1 // panel.cxx - default, 2D single-engine prop instrument panel
3 // Written by David Megginson, started January 2000.
5 // This program is free software; you can redistribute it and/or
6 // modify it under the terms of the GNU General Public License as
7 // published by the Free Software Foundation; either version 2 of the
8 // License, or (at your option) any later version.
10 // This program is distributed in the hope that it will be useful, but
11 // WITHOUT ANY WARRANTY; without even the implied warranty of
12 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 // General Public License for more details.
15 // You should have received a copy of the GNU General Public License
16 // along with this program; if not, write to the Free Software
17 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
29 #include <stdio.h> // sprintf
35 #include <simgear/debug/logstream.hxx>
36 #include <simgear/misc/sg_path.hxx>
38 #include <Main/globals.hxx>
39 #include <Main/fg_props.hxx>
40 #include <Main/viewmgr.hxx>
41 #include <Objects/texload.h>
42 #include <Time/light.hxx>
52 #if defined( NONE ) && defined( _MSC_VER )
53 # pragma message( "A sloppy coder has defined NONE as a macro!!!" )
56 # pragma warn A sloppy coder has defined NONE as a macro!!!
61 ////////////////////////////////////////////////////////////////////////
63 ////////////////////////////////////////////////////////////////////////
67 * Calculate the aspect adjustment for the panel.
70 get_aspect_adjust (int xsize, int ysize)
72 float ideal_aspect = float(WIN_W) / float(WIN_H);
73 float real_aspect = float(xsize) / float(ysize);
74 return (real_aspect / ideal_aspect);
79 ////////////////////////////////////////////////////////////////////////
81 ////////////////////////////////////////////////////////////////////////
86 return (fgGetBool("/sim/virtual-cockpit") ||
87 ((current_panel != 0) &&
88 (current_panel->getVisibility()) &&
89 (globals->get_viewmgr()->get_current() == 0) &&
90 (globals->get_current_view()->get_view_offset() == 0.0)));
95 ////////////////////////////////////////////////////////////////////////
96 // Implementation of FGTextureManager.
97 ////////////////////////////////////////////////////////////////////////
99 map<string,ssgTexture *> FGTextureManager::_textureMap;
102 FGTextureManager::createTexture (const string &relativePath)
104 ssgTexture * texture = _textureMap[relativePath];
106 SG_LOG( SG_COCKPIT, SG_DEBUG,
107 "Texture " << relativePath << " does not yet exist" );
108 SGPath tpath(globals->get_fg_root());
109 tpath.append(relativePath);
110 texture = new ssgTexture((char *)tpath.c_str(), false, false);
111 _textureMap[relativePath] = texture;
112 if (_textureMap[relativePath] == 0)
113 SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
114 SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
115 << " handle=" << texture->getHandle() );
124 ////////////////////////////////////////////////////////////////////////
125 // Implementation of FGCropped Texture.
126 ////////////////////////////////////////////////////////////////////////
129 FGCroppedTexture::FGCroppedTexture ()
130 : _path(""), _texture(0),
131 _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
136 FGCroppedTexture::FGCroppedTexture (const string &path,
137 float minX, float minY,
138 float maxX, float maxY)
139 : _path(path), _texture(0),
140 _minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY)
145 FGCroppedTexture::~FGCroppedTexture ()
151 FGCroppedTexture::getTexture ()
154 _texture = FGTextureManager::createTexture(_path);
161 ////////////////////////////////////////////////////////////////////////
162 // Implementation of FGPanel.
163 ////////////////////////////////////////////////////////////////////////
165 FGPanel * current_panel = NULL;
166 static fntRenderer text_renderer;
167 static fntTexFont *default_font;
168 static fntTexFont *led_font;
176 _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
177 _x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
180 _xsize_node(fgGetNode("/sim/startup/xsize", true)),
181 _ysize_node(fgGetNode("/sim/startup/ysize", true))
183 setVisibility(fgPanelVisible());
194 for (instrument_list_type::iterator it = _instruments.begin();
195 it != _instruments.end();
204 * Add an instrument to the panel.
