Files
RP412/MUNGA_L4/L4MFDVIEW.h
T
CydandClaude Fable 5 461dcfb6b9 Clear the cockpit glass for the Winners Circle
The six secondary displays sit over the viewscreen like the pod's bezels
and have nothing to say once the race is over. Worse, the radar sits dead
centre along the bottom edge - directly on top of the winner's spot, so
the one position that matters was the one you could not see.

They are hidden when the podium comes up, which uncovers the canvas the
3D is already being drawn on. No matching show: the mission is over by
then, and the next race builds a fresh cockpit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 09:53:29 -05:00

151 lines
3.7 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.
//
// Each window also carries its display's physical button bank, exactly
// as mounted in the pod (geometry per vRIO's CockpitLayout):
// - MFDs: a 4x2 cluster - 4 red buttons above the glass, 4 below,
// RIO addresses descending from the cluster anchor (top-left = hi).
// - The map ("secondary screen"): 6 amber buttons down each side -
// Secondary 0x10-0x15 on the left, Screen 0x18-0x1D on the right
// (the remaining column addresses are Tesla relays, not buttons).
// Buttons light from the lamp state the game commands (via PadRIO) and
// press/release RIO units with the mouse.
//
// 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:
enum ButtonStyle
{
NoButtons = 0,
MFDStrips, // 4 above + 4 below, addresses descend from anchorA
SideColumns // 6 per side; anchorA = left base, anchorB = right base
};
// With a parent, the view is created as a chrome-less child window
// inside the single cockpit window (x/y in parent client coords);
// without one it is its own draggable desktop window.
MFDSplitView(
const char *title,
int source_width,
int source_height,
int display_width,
int display_height,
int x,
int y,
ButtonStyle button_style = NoButtons,
int anchorA = 0,
int anchorB = 0,
void *parent = 0
);
int
ClientWidth() const
{ return clientWidth; }
int
ClientHeight() const
{ return clientHeight; }
// Move the pane (child mode: parent client coords). Panes overlap
// the viewscreen like the pod's bezels, so exact placement happens
// after construction from the measured client sizes.
void
SetPosition(int x, int y);
// Re-scale the glass (cockpit resized): the source buffer is
// unchanged, only the destination size and the button geometry
// derived from it.
void
Resize(int display_width, int display_height);
// Take the pane off screen. Used for the Winners Circle, which wants
// the whole viewscreen: the panes overlap it like the pod's bezels,
// so hiding them uncovers the full canvas underneath.
void
Hide();
~MFDSplitView();
Logical
TestInstance() const;
unsigned long *
Pixels()
{ return pixels; }
void
Repaint();
// Window-procedure callbacks (public for the registered WndProc)
void
Paint();
void
MouseDown(int x, int y);
void
MouseUp();
protected:
void
LayoutButtons(
ButtonStyle button_style,
int anchorA,
int anchorB,
int display_width,
int display_height,
int *client_width,
int *client_height
);
struct ScreenButton
{
int unit;
int x, y, w, h;
int amber; // 0 = red family, 1 = amber family
};
enum { maxButtons = 20 };
void
*window; // HWND
void
*blitHeader; // BITMAPINFOHEADER for StretchDIBits
unsigned long
*pixels;
int
sourceWidth,
sourceHeight;
int
displayX, displayY,
displayW, displayH;
int
clientWidth, clientHeight;
ScreenButton
buttons[maxButtons];
int
buttonCount;
int
pressedIndex;
// kept so the bank can be rebuilt when the cockpit re-scales
ButtonStyle
buttonStyle;
int
buttonAnchorA,
buttonAnchorB;
};