Files
RP412/MUNGA_L4/L4MFDVIEW.h
T
CydandClaude Fable 5 214a8e079c Un-pack the 7-display cockpit in-engine (L4MFDSPLIT=1)
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updated; the launcher wrapper is obsolete for split-mode use.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>
2026-07-12 14:10:52 -05:00

54 lines
1.2 KiB
C++

#pragma once
#include "..\munga\style.h"
//########################################################################
//############################ MFDSplitView ##############################
//########################################################################
//
// One desktop window showing a single cockpit display, used by SVGA16's
// split mode (L4MFDSPLIT=1). The pod hardware packed the five monochrome
// MFDs into the color channels of two video outputs and mounted the map
// display rotated; on a desktop each display gets its own window instead.
//
// SVGA16 fills Pixels() (32bpp top-down, sourceWidth x sourceHeight as
// passed - already swapped by the caller for the rotated map) and calls
// Repaint(). Closing a view window just hides it.
//
class MFDSplitView
{
public:
MFDSplitView(
const char *title,
int source_width,
int source_height,
int client_width,
int client_height,
int x,
int y
);
~MFDSplitView();
Logical
TestInstance() const;
unsigned long *
Pixels()
{ return pixels; }
void
Repaint();
protected:
void
*window; // HWND
void
*blitInfo; // MFDViewBlit (header + source dims), see .cpp
unsigned long
*pixels;
int
sourceWidth,
sourceHeight;
};