+#define WIN_X 0
+#define WIN_Y 0
+#define WIN_W 1024
+#define WIN_H 768
+
+// The number of polygon-offset "units" to place between layers. In
+// principle, one is supposed to be enough. In practice, I find that
+// my hardware/driver requires many more.
+#define POFF_UNITS 4
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Local functions.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * Calculate the aspect adjustment for the panel.
+ */
+static float
+get_aspect_adjust (int xsize, int ysize)
+{
+ float ideal_aspect = float(WIN_W) / float(WIN_H);
+ float real_aspect = float(xsize) / float(ysize);
+ return (real_aspect / ideal_aspect);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
+
+bool
+fgPanelVisible ()
+{
+ if(globals->get_current_panel() == 0)
+ return false;
+ if(globals->get_current_panel()->getVisibility() == 0)
+ return false;
+ if(globals->get_viewmgr()->get_current() != 0)
+ return false;
+ if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
+ return false;
+ return true;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextureManager.
+////////////////////////////////////////////////////////////////////////
+
+map<string,ssgTexture *> FGTextureManager::_textureMap;
+
+ssgTexture *
+FGTextureManager::createTexture (const string &relativePath)
+{
+ ssgTexture * texture = _textureMap[relativePath];
+ if (texture == 0) {
+ SG_LOG( SG_COCKPIT, SG_DEBUG,
+ "Texture " << relativePath << " does not yet exist" );
+ SGPath tpath(globals->get_fg_root());
+ tpath.append(relativePath);
+ texture = new ssgTexture((char *)tpath.c_str(), false, false);
+ _textureMap[relativePath] = texture;
+ if (_textureMap[relativePath] == 0)
+ SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
+ SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
+ << " handle=" << texture->getHandle() );
+ }
+
+ return texture;
+}
+
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGCropped Texture.
+////////////////////////////////////////////////////////////////////////
+
+
+FGCroppedTexture::FGCroppedTexture ()
+ : _path(""), _texture(0),
+ _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
+{
+}
+
+
+FGCroppedTexture::FGCroppedTexture (const string &path,
+ float minX, float minY,
+ float maxX, float maxY)
+ : _path(path), _texture(0),
+ _minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY)
+{
+}
+
+
+FGCroppedTexture::~FGCroppedTexture ()
+{
+}
+
+
+ssgTexture *
+FGCroppedTexture::getTexture ()
+{
+ if (_texture == 0) {
+ _texture = FGTextureManager::createTexture(_path);
+ }
+ return _texture;
+}