207 FGPanel::addInstrument (FGPanelInstrument * instrument)
209 _instruments.push_back(instrument);
214 * Initialize the panel.
220 char* envp = ::getenv( "FG_FONTS" );
221 if ( envp != NULL ) {
222 base_path.set( envp );
224 base_path.set( globals->get_fg_root() );
225 base_path.append( "Fonts" );
230 // Install the default font
232 fntpath.append( "typewriter.txf" );
233 default_font = new fntTexFont ;
234 default_font -> load ( (char *)fntpath.c_str() ) ;
236 // Install the LED font
238 fntpath.append( "led.txf" );
239 led_font = new fntTexFont ;
240 led_font -> load ( (char *)fntpath.c_str() ) ;
245 * Bind panel properties.
250 fgTie("/sim/panel/visibility", &_visibility);
251 fgSetArchivable("/sim/panel/visibility");
252 fgTie("/sim/panel/x-offset", &_x_offset);
253 fgSetArchivable("/sim/panel/x-offset");
254 fgTie("/sim/panel/y-offset", &_y_offset);
255 fgSetArchivable("/sim/panel/y-offset");
256 fgTie("/sim/panel/jitter", &_jitter);
257 fgSetArchivable("/sim/panel/jitter");
263 * Unbind panel properties.
268 fgUntie("/sim/panel/visibility");
269 fgUntie("/sim/panel/x-offset");
270 fgUntie("/sim/panel/y-offset");
279 FGPanel::update (int dt)
281 // Do nothing if the panel isn't visible.
282 if ( !fgPanelVisible() ) {
286 // If the mouse is down, do something
289 if (_mouseDelay < 0) {
290 _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
295 // Now, draw the panel
296 float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
297 _ysize_node->getIntValue());
298 if (aspect_adjust <1.0)
299 update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
301 update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
306 FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
308 // Calculate accelerations
309 // and jiggle the panel accordingly
310 // The factors and bounds are just
311 // initial guesses; using sqrt smooths
313 double x_offset = _x_offset;
314 double y_offset = _y_offset;
316 if (_jitter != 0.0) {
317 double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
318 double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
319 double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
321 double a_zx_pilot = a_z_pilot - a_x_pilot;
323 int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter)) *
324 (a_y_pilot < 0 ? -1 : 1);
325 int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
326 (a_zx_pilot < 0 ? -1 : 1);
328 // adjustments in screen coordinates
329 x_offset += x_adjust;
330 y_offset += y_adjust;
333 if(fgGetBool("/sim/virtual-cockpit")) {
334 setupVirtualCockpit();
336 glMatrixMode(GL_PROJECTION);
339 gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
340 // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
342 glMatrixMode(GL_MODELVIEW);
346 glTranslated(x_offset, y_offset, 0);
349 // Draw the background
350 glEnable(GL_TEXTURE_2D);
351 glDisable(GL_LIGHTING);
353 glEnable(GL_ALPHA_TEST);
354 glEnable(GL_COLOR_MATERIAL);
355 // glColor4f(1.0, 1.0, 1.0, 1.0);
356 if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
357 glColor4fv( cur_light_params.scene_diffuse );
359 glColor4f(0.7, 0.2, 0.2, 1.0);
362 glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
363 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
364 // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
365 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
367 glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X, WIN_Y, 0);
368 glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
369 glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
370 glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
373 for (int i = 0; i < 4; i ++) {
374 // top row of textures...(1,3,5,7)
375 glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
376 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
378 glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
379 glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
380 glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + _height, 0);
381 glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + _height, 0);
383 // bottom row of textures...(2,4,6,8)
384 glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
385 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
387 glTexCoord2f(0.0, 0.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y, 0);
388 glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y, 0);
389 glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
390 glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
396 // Draw the instruments.
