-// panel.cxx -- routines to draw an instrument panel
+// panel.cxx - default, 2D single-engine prop instrument panel
//
-// Written by Friedemann Reinhard, started June 1998.
+// Written by David Megginson, started January 2000.
//
-// Copyright(C)1998 Friedemann Reinhard-reinhard@theorie2.physik.uni-erlangen.de
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License as
-// published by the Free Software Foundation; either version 2 of the
-// License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful, but
-// WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-//
-// $Id$
-
+// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
# include <windows.h>
#endif
-#define FILLED true
+#include <stdio.h> // sprintf
+#include <string.h>
-#include <GL/glut.h>
-#include <XGL/xgl.h>
+#include <simgear/compiler.h>
-#include <stdlib.h>
-#include <stdio.h>
-#include <string.h>
-#include <string>
-#include <math.h>
+#include SG_GLU_H
-#include <Debug/logstream.hxx>
-#include <Aircraft/aircraft.hxx>
-#include <Main/options.hxx>
-#include <Main/views.hxx>
-#include <Misc/fgpath.hxx>
-#include <Objects/texload.h>
+#include <plib/ssg.h>
+#include <plib/fnt.h>
+
+#include <simgear/debug/logstream.hxx>
+#include <simgear/misc/sg_path.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewmgr.hxx>
+#include <Time/light.hxx>
-#include "panel.hxx"
-#include "cockpit.hxx"
#include "hud.hxx"
+#include "panel.hxx"
-GLubyte *imag;
-int imag_width, imag_height;
-
-GLubyte *img;
-int img_width, img_height;
-
-static float value[4];
-static GLuint panel_tex_id[2];
-static GLubyte tex[32][128][3];
-static float alphahist;
-static float Xzoom, Yzoom;
-static Pointer pointer[20];
-static int NumPoint = 4;
-static int i = 0;
-static GLdouble mvmatrix[16];
-static GLdouble matrix[16];
-static double var[20];
-static double offset;
-static float alpha;
-static int n1;
-static int n2;
-
-static GLfloat Wings[] = {
- -1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
-
-static GLfloat Elevator[] = {
- 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
-
-static GLfloat Rudder[] = {
- 2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
-
-FGPanel* FGPanel::OurPanel = 0;
-
-// FGPanel::FGPanel() - constructor to initialize the panel.
-FGPanel::FGPanel(void){
- int x, y;
- FILE *f;
- char line[256];
- GLint test;
- GLubyte *tex = new GLubyte[262144];
-
- if(OurPanel) {
- FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" );
- exit(-1);
- }
-
- OurPanel = this;
-
- Xzoom = (float)((float)(current_view.get_winWidth())/1024);
- Yzoom = (float)((float)(current_view.get_winHeight())/768);
-
- test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0,
- 260.0, -20.0, 360, 65, 193, 0);
- test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100,
- 440, 66.15, 66, 2);
- test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0,
- 360, 194, 191, 1);
- test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0,
- 1080, 194, 191, 1);
- test_instr[0] = new FGHorizon(251, 166.75);
- test_instr[1] = new FGTurnCoordinator(143.75, 51.75);
- //test_instr[2] = new FGRpmGauge(462.5, 133);
- test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0,
- -67, 180, 174, 83, 3);
-
- // FontList = glGenLists (256);
- // glListBase(FontList);
- // InitLists();
-
-#ifdef GL_VERSION_1_1
- xglGenTextures(2, panel_tex_id);
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglGenTexturesEXT(2, panel_tex_id);
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- xglViewport(0, 0, 640, 480);
- xglOrtho(0, 640, 0, 480, 1, -1);
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // load in the texture data
-
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- FGPath tpath( current_options.get_fg_root() );
- tpath.append( "Textures/gauges.rgb" );
- if((img = read_rgb_texture( (char *)tpath.c_str(), &img_width, &img_height ))==NULL){
- }
-
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- tpath.set( current_options.get_fg_root() );
- tpath.append( "Textures/gauges2.rgb" );
- if((imag = read_rgb_texture( (char *)tpath.c_str(), &imag_width, &imag_height ))==NULL){
- }
-
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
-
- tpath.set( current_options.get_fg_root() );
- tpath.append( "Textures/Fullone.rgb" );
- if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){
- }
-
- // for(y=0;y<256;y++){
- // for(x=0;x<256;x++){
- // tex[(y+x*256)*3] = imag[(y+x*256)*3];
- // tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1];
- // tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2];
- // tex[(y+x*256)*3 + 3] = (imag[(y+x*256)*3 + 1] + imag[(y+x*256)*3 + 2] // + imag[(y+x*256)*3 + 0])/3;
- //
- // if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){
- // tex[(y+x*256)*3 + 3] = 0x0;
- // }
- // else{
- // tex[(y+x*256)*3 + 3] = 0xff;
- // }
- // }
- // }
-
- xglPixelZoom(Xzoom, Yzoom);
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
- xglRasterPos2i(0,0);
- xglPixelZoom(Xzoom, Yzoom);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imag);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
-#else
-# error port me
-#endif
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img));
-
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
+#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
+
+////////////////////////////////////////////////////////////////////////
+// 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);
}
-void FGPanel::ReInit( int x, int y, int finx, int finy){
- fgOPTIONS *o;
- FGView *v = ¤t_view;
- int i;
- GLint buffer;
-
- o = ¤t_options;
-
- xglDisable(GL_DEPTH_TEST);
-
- Xzoom = (float)((float)(current_view.get_winWidth())/1024);
