Files
RP412/MUNGA_L4/L4PADRIO.h
T
CydandClaude Fable 5 1058de326d Cockpit buttons on the split displays, lamp-lit and clickable
Each MFDSplitView window now carries its display's physical button bank,
placed as in the pod (addresses per vRIO CockpitLayout): a 4x2 red
cluster around each MFD glass (anchors 0x2F/0x27/0x37 upper, 0x0F/0x07
lower, addresses descending row-major) and 6 amber buttons down each
side of the map - Secondary 0x10-0x15 left, Screen 0x18-0x1D right; the
remaining column addresses are Tesla relays, per the pod wiring, so they
get no buttons.

Buttons light from the lamp state the game commands: PadRIO grows a
static active-instance hook (SetScreenButton/GetLampState); mouse
press/release feeds PadRIO's desired-state sampling alongside pad and
keyboard, and paint decodes the lamp byte (state1/state2 brightness,
solid/slow/med/fast flash animated by tick). With real serial hardware
(no PadRIO) the buttons draw dark and inert.

Verified: map flank buttons light per the game's preset lamps, aligned
with the labels the glass draws at its edges; MFD clusters render 4+4.
Roadmap: queued the vRIO Dynamic Lighting RGB-keyboard lamp mirror as a
polish-pass item. dist repacked.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-12 14:22:38 -05:00

114 lines
2.8 KiB
C++

#pragma once
#include "l4rio.h"
//########################################################################
//############################### PadRIO #################################
//########################################################################
//
// A cockpit-less RIO: synthesizes the RIOBase control surface from an
// XInput controller and the PC keyboard, following vRIO's default
// binding profile. Selected with L4CONTROLS=PAD.
//
// Left stick -> joystick X/Y [-1..1]
// Left/right trigger-> left/right pedal [0..1]
// Right stick Y -> throttle rate (position holds) [0..1]
// A / B -> joystick trigger / reverse thrust
// X / Y / LB / RB -> pinky / thumb-low / thumb-low / thumb-high
// DPad -> joystick hat
// Back / Start -> config buttons (AuxUpperRight2 / 1)
//
// Keyboard: WASD = stick deflect (spring-back), PgUp/PgDn = throttle,
// Q/E = pedals, Space = trigger, R = reverse, arrows = hat, F1/F2 =
// config buttons.
//
// Set L4PADFLIP to a string containing 'X' and/or 'Y' to invert the
// stick axes.
//
class PadRIO :
public RIOBase
{
public:
PadRIO();
~PadRIO();
Logical
TestInstance() const;
Logical
GetNextEvent(RIOEvent *destinationPointer);
void
RequestAnalogUpdate();
void
GeneralReset();
void
ResetThrottle();
void
SetLamp(int lampNumber, int state);
// Lamp state the game has commanded, indexed by RIO lamp number.
// The on-screen cockpit buttons read this to light themselves.
enum { lampCount = 64 };
unsigned char
lampState[lampCount];
//---------------------------------------------------------------
// On-screen cockpit buttons (MFDSplitView strips) press RIO units
// through these; they are no-ops when no PadRIO is active (e.g.
// real serial hardware selected).
//---------------------------------------------------------------
static void
SetScreenButton(int unit, Logical pressed);
static int
GetLampState(int unit);
static Logical
IsActive()
{ return activeInstance != NULL; }
protected:
void
PollInputs();
void
QueueEvent(const RIOEvent &an_event);
enum { queueSize = 64 };
enum { buttonUnits = 0x48 }; // through LastMappableButton
RIOEvent
eventQueue[queueSize];
int
queueHead, queueTail;
static PadRIO
*activeInstance;
// pressed state driven by the on-screen cockpit buttons
unsigned char
screenButton[0x48];
unsigned long
lastPollTick,
lastPadCheckTick;
int
padIndex; // connected XInput slot, -1 = none
Logical
padReported; // one-time connect/disconnect log flags
Logical
analogRequested;
unsigned char
buttonDown[buttonUnits];
Scalar
throttleAccum;
Logical
invertX, invertY;
Scalar
sentThrottle, sentLeftPedal, sentRightPedal,
sentJoystickX, sentJoystickY;
};