397 instrument_list_type::const_iterator current = _instruments.begin();
398 instrument_list_type::const_iterator end = _instruments.end();
400 for ( ; current != end; current++) {
401 FGPanelInstrument * instr = *current;
403 glTranslated(x_offset, y_offset, 0);
404 glTranslated(instr->getXPos(), instr->getYPos(), 0);
409 if(fgGetBool("/sim/virtual-cockpit")) {
410 cleanupVirtualCockpit();
412 glMatrixMode(GL_PROJECTION);
414 glMatrixMode(GL_MODELVIEW);
418 ssgForceBasicState();
419 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
422 // Yanked from the YASim codebase. Should probably be replaced with
423 // the 4x4 routine from plib, which is more appropriate here.
424 static void invert33Matrix(float* m)
426 // Compute the inverse as the adjoint matrix times 1/(det M).
427 // A, B ... I are the cofactors of a b c
430 float a=m[0], b=m[1], c=m[2];
431 float d=m[3], e=m[4], f=m[5];
432 float g=m[6], h=m[7], i=m[8];
434 float A = (e*i - h*f);
435 float B = -(d*i - g*f);
436 float C = (d*h - g*e);
437 float D = -(b*i - h*c);
438 float E = (a*i - g*c);
439 float F = -(a*h - g*b);
440 float G = (b*f - e*c);
441 float H = -(a*f - d*c);
442 float I = (a*e - d*b);
444 float id = 1/(a*A + b*B + c*C);
446 m[0] = id*A; m[1] = id*D; m[2] = id*G;
447 m[3] = id*B; m[4] = id*E; m[5] = id*H;
448 m[6] = id*C; m[7] = id*F; m[8] = id*I;
452 FGPanel::setupVirtualCockpit()
455 FGViewer* view = globals->get_current_view();
457 // Corners for the panel quad. These numbers put a "standard"
458 // panel at 1m from the eye, with a horizontal size of 60 degrees,
459 // and with its center 5 degrees down. This will work well for
460 // most typical screen-space panel definitions. In principle,
461 // these should be settable per-panel, so that you can have lots
462 // of panel objects plastered about the cockpit in realistic
463 // positions and orientations.
464 float DY = .0875; // tan(5 degrees)
465 float a[] = { -0.5773503, -0.4330172 - DY, -1 }; // bottom left
466 float b[] = { 0.5773503, -0.4330172 - DY, -1 }; // bottom right
467 float c[] = { -0.5773503, 0.4330172 - DY, -1 }; // top left
469 // A standard projection, in meters, with especially close clip
471 glMatrixMode(GL_PROJECTION);
474 gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
477 glMatrixMode(GL_MODELVIEW);
480 // Generate a "look at" matrix using OpenGL (!) coordinate
483 float pitch = view->get_view_tilt();
484 float rot = view->get_view_offset();
485 lookat[0] = -sin(rot);
486 lookat[1] = sin(pitch) / cos(pitch);
487 lookat[2] = -cos(rot);
488 if(fabs(lookat[1]) > 9999) lookat[1] = 9999; // FPU sanity
489 gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
491 // Translate the origin to the location of the panel quad
492 glTranslatef(a[0], a[1], a[2]);
494 // Generate a matrix to translate unit square coordinates from the
495 // panel to real world coordinates. Use a basis for the panel
496 // quad and invert. Note: this matrix is relatively expensive to
497 // compute, and is invariant. Consider precomputing and storing
498 // it. Also, consider using the plib vector math routines, so the
499 // reuse junkies don't yell at me. (Fine, I hard-coded a cross
500 // product. Just shoot me and be done with it.)
501 float u[3], v[3], w[3], m[9];
502 for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
503 for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
504 w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
505 w[1] = u[2]*v[0] - v[2]*u[0];
506 w[2] = u[0]*v[1] - v[0]*u[1];
507 for(int i=0; i<3; i++) { // |Ux Uy Uz|-1
508 m[i] = u[i]; // m =|Vx Vy Vz|
509 m[i+3] = v[i]; // |Wx Wy Wz|
514 float glm[16]; // Expand to a 4x4 OpenGL matrix.