- Yzoom = (float)((float)(current_view.get_winHeight())/768);
-
- // save the current buffer state
- xglGetIntegerv(GL_DRAW_BUFFER, &buffer);
-
- // and enable both buffers for writing
- xglDrawBuffer(GL_FRONT_AND_BACK);
-
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- xglViewport(0, 0, 640, 480);
- xglOrtho(0, 640, 0, 480, 1, -1);
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- xglPixelZoom(Xzoom, Yzoom);
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
- xglPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
- xglPixelStorei(GL_UNPACK_SKIP_ROWS, y);
- xglRasterPos2i(x, y);
- xglPixelZoom(Xzoom, Yzoom);
- xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE,
- (GLvoid *)(background));
-
- // restore original buffer state
- xglDrawBuffer( (GLenum)buffer );
- xglEnable(GL_DEPTH_TEST);
+
+\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;
}
-void FGPanel::Update ( void ) {
-
- float alpha;
- double pitch;
- double roll;
- float alpharad;
- double speed;
- int i;
-
- // static bool beech_drawn = false;
- // char *test = "ALM 100";
-
- var[0] = get_speed() /* * 1.4 */; // We have to multiply the airspeed by a
- // factor, to simulate flying a Bonanza
- var[1] = get_altitude();
- var[2] = get_climb_rate() / 1000.0;
- var[3] = get_throttleval();
-
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- xglOrtho(0, 640, 0, 480, 10, -10);
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglDisable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglEnable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
-
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
- xglPushMatrix();
-
- xglDisable(GL_LIGHTING);
- test_instr[3]->Render();
- test_instr[4]->Render();
- test_instr[5]->Render();
- test_instr[6]->Render();
- xglPopMatrix();
- xglPushMatrix();
-
- test_instr[1]->Render();
- test_instr[2]->Render();
-
- // DrawBeechcraftLogo(230, 235, 30, 10);
- // DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0);
-
- xglEnable(GL_LIGHTING);
-
- test_instr[0]->Render();
-
-
- xglDisable(GL_TEXTURE_2D);
- xglPopMatrix();
- xglEnable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
-}
-
-// horizon - Let's draw an artificial horizon using both texture mapping and
-// primitive drawing
-
-void FGHorizon::Render(void){
- double pitch;
- double roll;
- float shifted, alpha, theta;
- float epsi = 360 / 180;
- GLboolean Light;
- GLfloat normal[2];
-
- static int n, dn, rot, tmp1, tmp2;
- float a;
-
- GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0};
- GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
- GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
- GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
- GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
- GLfloat direction[] = {0.0, 0.0, 0.0};
- GLfloat light_position[4];
- GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
- GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
- GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
- GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
-
- pitch = get_pitch() * RAD_TO_DEG;
- if(pitch > 45)
- pitch = 45;
-
- if(pitch < -45)
- pitch = -45;
-
- roll = get_roll() * RAD_TO_DEG;
-
- xglEnable(GL_NORMALIZE);
- xglEnable(GL_LIGHTING);
- xglEnable(GL_TEXTURE_2D);
- xglEnable(GL_LIGHT1);
- xglDisable(GL_LIGHT2);
- xglDisable(GL_LIGHT0);
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- xglMatrixMode(GL_TEXTURE);
- xglPushMatrix();
-
- // computations for the non-textured parts of the AH
-
- shifted = -((pitch / 10) * 7.0588235);
-
- if(shifted > (bottom - radius)){
- theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG));
- n = (int)(theta / epsi) - 1;
- n1 = n;
- n2 = (180 - n1) + 2;
- dn = n2 - n1;
- rot = (int)(roll / epsi);
- n1 += rot + 45;
- n2 += rot + 45;
- }
-
- if(shifted < (-top + radius)){
- theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG));
- n = (int)(theta / epsi) + 1;
- n1 = n;
- n2 = (180 - n1) + 2;
- dn = n2 - n1;
- rot = (int)(roll / epsi);
- n1 += rot - 45;
- n2 += rot - 45;
- if(n1 < 0){ n1 += 180; n2 +=180;}
- }
-
- // end of computations
-
- light_position[0] = 0.0;
- light_position[1] = 0.0;
- light_position[2] = 1.5;
- light_position[3] = 0.0;
- xglLightfv(GL_LIGHT1, GL_POSITION, light_position);
- xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
- xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
- xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
- xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- xglLoadIdentity();
- xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
- xglTranslatef((texXPos/256), (texYPos/256), 0.0);
- xglRotatef(-roll, 0.0, 0.0, 1.0);
- xglScalef(1.7, 1.7, 0.0);
-
- // the following loop draws the textured part of the AH
-
- xglMaterialf(GL_FRONT, GL_SHININESS, 85.0);
-
- xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
- xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
- xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
-
- xglMatrixMode(GL_MODELVIEW);
- xglBegin(GL_TRIANGLES);
- for(i=45;i<225;i++){
- xglTexCoord2f(0.0, 0.0);
- xglNormal3f(0.0, 0.0, 0.6);
- xglVertex3f(0.0, 0.0, 0.0);
- xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
- xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
- xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
- n = (i + 1) % 180;
- xglTexCoord2f(texCoord[n][0], texCoord[n][1]);
- xglNormal3f(normals[n][0], normals[n][1], 0.6);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
+
+\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;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanel.
