#include <stdio.h> // sprintf
#include <string.h>
+#include <GL/glu.h>
+
#include <plib/ssg.h>
#include <plib/fnt.h>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
-#include <Objects/texload.h>
#include <Time/light.hxx>
#include "hud.hxx"
// my hardware/driver requires many more.
#define POFF_UNITS 4
-\f
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
_mouseInstrument(0),
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
_view_height(int(WIN_H * 0.4232)),
- _xsize_node(fgGetNode("/sim/startup/xsize", true)),
- _ysize_node(fgGetNode("/sim/startup/ysize", true)),
_visibility(fgGetNode("/sim/panel/visibility", true)),
_x_offset(fgGetNode("/sim/panel/x-offset", true)),
_y_offset(fgGetNode("/sim/panel/y-offset", true)),
_jitter(fgGetNode("/sim/panel/jitter", true)),
- _flipx(fgGetNode("/sim/panel/flip-x", true))
+ _flipx(fgGetNode("/sim/panel/flip-x", true)),
+ _xsize_node(fgGetNode("/sim/startup/xsize", true)),
+ _ysize_node(fgGetNode("/sim/startup/ysize", true))
{
}
// save some state
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
- | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT );
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
+ | GL_DEPTH_BUFFER_BIT );
// Draw the background
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glDisable(GL_DEPTH_TEST);
sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse());
if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
// Draw yellow "hotspots" if directed to. This is a panel authoring
// feature; not intended to be high performance or to look good.
- if(fgGetBool("/sim/panel-hotspots")) {
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glDisable(GL_DEPTH_TEST);
+ if ( fgGetBool("/sim/panel-hotspots") ) {
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
- for(int i=0; i<_instruments.size(); i++)
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
_instruments[i]->drawHotspots();
-
- glPopAttrib();
}
void
FGPanelInstrument::drawHotspots()
{
- for(int i=0; i<_actions.size(); i++) {
+ for ( unsigned int i = 0; i < _actions.size(); i++ ) {
FGPanelAction* a = _actions[i];
float x1 = getXPos() + a->getX();
float x2 = x1 + a->getWidth();
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- glPolygonOffset(-1, -POFF_UNITS*(i+2));
_layers[i]->draw();
glPopMatrix();
}
// From Curt: turn on the panel
// lights after sundown.
sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse());
if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
}
FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
- const string &fmt, float mult)
- : _type(type), _fmt(fmt), _mult(mult)
+ const string &fmt, float mult, float offs,
+ bool truncation)
+ : _type(type), _fmt(fmt), _mult(mult), _offs(offs), _trunc(truncation)
{
if (_fmt.empty()) {
if (type == TEXT_VALUE)
sprintf(_buf, _fmt.c_str(), _node->getStringValue());
break;
case DOUBLE_VALUE:
- sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+ double d = _offs + _node->getFloatValue() * _mult;
+ if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
+ sprintf(_buf, _fmt.c_str(), d);
break;
}
return _buf;