515 glm[0] = m[0]; glm[4] = m[1]; glm[8] = m[2]; glm[12] = 0;
516 glm[1] = m[3]; glm[5] = m[4]; glm[9] = m[5]; glm[13] = 0;
517 glm[2] = m[6]; glm[6] = m[7]; glm[10] = m[8]; glm[14] = 0;
518 glm[3] = 0; glm[7] = 0; glm[11] = 0; glm[15] = 1;
521 // Finally, a scaling factor to convert the 1024x768 range the
522 // panel uses to a unit square mapped to the panel quad.
523 glScalef(1./1024, 1./768, 1);
525 // Scale to the appropriate vertical size. I'm not quite clear on
526 // this yet; an identical scaling is not appropriate for
527 // _width, for example. This should probably go away when panel
528 // coordinates get sanified for virtual cockpits.
529 glScalef(1, _height/768.0, 1);
531 // Now, turn off the Z buffer. The panel code doesn't need
532 // it, and we're using different clip planes anyway (meaning we
533 // can't share it without glDepthRange() hackery or much
534 // framebuffer bandwidth wasteage)
535 glDisable(GL_DEPTH_TEST);
539 FGPanel::cleanupVirtualCockpit()
541 glMatrixMode(GL_PROJECTION);
543 glMatrixMode(GL_MODELVIEW);
545 glEnable(GL_DEPTH_TEST);
550 * Set the panel's visibility.
553 FGPanel::setVisibility (bool visibility)
555 _visibility = visibility;
560 * Return true if the panel is visible.
563 FGPanel::getVisibility () const
570 * Set the panel's background texture.
573 FGPanel::setBackground (ssgTexture * texture)
579 * Set the panel's multiple background textures.
582 FGPanel::setMultiBackground (ssgTexture * texture, int idx)
589 * Set the panel's x-offset.
592 FGPanel::setXOffset (int offset)
594 if (offset <= 0 && offset >= -_width + WIN_W)
600 * Set the panel's y-offset.
603 FGPanel::setYOffset (int offset)
605 if (offset <= 0 && offset >= -_height)
611 * Perform a mouse action.
614 FGPanel::doMouseAction (int button, int updown, int x, int y)
616 // FIXME: this same code appears in update()
617 int xsize = _xsize_node->getIntValue();
618 int ysize = _ysize_node->getIntValue();
619 float aspect_adjust = get_aspect_adjust(xsize, ysize);
621 // Note a released button and return
622 // cerr << "Doing mouse action\n";
625 _mouseInstrument = 0;
629 // Scale for the real window size.
630 if (aspect_adjust < 1.0) {
631 x = int(((float)x / xsize) * WIN_W * aspect_adjust);
632 y = int(WIN_H - ((float(y) / ysize) * WIN_H));
634 x = int(((float)x / xsize) * WIN_W);
635 y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
638 // Adjust for offsets.
642 // Search for a matching instrument.
643 for (int i = 0; i < (int)_instruments.size(); i++) {
644 FGPanelInstrument *inst = _instruments[i];
645 int ix = inst->getXPos();
646 int iy = inst->getYPos();
647 int iw = inst->getWidth() / 2;
648 int ih = inst->getHeight() / 2;
649 if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) {
652 _mouseInstrument = inst;
653 _mouseButton = button;
656 // Always do the action once.
657 _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
666 ////////////////////////////////////////////////////////////////////////.
667 // Implementation of FGPanelAction.
668 ////////////////////////////////////////////////////////////////////////
670 FGPanelAction::FGPanelAction ()
674 FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
675 : _button(button), _x(x), _y(y), _w(w), _h(h)
677 for (unsigned int i = 0; i < _bindings.size(); i++)
681 FGPanelAction::~FGPanelAction ()
686 FGPanelAction::addBinding (FGBinding * binding)
688 _bindings.push_back(binding);
692 FGPanelAction::doAction ()
695 int nBindings = _bindings.size();
696 for (int i = 0; i < nBindings; i++) {
697 _bindings[i]->fire();
704 ////////////////////////////////////////////////////////////////////////
705 // Implementation of FGPanelTransformation.