+////////////////////////////////////////////////////////////////////////
+
+static fntRenderer text_renderer;
+static fntTexFont *default_font = 0;
+static fntTexFont *led_font = 0;
+
+/**
+ * Constructor.
+ */
+FGPanel::FGPanel ()
+ : _mouseDown(false),
+ _mouseInstrument(0),
+ _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
+ _view_height(int(WIN_H * 0.4232)),
+ _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)),
+ _xsize_node(fgGetNode("/sim/startup/xsize", true)),
+ _ysize_node(fgGetNode("/sim/startup/ysize", true))
+{
+}
+
+
+/**
+ * Destructor.
+ */
+FGPanel::~FGPanel ()
+{
+ for (instrument_list_type::iterator it = _instruments.begin();
+ it != _instruments.end();
+ it++) {
+ delete *it;
+ *it = 0;
+ }
+}
+
+
+/**
+ * Add an instrument to the panel.
+ */
+void
+FGPanel::addInstrument (FGPanelInstrument * instrument)
+{
+ _instruments.push_back(instrument);
+}
+
+
+/**
+ * Initialize the panel.
+ */
+void
+FGPanel::init ()
+{
+ SGPath base_path;
+ char* envp = ::getenv( "FG_FONTS" );
+ if ( envp != NULL ) {
+ base_path.set( envp );
+ } else {
+ base_path.set( globals->get_fg_root() );
+ base_path.append( "Fonts" );
}
- xglEnd();
-
-
- if((shifted > (bottom - radius)) && (n1 < 1000) && (n1 > 0)){
-
- a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
- light_ambient2[0] = a;
- light_ambient2[1] = a;
- light_ambient2[2] = a;
-
- xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
-
- xglBegin(GL_TRIANGLES);
-
- tmp1 = n1; tmp2 = n2;
-
- for(i = tmp1; i < tmp2 + 1; i++){
- n = i % 180;
- xglNormal3f(0.0, 0.0, 1.5);
- xglTexCoord2f((56 / 256), (140 / 256));
- xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
-
- xglTexCoord2f((57 / 256), (139 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
-
- n = (i + 1) % 180;
- xglTexCoord2f((57 / 256), (139 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
- }
- xglEnd();
+
+ SGPath fntpath;
+
+ // Install the default font
+ fntpath = base_path;
+ fntpath.append( "typewriter.txf" );
+ default_font = new fntTexFont ;
+ default_font -> load ( (char *)fntpath.c_str() ) ;
+
+ // Install the LED font
+ fntpath = base_path;
+ fntpath.append( "led.txf" );
+ led_font = new fntTexFont ;
+ led_font -> load ( (char *)fntpath.c_str() ) ;
+}
+
+
+/**
+ * Bind panel properties.
+ */
+void
+FGPanel::bind ()
+{
+ fgSetArchivable("/sim/panel/visibility");
+ fgSetArchivable("/sim/panel/x-offset");
+ fgSetArchivable("/sim/panel/y-offset");
+ fgSetArchivable("/sim/panel/jitter");
+}
+
+
+/**
+ * Unbind panel properties.
+ */
+void
+FGPanel::unbind ()
+{
+}
+
+
+/**
+ * Update the panel.
+ */
+void
+FGPanel::update (double dt)
+{
+ // Do nothing if the panel isn't visible.
+ if ( !fgPanelVisible() ) {
+ return;
}
-
- if((shifted < (-top + radius)) && (n1 < 1000) && (n1 > 0)){
- a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
- light_ambient2[0] = a;
- light_ambient2[1] = a;
- light_ambient2[2] = a;
-
- xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
- xglMaterialf(GL_FRONT, GL_SHININESS, a * 85);
- xglBegin(GL_TRIANGLES);
- tmp1 = n1; tmp2 = n2;
- for(i = tmp1; i <= tmp2; i++){
- n = i % 180;
- xglNormal3f(0.0, 0.0, 1.5);
- xglTexCoord2f((73 / 256), (237 / 256));
- xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
-
- xglTexCoord2f((73 / 256), (236 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
-
- n = (i + 1) % 180;
- xglTexCoord2f((73 / 256), (236 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
+
+ updateMouseDelay();
+
+ // Now, draw the panel
+ float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
+ _ysize_node->getIntValue());
+ if (aspect_adjust <1.0)
+ update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
+ else
+ update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
+}
+
+/**
+ * Handle repeatable mouse events. Called from update() and from
+ * fgUpdate3DPanels(). This functionality needs to move into the
+ * input subsystem. Counting a tick every two frames is clumsy...
