth() const
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{ return clientWidth; }
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int
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ClientHeight() const
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{ return clientHeight; }
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// Move the pane (child mode: parent client coords). Panes overlap
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// the viewscreen like the pod's bezels, so exact placement happens
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// after construction from the measured client sizes.
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void
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SetPosition(int x, int y);
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// Re-scale the glass (cockpit resized): the source buffer is
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// unchanged, only the destination size and the button geometry
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// derived from it.
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void
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Resize(int display_width, int display_height);
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// Take the pane off screen. Used for the Winners Circle, which wants
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// the whole viewscreen: the panes overlap it like the pod's bezels,
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// so hiding them uncovers the full canvas underneath.
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void
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Hide();
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// caption and HWND, for the sticky-placement file
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const char *
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Title() const
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{ return paneTitle; }
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void *
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Window()
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{ return window; }
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~MFDSplitView();
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Logical
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TestInstance() const;
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unsigned long *
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Pixels()
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{ return pixels; }
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void
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Repaint();
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// Window-procedure callbacks (public for the registered WndProc)
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void
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Paint();
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void
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MouseDown(int x, int y);
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void
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MouseUp();
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protected:
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void
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LayoutButtons(
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ButtonStyle button_style,
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int anchorA,
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int anchorB,
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int display_width,
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int display_height,
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int *client_width,
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int *client_height
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);
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struct ScreenButton
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{
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int unit;
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int x, y, w, h;
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int amber; // 0 = red family, 1 = amber family
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};
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enum { maxButtons = 20 };
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void
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*window; // HWND
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void
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*blitHeader; // BITMAPINFOHEADER for StretchDIBits
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unsigned long
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*pixels;
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int
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sourceWidth,
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sourceHeight;
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int
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displayX, displayY,
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displayW, displayH;
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int
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clientWidth, clientHeight;
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ScreenButton
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buttons[maxButtons];
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int
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buttonCount;
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int
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pressedIndex;
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// kept so the bank can be rebuilt when the cockpit re-scales
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ButtonStyle
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buttonStyle;
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int
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buttonAnchorA,
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buttonAnchorB;
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// the window caption, and the key this pane is saved under
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const char
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*paneTitle;
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// True for a pane of its own on the desktop (the exploded view); the
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// composited cockpit's panes are chrome-less children and cannot be
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// dragged, so there is nothing to remember for them.
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Logical
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ownWindow;
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};
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//########################################################################
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// Sticky window placement for the exploded view (L4MFDSPLIT=2).
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//
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// Those panes are draggable desktop windows, but the arrangement is
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// recomputed on every launch, so dragging one somewhere useful never
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// survived the menu-race-menu loop. RP412MFDLAYOUT persists it to
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// mfd_layout.cfg beside bindings.txt:
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//
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// off / 0 / unset computed arrangement only, no file (default)
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// load / restore restore saved positions at startup, never write
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// save / adjust restore, then rewrite on each finished drag and
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// on teardown - the round trip
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//
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// One "<title>=x,y,w,h" line per pane. Position is restored and size
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// ignored: a pane's size follows its content and its button banks, so an
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// old w,h from a different build must not distort it.
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//
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// Ported from BT411's BT_GLASS_LAYOUT.
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//########################################################################
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// Apply saved positions over the computed ones. Call after the panes are
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// built and placed.
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void
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MFDSplitView_LoadLayout();
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// Write every open pane's position. No-op unless the mode is save.
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void
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MFDSplitView_SaveLayout();
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