706 ////////////////////////////////////////////////////////////////////////
708 FGPanelTransformation::FGPanelTransformation ()
713 FGPanelTransformation::~FGPanelTransformation ()
720 ////////////////////////////////////////////////////////////////////////
721 // Implementation of FGPanelInstrument.
722 ////////////////////////////////////////////////////////////////////////
725 FGPanelInstrument::FGPanelInstrument ()
731 FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
737 FGPanelInstrument::~FGPanelInstrument ()
739 for (action_list_type::iterator it = _actions.begin();
740 it != _actions.end();
748 FGPanelInstrument::setPosition (int x, int y)
755 FGPanelInstrument::setSize (int w, int h)
762 FGPanelInstrument::getXPos () const
768 FGPanelInstrument::getYPos () const
774 FGPanelInstrument::getWidth () const
780 FGPanelInstrument::getHeight () const
786 FGPanelInstrument::addAction (FGPanelAction * action)
788 _actions.push_back(action);
791 // Coordinates relative to centre.
793 FGPanelInstrument::doMouseAction (int button, int x, int y)
796 action_list_type::iterator it = _actions.begin();
797 action_list_type::iterator last = _actions.end();
798 for ( ; it != last; it++) {
799 if ((*it)->inArea(button, x, y)) {
810 ////////////////////////////////////////////////////////////////////////
811 // Implementation of FGLayeredInstrument.
812 ////////////////////////////////////////////////////////////////////////
814 FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
815 : FGPanelInstrument(x, y, w, h)
819 FGLayeredInstrument::~FGLayeredInstrument ()
821 for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) {
828 FGLayeredInstrument::draw ()
831 for (int i = 0; i < (int)_layers.size(); i++) {
833 if(!fgGetBool("/sim/virtual-cockpit"))
834 glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
842 FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
844 int n = _layers.size();
845 if (layer->getWidth() == -1) {
846 layer->setWidth(getWidth());
848 if (layer->getHeight() == -1) {
849 layer->setHeight(getHeight());
851 _layers.push_back(layer);
856 FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
859 return addLayer(new FGTexturedLayer(texture, w, h));
863 FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
865 int layer = _layers.size() - 1;
866 _layers[layer]->addTransformation(transformation);
871 ////////////////////////////////////////////////////////////////////////
872 // Implementation of FGInstrumentLayer.
873 ////////////////////////////////////////////////////////////////////////
875 FGInstrumentLayer::FGInstrumentLayer (int w, int h)
881 FGInstrumentLayer::~FGInstrumentLayer ()
883 for (transformation_list::iterator it = _transformations.begin();
884 it != _transformations.end();
892 FGInstrumentLayer::transform () const
894 transformation_list::const_iterator it = _transformations.begin();
895 transformation_list::const_iterator last = _transformations.end();
897 FGPanelTransformation *t = *it;
899 float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
902 } else if (val > t->max) {
906 val = val * t->factor + t->offset;
908 val = t->table->interpolate(val) * t->factor + t->offset;
912 case FGPanelTransformation::XSHIFT:
913 glTranslatef(val, 0.0, 0.0);
915 case FGPanelTransformation::YSHIFT:
916 glTranslatef(0.0, val, 0.0);
918 case FGPanelTransformation::ROTATION:
919 glRotatef(-val, 0.0, 0.0, 1.0);
928 FGInstrumentLayer::addTransformation (FGPanelTransformation * transformation)
930 _transformations.push_back(transformation);
935 ////////////////////////////////////////////////////////////////////////
936 // Implementation of FGGroupLayer.
