+#include <plib/ssg.h>
+
+#include <simgear/misc/props.hxx>
+#include <simgear/timing/timestamp.hxx>
+
+#include <vector>
+#include <map>
+#include <plib/fnt.h>
+
+#include <Main/fgfs.hxx>
+
+
+FG_USING_STD(vector);
+FG_USING_STD(map);
+
+class FGPanelInstrument;
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Texture manager (should migrate out into FGFS).
+//
+// This class ensures that no texture is loaded more than once.
+////////////////////////////////////////////////////////////////////////
+
+class FGTextureManager
+{
+public:
+ static ssgTexture * createTexture(const string &relativePath);
+private:
+ static map<string,ssgTexture *> _textureMap;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Cropped texture (should migrate out into FGFS).
+//
+// This structure wraps an SSG texture with cropping information.
+////////////////////////////////////////////////////////////////////////
+
+class FGCroppedTexture
+{
+public:
+
+ FGCroppedTexture ();
+ FGCroppedTexture (const string &path,
+ float _minX = 0.0, float _minY = 0.0,
+ float _maxX = 1.0, float _maxY = 1.0);
+ virtual ~FGCroppedTexture ();
+
+ virtual void setPath (const string &path) { _path = path; }
+
+ virtual const string &getPath () const { return _path; }
+
+ virtual ssgTexture * getTexture ();
+
+ virtual void setCrop (float minX, float minY, float maxX, float maxY) {
+ _minX = minX; _minY = minY; _maxX = maxX; _maxY = maxY;
+ }
+
+ virtual float getMinX () const { return _minX; }
+ virtual float getMinY () const { return _minY; }
+ virtual float getMaxX () const { return _maxX; }
+ virtual float getMaxY () const { return _maxY; }
+
+
+private:
+ string _path;
+ ssgTexture * _texture;
+ float _minX, _minY, _maxX, _maxY;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Instrument panel class.
+//
+// The panel is a container that has a background texture and holds
+// zero or more instruments. The panel will order the instruments to
+// redraw themselves when necessary, and will pass mouse clicks on to
+// the appropriate instruments for processing.
+////////////////////////////////////////////////////////////////////////
+
+class FGPanel : public FGSubsystem
+{
+public:
+
+ FGPanel (int window_x, int window_y, int window_w, int window_h);
+ virtual ~FGPanel ();
+
+ // Update the panel (every frame).
+ virtual void init ();
+ virtual void bind ();
+ virtual void unbind ();
+ virtual void update ();
+
+ // transfer pointer ownership!!!
+ virtual void addInstrument (FGPanelInstrument * instrument);
+
+ // Background texture.
+ virtual void setBackground (ssgTexture * texture);
+
+ // Make the panel visible or invisible.
+ virtual bool getVisibility () const;
+ virtual void setVisibility (bool visibility);
+
+ // Full width of panel.
+ virtual void setWidth (int width) { _width = width; }
+ virtual int getWidth () const { return _width; }
+
+ // Full height of panel.
+ virtual void setHeight (int height) { _height = height; }
+ virtual int getHeight () const { return _height; }
+
+ // X-offset
+ virtual void setXOffset (int offset);
+ virtual int getXOffset () const { return _x_offset; }
+
+ // Y-offset.
+ virtual void setYOffset (int offset);
+ virtual int getYOffset () const { return _y_offset; }
+
+ // View height.
+ virtual void setViewHeight (int height) { _view_height = height; }
+ virtual int getViewHeight () const { return _view_height; }
+
+ // Handle a mouse click.
+ virtual bool doMouseAction (int button, int updown, int x, int y);
+
+private:
+ mutable bool _visibility;
+ mutable bool _mouseDown;
+ mutable int _mouseButton, _mouseX, _mouseY;
+ mutable int _mouseDelay;
+ mutable FGPanelInstrument * _mouseInstrument;
+ typedef vector<FGPanelInstrument *> instrument_list_type;
+ int _winx, _winy, _winw, _winh;
+ int _width;
+ int _height;
+ int _x_offset;
+ int _y_offset;
+ int _view_height;
+
+ ssgTexture * _bg;
+ // List of instruments in panel.
+ instrument_list_type _instruments;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Base class for user action types.
+//
+// Individual instruments can have actions associated with a mouse
+// click in a rectangular area. Current concrete classes include
+// FGAdjustAction, FGSwapAction, and FGToggleAction.