+ */
+void FGPanel::updateMouseDelay()
+{
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
+ _mouseDelay = 2;
}
- xglEnd();
- }
-
- // Now we will have to draw the small triangle indicating the roll value
-
- xglDisable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
-
- xglRotatef(roll, 0.0, 0.0, 1.0);
-
- xglBegin(GL_TRIANGLES);
- xglColor3f(1.0, 1.0, 1.0);
- xglVertex3f(0.0, radius, 0.0);
- xglVertex3f(-3.0, (radius - 7.0), 0.0);
- xglVertex3f(3.0, (radius - 7.0), 0.0);
- xglEnd();
-
- xglLoadIdentity();
-
- xglBegin(GL_POLYGON);
- xglColor3f(0.2109375, 0.23046875, 0.203125);
- xglVertex2f(275.625, 138.0);
- xglVertex2f(275.625, 148.125);
- xglVertex2f(258.125, 151.25);
- xglVertex2f(246.875, 151.25);
- xglVertex2f(226.875, 147.5);
- xglVertex2f(226.875, 138.0);
- xglVertex2f(275.625, 138.0);
- xglEnd();
-
- xglLoadIdentity();
-
- xglMatrixMode(GL_TEXTURE);
- xglPopMatrix();
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_NORMALIZE);
- xglDisable(GL_LIGHTING);
- xglDisable(GL_LIGHT1);
- xglEnable(GL_LIGHT0);
-}
-
-// fgHorizonInit - initialize values for the AH
-
-void FGHorizon::Init(void){
- radius = 28.9;
- texXPos = 56;
- texYPos = 174;
- bottom = 36.5;
- top = 36.5;
- int n;
-
- float step = (360*DEG_TO_RAD)/180;
-
- for(n=0;n<180;n++){
- vertices[n][0] = cos(n * step) * radius;
- vertices[n][1] = sin(n * step) * radius;
- texCoord[n][0] = (cos(n * step) * radius)/256;
- texCoord[n][1] = (sin(n * step) * radius)/256;
- normals[n][0] = cos(n * step) * radius + sin(n * step);
- normals[n][1] = sin(n * step) * radius + cos(n * step);
- normals[n][2] = 0.0;
}
}
-void FGTexInstrument::UpdatePointer(void){
- double pitch;
- double roll;
- float alpharad;
- double speed;
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertices);
-
- alpha=((((float)((var[variable]) - (value1))) /
- (value2 - value1))* (alpha2 - alpha1) + alpha1);
-
- if (alpha < alpha1)
- alpha = alpha1;
- if (alpha > alpha2)
- alpha -= alpha2;
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglDisable(GL_TEXTURE_2D);
- xglTranslatef(XPos, YPos, 0);
- xglRotatef(-alpha, 0.0, 0.0, 1.0);
- xglColor4f(1.0, 1.0, 1.0, 1.0);
- glDrawArrays(GL_POLYGON, 0, 10);
- tape[0] = tape[1];
- tape[1] = alpha;
- xglEnable(GL_TEXTURE_2D);
- glDisableClientState(GL_VERTEX_ARRAY);
-}
-
-// fgEraseArea - 'Erases' a drawn Polygon by overlaying it with a textured
-// area. Shall be a method of a panel class once.
-
-void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor){
- int i, j;
- int n;
- float a;
- float ififth;
-
- xglEnable(GL_TEXTURE_2D);
- xglEnable(GL_TEXTURE_GEN_S);
- xglEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- xglMatrixMode(GL_TEXTURE);
- xglLoadIdentity();
+
+void
+FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
+{
+ // Calculate accelerations
+ // and jiggle the panel accordingly
+ // The factors and bounds are just
+ // initial guesses; using sqrt smooths
+ // out the spikes.
