The polish-backlog item, implemented from vRIO KeyboardLampMirror: game-commanded RIO lamp states paint per-key RGB keyboards through Windows Dynamic Lighting (WinRT LampArray). Keys bound to lamp addresses in the active bindings profile glow with the panel palette (red banks, yellow Secondary/Screen columns), flash modes use the exact L4MFDVIEW formula so keyboard and on-screen buttons blink in step, unbound keys are blacked out so the board reads as the button field, and zone-lit keyboards fall back to a board-wide mirror of the strongest lamp. Advantage over vRIO: Dynamic Lighting grants LEDs to the FOREGROUND app - which is the game - so no Windows settings dance. Isolation: L4KEYLIGHT.cpp compiles /std:c++17 + DEFAULT packing + conformance (per-file vcxproj settings; the engine /Zp1 would break the WinRT ABI) with a scalars-only interface, and all WinRT work runs on a private worker thread (watcher, claiming, 100ms paint loop). On by default with a bindings map present; RP412KEYLIGHT=0 opts out; missing Dynamic Lighting logs once and stays dormant. Verified live on the dev laptop: claimed its 24-zone keyboard (board-wide mirror) during a race; race cycling with per-race start/stop of the mirror thread stays green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
481 lines
22 KiB
XML
481 lines
22 KiB
XML
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