5 UINT instr_item :: instances = 0; // Initial value of zero
6 int instr_item :: brightness = 5;/*HUD_BRT_MEDIUM*/
7 //glRGBTRIPLE instr_item :: color = {0.1, 0.7, 0.0};
8 glRGBTRIPLE instr_item :: color = {0.0, 1.0, 0.0};
10 // constructor ( No default provided )
11 instr_item::instr_item(
21 handle ( ++instances ),
22 load_value_fn ( data_source ),
23 disp_factor ( data_scaling ),
25 is_enabled ( working ),
31 scrn_pos.right = width;
32 scrn_pos.bottom = height;
34 // Set up convenience values for centroid of the box and
35 // the span values according to orientation
37 if (opts & HUDS_VERT) { // Vertical style
38 // Insure that the midpoint marker will fall exactly at the
40 if (!(scrn_pos.bottom % 2))
43 scr_span = scrn_pos.bottom;
46 // Insure that the midpoint marker will fall exactly at the
48 if (!(scrn_pos.right % 2))
51 scr_span = scrn_pos.right;
54 // Here we work out the centroid for the corrected box.
55 mid_span.x = scrn_pos.left + (scrn_pos.right >> 1);
56 mid_span.y = scrn_pos.top + (scrn_pos.bottom >> 1);
60 instr_item::~instr_item ()
67 // break_display This is emplaced to provide hooks for making
68 // instruments unreliable. The default behavior is
69 // to simply not display, but more sophisticated behavior is available
70 // by over riding the function which is virtual in this class.
72 void instr_item::break_display ( bool bad )
79 void instr_item::SetBrightness ( int level )
81 brightness = level; // This is all we will do for now. Later the
82 // brightness levels will be sensitive both to
83 // the control knob and the outside light levels
84 // to emulated night vision effects.
88 UINT instr_item::get_Handle( void )