+ double x_offset = _x_offset->getIntValue();
+ double y_offset = _y_offset->getIntValue();
+
+#if 0
+ if (_jitter->getFloatValue() != 0.0) {
+ double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
+ double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
+ double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
+
+ double a_zx_pilot = a_z_pilot - a_x_pilot;
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[Texid]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[Texid]);
-#else
-# error port me
+ int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter->getFloatValue())) *
+ (a_y_pilot < 0 ? -1 : 1);
+ int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter->getFloatValue())) *
+ (a_zx_pilot < 0 ? -1 : 1);
+
+ // adjustments in screen coordinates
+ x_offset += x_adjust;
+ y_offset += y_adjust;
+ }
#endif
-
- xglMatrixMode(GL_TEXTURE);
- xglLoadIdentity();
- xglTranslatef(-((float)((XPos/0.625)/256)), -((float)((YPos/0.625)/256)), 0.0);
- xglTranslatef(texXPos/256 , texYPos/256, 0.0);
- xglScalef(0.00625, 0.00625, 1.0);
-
- xglBegin(GL_POLYGON);
- for(n=0;n<NumVerti;n += 2){
- xglVertex2f(array[n] * ScaleFactor, array[n + 1] * ScaleFactor);
- }
- xglEnd();
-
- xglLoadIdentity();
- xglMatrixMode(GL_MODELVIEW);
- xglPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- xglPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_TEXTURE_GEN_S);
- xglDisable(GL_TEXTURE_GEN_T);
-
+
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ if ( _flipx->getBoolValue() ) {
+ gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+ } else {
+ gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+ }
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glTranslated(x_offset, y_offset, 0);
+
+ draw();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ ssgForceBasicState();
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
-// CreatePointer - calculate the vertices of a pointer
+void
+FGPanel::draw()
+{
+ // In 3D mode, it's possible that we are being drawn exactly on top
+ // of an existing polygon. Use an offset to prevent z-fighting. In
+ // 2D mode, this is a no-op.
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1, -POFF_UNITS);
-void FGTexInstrument::CreatePointer(void){
- int i;
- float alpha;
- float alphastep;
- float r = radius;
-
- vertices[0] = 0;
- vertices[1] = length;
- vertices[2] = -(width/2);
- vertices[3] = length - ((width/2)/(tan(angle*DEG_TO_RAD/2)));
- vertices[4] = -(width/2);
- vertices[5] = cos(asin((width/2)/r))*r;
-
- alphastep = (asin((width/2)/r)+asin((width/2)/r))/5;
- alpha = asin(-(width/2)/r);
-
- for(i=0;i<5;i++){
- alpha += alphastep;
- vertices[(i*2)+6] = sin(alpha)*r;
- }
-
- alpha = asin(-(width/2)/r);
-
- for(i=0;i<5;i++){
- alpha +=alphastep;
- vertices[(i*2)+7]= cos(alpha)*r;
+ // save some state
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
+ | GL_DEPTH_BUFFER_BIT );
+
+ // Draw the background
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ 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;
+
+ 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;
+ if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
+ }
+ glColor4fv( panel_color );
+ if (_bg != 0) {
+ glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
+ // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ // glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
+ glEnd();
+ } else {
+ for (int i = 0; i < 4; i ++) {
+ // top row of textures...(1,3,5,7)
+ glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
+ glEnd();
+ // bottom row of textures...(2,4,6,8)
+ glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+ glEnd();
}
-
- vertices[16] = - vertices[4];
- vertices[17] = vertices[5];
- vertices[18] = - vertices[2];
- vertices[19] = vertices[3];
-
+ }
+
+ // Draw the instruments.
+ instrument_list_type::const_iterator current = _instruments.begin();
+ instrument_list_type::const_iterator end = _instruments.end();
+
+ for ( ; current != end; current++) {
+ FGPanelInstrument * instr = *current;
+ glPushMatrix();
+ glTranslated(instr->getXPos(), instr->getYPos(), 0);
+ instr->draw();
+ glPopMatrix();
+ }
+
+ // 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") ) {
+ glDisable(GL_TEXTURE_2D);
+ glColor3f(1, 1, 0);
+
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
+ _instruments[i]->drawHotspots();
+ }
+
+
+ // restore some original state
+ glPopAttrib();
+ glPolygonOffset(0, 0);
+ glDisable(GL_POLYGON_OFFSET_FILL);
}
-// fgUpdateTurnCoordinator - draws turn coordinator related stuff
+/**
+ * Set the panel's visibility.
+ */
+void
+FGPanel::setVisibility (bool visibility)
+{
+ _visibility->setBoolValue( visibility );
+}
-void FGTurnCoordinator::Render(void){
- int n;
-
- xglDisable(GL_LIGHTING);
- xglDisable(GL_BLEND);
- xglEnable(GL_TEXTURE_2D);
-
- alpha = (get_sideslip() / 1.5) * 560;
- if(alpha > 56){
- alpha = 56;
+
+/**
+ * Return true if the panel is visible.
+ */
+bool
+FGPanel::getVisibility () const
+{
+ return _visibility->getBoolValue();
+}
+
+
+/**
+ * Set the panel's background texture.
+ */
+void
+FGPanel::setBackground (ssgTexture * texture)
+{
+ _bg = texture;
+}
+
+/**
+ * Set the panel's multiple background textures.
+ */
+void
+FGPanel::setMultiBackground (ssgTexture * texture, int idx)
+{
+ _bg = 0;
+ _mbg[idx] = texture;
+}
+
+/**
+ * Set the panel's x-offset.
