Welcome to the community and thanks for posting the link.
I’ll use this reply to comment on your supplied link and include my weekly update, for those following this thread.
That application uses a similar approach to what I’m developing. That variant is written in C++ and (from an initial glance) is intended to display cockpit instruments using a specific layout, using a separate monitor or a remote PC - very similar indeed.
Mine is slightly different in its aims and approach, however.
Written in C# (DotNet / DotNet Core), my intention is to allow the entire cockpit layout (or ultimately, layouts) to be displayed (including the cockpit background) and permit any instrument to be placed in almost any location, based on how they were intended to appear in the real cockpit of the aircraft you’re flying, even able to auto-change the cockpit layout if you switch aircraft in the sim (that can be turned off by the user if they prefer).
It also allows you to design your own cockpit layouts (without code) and your own instruments (again, no coding required).
For those keen on developing their own instruments with code, it allows for that too, loading any assemblies (e.g. DLLs) that inherit the required fields and methods exposed by the Remote Cockpit Instruments Interface (that probably only makes sense to programmers). So basically, others can create their own instruments, using whichever programming language they prefer (C++, C#, etc) and it should be available for use in a cockpit.
Instruments are auto-selected from all the available instruments the cockpit has, both built plugins and user-defined instruments (those created with no code). In the event it cannot find a specific instrument for the current cockpit layout, it will substitute a generic instrument (if one exists).
It has the same approach as the instrument panel you provided the link to, allowing a cockpit to be displayed on a separate monitor or on another PC via the network (mine is intended to allow multiple displays to be useable if the user wants to split their cockpit layout on different monitors). I also tested something this week, it can overlay on the actual FS display so the dashboard is always on-screen, no matter where you look in the cockpit.
It wasn’t designed to do that, it just works that way. There are some limitations to doing that (the mouse and keyboard events are currently captured by the cockpit overlay), I’ll need to investigate if I can pass them on to the FS app itself, although other FS controls (yoke, rudder, switches, etc.) still work fine.
This week I’ve been snowed under with real work, so I’ve not had a chance to make much progress, I’m mostly bug fixing and testing the Instrument Designer, ensuring the user-generated config output can be used by the cockpit without any errors.
Also added 2 animation options to the designer, moving the animation up/down and left/right, based on the trigger value received (e.g. a requested SimVar result from SimConnect).
I still need to code these into the Generic Instrument application, to actually perform the movement but the config file can now be populated.
I also noticed a slight bug in the Generic Instrument code, if multiple animations use the same trigger, resulting in none of those animations working - I’m considering a slight re-write of the approach taken to update all animations at the same time, regardless of which trigger was received, allowing all animations to be applied each time. I’ll need to check if this has any impact on performance.
I’m in the process of adding a “Publish” feature to the designer, that allows you to copy your config and images to the cockpit plugins and images folders, meaning you can simply add your new instrument to the cockpit itself, without the need to manually copy files.
I’m also planning to add a “Test” feature, that will display your plugin and allow it to respond to values you supply, so you can see if it behaves as you expect.
Other than that, the remaining work will involve designing plenty of generic cockpit instruments (via the designer) so you always have plenty of default instruments for any layout you create, and also add some additional cockpit layouts for different aircraft for you to choose from.
Once the above is complete, it should be ready for Beta Testing.
That’s about it for this week, as always, feel free to comment and post, even if you disagree with anything or have any ideas for future enhancements.