int readHud( istream &input );
int readInstrument ( const SGPropertyNode * node);
-static void drawHUD();
-static void fgUpdateHUDVirtual();
+static void drawHUD(osg::State*);
+static void fgUpdateHUDVirtual(osg::State*);
class locRECT {
input.close();
}
- fgHUDReshape();
-
if ( HUDtext ) {
// this chunk of code is not necessarily thread safe if the
// compiler optimizer reorders these statements. Note that
//$$$ End - added, Neetha, 28 Nov 2k
-void fgHUDReshape(void) {
-#if 0
- if ( HUDtext ) {
- // this chunk of code is not necessarily thread safe if the
- // compiler optimizer reorders these statements. Note that
- // "delete ptr" does not set "ptr = NULL". We have to do that
- // ourselves.
- fntRenderer *tmp = HUDtext;
- HUDtext = NULL;
- delete tmp;
- }
-
- HUD_TextSize = fgGetInt("/sim/startup/xsize") / 60;
- HUD_TextSize = 10;
- HUDtext = new fntRenderer();
- HUDtext -> setFont ( guiFntHandle ) ;
- HUDtext -> setPointSize ( HUD_TextSize ) ;
- HUD_TextList.setFont( HUDtext );
-#endif
-}
-
-
// fgUpdateHUD
//
// Performs a once around the list of calls to instruments installed in
// the HUD object with requests for redraw. Kinda. It will when this is
// all C++.
//
-void fgUpdateHUD( void ) {
+void fgUpdateHUD( osg::State* state ) {
static const SGPropertyNode *enable3d_node = fgGetNode("/sim/hud/enable3d");
if ( HUD_style == 1 && enable3d_node->getBoolValue() ) {
- fgUpdateHUDVirtual();
+ fgUpdateHUDVirtual(state);
return;
}
if ( current_aspect > normal_aspect ) {
float aspect_adjust = current_aspect / normal_aspect;
float adjust = 320.0f*aspect_adjust - 320.0f;
- fgUpdateHUD( -adjust, 0.0f, 640.0f+adjust, 480.0f );
+ fgUpdateHUD( state, -adjust, 0.0f, 640.0f+adjust, 480.0f );
} else {
float aspect_adjust = normal_aspect / current_aspect;
float adjust = 240.0f*aspect_adjust - 240.0f;
- fgUpdateHUD( 0.0f, -adjust, 640.0f, 480.0f+adjust );
+ fgUpdateHUD( state, 0.0f, -adjust, 640.0f, 480.0f+adjust );
}
}
-void fgUpdateHUDVirtual()
+void fgUpdateHUDVirtual(osg::State* state)
{
FGViewer* view = globals->get_current_view();
glTranslatef(-320, -240, -1);
// Do the deed
- drawHUD();
+ drawHUD(state);
// Clean up our mess
glMatrixMode(GL_PROJECTION);
}
-void fgUpdateHUD( GLfloat x_start, GLfloat y_start,
+void fgUpdateHUD( osg::State* state, GLfloat x_start, GLfloat y_start,
GLfloat x_end, GLfloat y_end )
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- drawHUD();
+ drawHUD(state);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
}
-void drawHUD()
+void drawHUD(osg::State* state)
{
if ( !HUD_deque.size() ) // Trust everyone, but ALWAYS cut the cards!
return;
//glLineWidth(1.0);
}
+ if (HUDprop->isTransparent())
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
glEnable(GL_DEPTH_TEST);
glEnable(GL_LIGHTING);
}
Font->begin();
for (; curString != lastString; curString++)
- curString->Draw(Font,curString->digit);
+ curString->Draw(Font);
Font->end();
glDisable(GL_TEXTURE_2D);