+ */
+void
+FGPanel::setXOffset (int offset)
+{
+ if (offset <= 0 && offset >= -_width + WIN_W)
+ _x_offset->setIntValue( offset );
+}
+
+
+/**
+ * Set the panel's y-offset.
+ */
+void
+FGPanel::setYOffset (int offset)
+{
+ if (offset <= 0 && offset >= -_height)
+ _y_offset->setIntValue( offset );
+}
+
+/**
+ * Handle a mouse action in panel-local (not screen) coordinates.
+ * Used by the 3D panel code in Model/panelnode.cxx, in situations
+ * where the panel doesn't control its own screen location.
+ */
+bool
+FGPanel::doLocalMouseAction(int button, int updown, int x, int y)
+{
+ // Note a released button and return
+ if (updown == 1) {
+ if (_mouseInstrument != 0)
+ _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
+ _mouseDown = false;
+ _mouseInstrument = 0;
+ return false;
+ }
+
+ // Search for a matching instrument.
+ for (int i = 0; i < (int)_instruments.size(); i++) {
+ FGPanelInstrument *inst = _instruments[i];
+ int ix = inst->getXPos();
+ int iy = inst->getYPos();
+ int iw = inst->getWidth() / 2;
+ int ih = inst->getHeight() / 2;
+ if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) {
+ _mouseDown = true;
+ _mouseDelay = 20;
+ _mouseInstrument = inst;
+ _mouseButton = button;
+ _mouseX = x - ix;
+ _mouseY = y - iy;
+ // Always do the action once.
+ return _mouseInstrument->doMouseAction(_mouseButton, 0,
+ _mouseX, _mouseY);
}
- if(alpha < -56){
- alpha = -56;
+ }
+ return false;
+}
+
+/**
+ * Perform a mouse action.
+ */
+bool
+FGPanel::doMouseAction (int button, int updown, int x, int y)
+{
+ // FIXME: this same code appears in update()
+ int xsize = _xsize_node->getIntValue();
+ int ysize = _ysize_node->getIntValue();
+ float aspect_adjust = get_aspect_adjust(xsize, ysize);
+
+ // Scale for the real window size.
+ if (aspect_adjust < 1.0) {
+ x = int(((float)x / xsize) * WIN_W * aspect_adjust);
+ y = int(WIN_H - ((float(y) / ysize) * WIN_H));
+ } else {
+ x = int(((float)x / xsize) * WIN_W);
+ y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
+ }
+
+ // Adjust for offsets.
+ x -= _x_offset->getIntValue();
+ y -= _y_offset->getIntValue();
+
+ // Having fixed up the coordinates, fall through to the local
+ // coordinate handler.
+ return doLocalMouseAction(button, updown, x, y);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
+////////////////////////////////////////////////////////////////////////
+
+FGPanelAction::FGPanelAction ()
+{
+}
+
+FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h,
+ bool repeatable)
+ : _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
+{
+ for (unsigned int i = 0; i < 2; i++) {
+ for (unsigned int j = 0; j < _bindings[i].size(); j++)
+ delete _bindings[i][j];
+ }
+}
+
+FGPanelAction::~FGPanelAction ()
+{
+}
+
+void
+FGPanelAction::addBinding (FGBinding * binding, int updown)
+{
+ _bindings[updown].push_back(binding);
+}
+
+bool
+FGPanelAction::doAction (int updown)
+{
+ if (test()) {
+ if ((updown != _last_state) || (updown == 0 && _repeatable)) {
+ int nBindings = _bindings[updown].size();
+ for (int i = 0; i < nBindings; i++)
+ _bindings[updown][i]->fire();
}
-
- PlaneAlpha = get_roll();
-
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(BallXPos, BallYPos, 0.0);
- xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0);
- fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1);
- xglDisable(GL_TEXTURE_2D);
- xglEnable(GL_BLEND);
- xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(BallXPos, BallYPos, 0.0);
- xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0);
- xglBegin(GL_POLYGON);
- xglColor3f(0.8, 0.8, 0.8);
- for(i=0;i<36;i++){
- xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]);
+ _last_state = updown;
+ return true;
+ } else {
+ return false;
+ }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelTransformation.
+////////////////////////////////////////////////////////////////////////
+
+FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
+{
+}
+
+FGPanelTransformation::~FGPanelTransformation ()
+{
+ delete table;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelInstrument.