937 ////////////////////////////////////////////////////////////////////////
939 FGGroupLayer::FGGroupLayer ()
943 FGGroupLayer::~FGGroupLayer ()
945 for (unsigned int i = 0; i < _layers.size(); i++)
950 FGGroupLayer::draw ()
953 int nLayers = _layers.size();
954 for (int i = 0; i < nLayers; i++)
960 FGGroupLayer::addLayer (FGInstrumentLayer * layer)
962 _layers.push_back(layer);
967 ////////////////////////////////////////////////////////////////////////
968 // Implementation of FGTexturedLayer.
969 ////////////////////////////////////////////////////////////////////////
972 FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
973 : FGInstrumentLayer(w, h)
979 FGTexturedLayer::~FGTexturedLayer ()
985 FGTexturedLayer::draw ()
992 glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
995 // From Curt: turn on the panel
996 // lights after sundown.
997 if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
998 glColor4fv( cur_light_params.scene_diffuse );
1000 glColor4f(0.7, 0.2, 0.2, 1.0);
1004 glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
1005 glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
1006 glTexCoord2f(_texture.getMaxX(), _texture.getMaxY()); glVertex2f(w2, h2);
1007 glTexCoord2f(_texture.getMinX(), _texture.getMaxY()); glVertex2f(-w2, h2);
1014 ////////////////////////////////////////////////////////////////////////
1015 // Implementation of FGTextLayer.
1016 ////////////////////////////////////////////////////////////////////////
1018 FGTextLayer::FGTextLayer (int w, int h)
1019 : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
1022 _color[0] = _color[1] = _color[2] = 0.0;
1026 FGTextLayer::~FGTextLayer ()
1028 chunk_list::iterator it = _chunks.begin();
1029 chunk_list::iterator last = _chunks.end();
1030 for ( ; it != last; it++) {
1036 FGTextLayer::draw ()
1042 if ( _font_name == "led" ) {
1043 text_renderer.setFont(led_font);
1045 text_renderer.setFont(guiFntHandle);
1047 text_renderer.setPointSize(_pointSize);
1048 text_renderer.begin();
1049 text_renderer.start3f(0, 0, 0);
1052 if (_now - _then > 100000) {
1056 text_renderer.puts((char *)(_value.c_str()));
1058 text_renderer.end();
1059 glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
1065 FGTextLayer::addChunk (FGTextLayer::Chunk * chunk)
1067 _chunks.push_back(chunk);
1071 FGTextLayer::setColor (float r, float g, float b)
1080 FGTextLayer::setPointSize (float size)
1086 FGTextLayer::setFontName(const string &name)
1093 FGTextLayer::setFont(fntFont * font)
1095 text_renderer.setFont(font);
1100 FGTextLayer::recalc_value () const
1103 chunk_list::const_iterator it = _chunks.begin();
1104 chunk_list::const_iterator last = _chunks.end();
1105 for ( ; it != last; it++) {
1106 _value += (*it)->getValue();
1112 ////////////////////////////////////////////////////////////////////////
1113 // Implementation of FGTextLayer::Chunk.
1114 ////////////////////////////////////////////////////////////////////////
1116 FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
1117 : _type(FGTextLayer::TEXT), _fmt(fmt)
1124 FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
1125 const string &fmt, float mult)
1126 : _type(type), _fmt(fmt), _mult(mult)
1129 if (type == TEXT_VALUE)
1138 FGTextLayer::Chunk::getValue () const
1143 sprintf(_buf, _fmt.c_str(), _text.c_str());
1146 sprintf(_buf, _fmt.c_str(), _node->getStringValue().c_str());
1149 sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
1160 ////////////////////////////////////////////////////////////////////////
1161 // Implementation of FGSwitchLayer.
1162 ////////////////////////////////////////////////////////////////////////
1164 FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
1165 FGInstrumentLayer * layer1,
1166 FGInstrumentLayer * layer2)
1167 : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
1171 FGSwitchLayer::~FGSwitchLayer ()
1178 FGSwitchLayer::draw ()
1182 if (_node->getBoolValue()) {