+////////////////////////////////////////////////////////////////////////
+
+class FGPanelAction
+{
+public:
+ FGPanelAction ();
+ FGPanelAction (int button, int x, int y, int w, int h);
+ virtual ~FGPanelAction ();
+
+ // Getters.
+ virtual int getButton () const { return _button; }
+ virtual int getX () const { return _x; }
+ virtual int getY () const { return _y; }
+ virtual int getWidth () const { return _w; }
+ virtual int getHeight () const { return _h; }
+
+ // Setters.
+ virtual void setButton (int button) { _button = button; }
+ virtual void setX (int x) { _x = x; }
+ virtual void setY (int y) { _y = y; }
+ virtual void setWidth (int w) { _w = w; }
+ virtual void setHeight (int h) { _h = h; }
+
+ // Check whether we're in the area.
+ virtual bool inArea (int button, int x, int y)
+ {
+ return (button == _button &&
+ x >= _x &&
+ x < _x + _w &&
+ y >= _y &&
+ y < _y + _h);
+ }
+
+ // Perform the action.
+ virtual void doAction () = 0;
+
+private:
+ int _button;
+ int _x;
+ int _y;
+ int _w;
+ int _h;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Adjustment action.
+//
+// This is an action to increase or decrease an FGFS value by a certain
+// increment within a certain range. If the wrap flag is true, the
+// value will wrap around if it goes below min or above max; otherwise,
+// it will simply stop at min or max.
+////////////////////////////////////////////////////////////////////////
+
+class FGAdjustAction : public FGPanelAction
+{
+public:
+ FGAdjustAction (int button, int x, int y, int w, int h,
+ SGValue * value, float increment,
+ float min, float max, bool wrap=false);
+ virtual ~FGAdjustAction ();
+ virtual void doAction ();
+
+private:
+ SGValue * _value;
+ float _increment;
+ float _min;
+ float _max;
+ bool _wrap;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Swap action.
+//
+// This is an action to swap two values. It's currently used in the
+// navigation radios.
+////////////////////////////////////////////////////////////////////////
+
+class FGSwapAction : public FGPanelAction
+{
+public:
+ FGSwapAction (int button, int x, int y, int w, int h,
+ SGValue * value1, SGValue * value2);
+ virtual ~FGSwapAction ();
+ virtual void doAction ();
+
+private:
+ SGValue * _value1;
+ SGValue * _value2;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Toggle action.
+//
+// This is an action to toggle a boolean value.
+////////////////////////////////////////////////////////////////////////
+
+class FGToggleAction : public FGPanelAction
+{
+public:
+ FGToggleAction (int button, int x, int y, int w, int h,
+ SGValue * value);
+ virtual ~FGToggleAction ();
+ virtual void doAction ();
+
+private:
+ SGValue * _value;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Abstract base class for a panel instrument.
+//
+// A panel instrument consists of zero or more actions, associated
+// with mouse clicks in rectangular areas. Currently, the only
+// concrete class derived from this is FGLayeredInstrument, but others
+// may show up in the future (some complex instruments could be
+// entirely hand-coded, for example).
+////////////////////////////////////////////////////////////////////////
+
+class FGPanelInstrument
+{
+public:
+ FGPanelInstrument ();
+ FGPanelInstrument (int x, int y, int w, int h);
+ virtual ~FGPanelInstrument ();
+
+ virtual void draw () = 0;
+
+ virtual void setPosition(int x, int y);
+ virtual void setSize(int w, int h);
+
+ virtual int getXPos () const;
+ virtual int getYPos () const;
+ virtual int getWidth () const;
+ virtual int getHeight () const;
+
+ // Coordinates relative to centre.
+ // Transfer pointer ownership!!
+ virtual void addAction (FGPanelAction * action);
+
+ // Coordinates relative to centre.
+ virtual bool doMouseAction (int button, int x, int y);
+
+protected:
+ int _x, _y, _w, _h;
+ typedef vector<FGPanelAction *> action_list_type;
+ action_list_type _actions;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Abstract base class for an instrument layer.
+//
+// The FGLayeredInstrument class builds up instruments by using layers
+// of textures or text. Each layer can have zero or more
+// transformations applied to it: for example, a needle layer can
+// rotate to show the altitude or airspeed.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * A transformation for a layer.
+ */
+class FGPanelTransformation {
+public:
+
+ enum Type {
+ XSHIFT,
+ YSHIFT,
+ ROTATION
+ };
+
+ FGPanelTransformation ();
+ virtual ~FGPanelTransformation ();
+
+ Type type;
+ const SGValue * value;
+ float min;
+ float max;
+ float factor;
+ float offset;