+////////////////////////////////////////////////////////////////////////
+
+
+FGPanelInstrument::FGPanelInstrument ()
+{
+ setPosition(0, 0);
+ setSize(0, 0);
+}
+
+FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
+{
+ setPosition(x, y);
+ setSize(w, h);
+}
+
+FGPanelInstrument::~FGPanelInstrument ()
+{
+ for (action_list_type::iterator it = _actions.begin();
+ it != _actions.end();
+ it++) {
+ delete *it;
+ *it = 0;
+ }
+}
+
+void
+FGPanelInstrument::drawHotspots()
+{
+ for ( unsigned int i = 0; i < _actions.size(); i++ ) {
+ FGPanelAction* a = _actions[i];
+ float x1 = getXPos() + a->getX();
+ float x2 = x1 + a->getWidth();
+ float y1 = getYPos() + a->getY();
+ float y2 = y1 + a->getHeight();
+
+ glBegin(GL_LINE_LOOP);
+ glVertex2f(x1, y1);
+ glVertex2f(x1, y2);
+ glVertex2f(x2, y2);
+ glVertex2f(x2, y1);
+ glEnd();
+ }
+}
+
+void
+FGPanelInstrument::setPosition (int x, int y)
+{
+ _x = x;
+ _y = y;
+}
+
+void
+FGPanelInstrument::setSize (int w, int h)
+{
+ _w = w;
+ _h = h;
+}
+
+int
+FGPanelInstrument::getXPos () const
+{
+ return _x;
+}
+
+int
+FGPanelInstrument::getYPos () const
+{
+ return _y;
+}
+
+int
+FGPanelInstrument::getWidth () const
+{
+ return _w;
+}
+
+int
+FGPanelInstrument::getHeight () const
+{
+ return _h;
+}
+
+void
+FGPanelInstrument::addAction (FGPanelAction * action)
+{
+ _actions.push_back(action);
+}
+
+ // Coordinates relative to centre.
+bool
+FGPanelInstrument::doMouseAction (int button, int updown, int x, int y)
+{
+ if (test()) {
+ action_list_type::iterator it = _actions.begin();
+ action_list_type::iterator last = _actions.end();
+ for ( ; it != last; it++) {
+ if ((*it)->inArea(button, x, y) &&
+ (*it)->doAction(updown))
+ return true;
}
- xglEnd();
-
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
-
- fgEraseArea(Wings, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
- fgEraseArea(Elevator, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
- fgEraseArea(Rudder, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
-
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
-
- xglBegin(GL_POLYGON);
- xglColor3f(1.0, 1.0, 1.0);
- for(i=0;i<90;i++){
- xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5);
+ }
+ return false;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGLayeredInstrument.
+////////////////////////////////////////////////////////////////////////
+
+FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
+ : FGPanelInstrument(x, y, w, h)
+{
+}
+
+FGLayeredInstrument::~FGLayeredInstrument ()
+{
+ for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) {
+ delete *it;
+ *it = 0;
+ }
+}
+
+void
+FGLayeredInstrument::draw ()
+{
+ if (!test())
+ return;
+
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ _layers[i]->draw();
+ glPopMatrix();
+ }
+}
+
+int
+FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
+{
+ int n = _layers.size();
+ if (layer->getWidth() == -1) {
+ layer->setWidth(getWidth());
+ }
+ if (layer->getHeight() == -1) {
+ layer->setHeight(getHeight());
+ }
+ _layers.push_back(layer);
+ return n;
+}
+
+int
+FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+ int w, int h)
+{
+ return addLayer(new FGTexturedLayer(texture, w, h));
+}
+
+void
+FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
+{
+ int layer = _layers.size() - 1;
+ _layers[layer]->addTransformation(transformation);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGInstrumentLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGInstrumentLayer::FGInstrumentLayer (int w, int h)
+ : _w(w),
+ _h(h)
+{
+}
+
+FGInstrumentLayer::~FGInstrumentLayer ()
+{
+ for (transformation_list::iterator it = _transformations.begin();
+ it != _transformations.end();
+ it++) {
+ delete *it;
+ *it = 0;
+ }
+}
+
+void
+FGInstrumentLayer::transform () const
+{
+ transformation_list::const_iterator it = _transformations.begin();
+ transformation_list::const_iterator last = _transformations.end();
+ while (it != last) {
+ FGPanelTransformation *t = *it;
+ if (t->test()) {
+ float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
+
+ if (t->has_mod)
+ val = fmod(val, t->mod);
+ if (val < t->min) {
+ val = t->min;
+ } else if (val > t->max) {
+ val = t->max;
+ }
+
+ if(t->table==0) {
+ val = val * t->factor + t->offset;
+ } else {
+ val = t->table->interpolate(val) * t->factor + t->offset;
+ }
+
+ switch (t->type) {
+ case FGPanelTransformation::XSHIFT:
+ glTranslatef(val, 0.0, 0.0);
+ break;
+ case FGPanelTransformation::YSHIFT:
+ glTranslatef(0.0, val, 0.0);
+ break;
+ case FGPanelTransformation::ROTATION:
+ glRotatef(-val, 0.0, 0.0, 1.0);
+ break;
+ }
}
- xglEnd();
-
- xglBegin(GL_POLYGON);
- xglVertex2f(Wings[0], Wings[1]);
- xglVertex2f(Wings[2], Wings[3]);
- xglVertex2f(Wings[4], Wings[5]);
- xglVertex2f(Wings[6], Wings[7]);
- xglVertex2f(Wings[0], Wings[1]);
- xglEnd();
-
- xglBegin(GL_POLYGON);
- xglVertex2f(Elevator[0], Elevator[1]);
- xglVertex2f(Elevator[2], Elevator[3]);
- xglVertex2f(Elevator[4], Elevator[5]);
- xglVertex2f(Elevator[6], Elevator[7]);
- xglVertex2f(Elevator[0], Elevator[1]);
- xglEnd();
-
- xglBegin(GL_POLYGON);
- xglVertex2f(Rudder[0], Rudder[1]);
- xglVertex2f(Rudder[2], Rudder[3]);
- xglVertex2f(Rudder[4], Rudder[5]);
- xglVertex2f(Rudder[6], Rudder[7]);
- xglVertex2f(Rudder[0], Rudder[1]);
- xglEnd();
-
-
- alphahist[0] = alphahist[1];
- alphahist[1] = alpha;
- rollhist[0] = rollhist[1];
- rollhist[1] = -get_roll();
-
- xglDisable(GL_BLEND);
-}
-
-void FGTurnCoordinator::Init(void){
- int n;
- PlaneTexXPos = 49;
- PlaneTexYPos = 59.75;
- BallXPos = 145;
- BallYPos = 24;
- BallTexXPos = 49;
- BallTexYPos = 16;
- BallRadius = 3.5;
-
- for(n=0;n<36;n++){
- vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius;
- vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius;
- }
+ it++;
+ }
}
-void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius, float alpha1, float alpha2, int steps, float LineWidth,
- float red, float green, float blue, bool filled){
- int i;
- float diff = (alpha2 - alpha1) / (float)(steps - 1);
-
-#define ANTIALIASED_INSTRUMENTS
-
-#ifdef ANTIALIASED_INSTRUMENTS
- xglEnable(GL_LINE_SMOOTH);
- xglEnable(GL_BLEND);
- xglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
-#endif
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
-
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(-alpha1, 0.0, 0.0, 1.0);
-
- xglLineWidth(LineWidth);
- xglColor3f(red, green, blue);
-
- if(!filled){
- xglBegin(GL_LINES);
+void
+FGInstrumentLayer::addTransformation (FGPanelTransformation * transformation)
+{
+ _transformations.push_back(transformation);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGGroupLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGGroupLayer::FGGroupLayer ()
+{
+}
+
+FGGroupLayer::~FGGroupLayer ()
+{
+ for (unsigned int i = 0; i < _layers.size(); i++)
+ delete _layers[i];
+}
+
+void
+FGGroupLayer::draw ()
+{
+ if (test()) {
+ transform();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++)
+ _layers[i]->draw();
+ }
+}
+
+void
+FGGroupLayer::addLayer (FGInstrumentLayer * layer)
+{
+ _layers.push_back(layer);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTexturedLayer.
+////////////////////////////////////////////////////////////////////////
+
+
+FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
+ : FGInstrumentLayer(w, h)
+{
+ setTexture(texture);
+}
+
+
+FGTexturedLayer::~FGTexturedLayer ()
+{
+}
+
+
+void
+FGTexturedLayer::draw ()
+{
+ if (test()) {
+ int w2 = _w / 2;
+ int h2 = _h / 2;
+
+ transform();
+ glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
+ glBegin(GL_POLYGON);
+
+ // From Curt: turn on the panel
+ // lights after sundown.
+ sgVec4 panel_color;
+
+ 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;
+ if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
}
- else{
- xglBegin(GL_QUAD_STRIP);
+ glColor4fv( panel_color );
+
+ glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
+ glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
+ glTexCoord2f(_texture.getMaxX(), _texture.getMaxY()); glVertex2f(w2, h2);
+ glTexCoord2f(_texture.getMinX(), _texture.getMaxY()); glVertex2f(-w2, h2);
+ glEnd();
+ }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::FGTextLayer (int w, int h)
+ : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
+{
+ _then.stamp();
+ _color[0] = _color[1] = _color[2] = 0.0;
+ _color[3] = 1.0;
+}
+
+FGTextLayer::~FGTextLayer ()
+{
+ chunk_list::iterator it = _chunks.begin();
+ chunk_list::iterator last = _chunks.end();
+ for ( ; it != last; it++) {
+ delete *it;
+ }
+}
+
+void
+FGTextLayer::draw ()
+{
+ if (test()) {
+ glColor4fv(_color);
+ transform();
+ if ( _font_name == "led" && led_font != 0) {
+ text_renderer.setFont(led_font);
+ } else {
+ text_renderer.setFont(guiFntHandle);
}
-
- for(i=0;i < steps; i++){
- xglVertex3f(sin(i * diff * DEG_TO_RAD) * OuterRadius,
- cos(i * diff * DEG_TO_RAD) * OuterRadius,
- 0.0);
- xglVertex3f(sin(i * diff * DEG_TO_RAD) * InnerRadius,
- cos(i * diff * DEG_TO_RAD) * InnerRadius,
- 0.0);
+ text_renderer.setPointSize(_pointSize);
+ text_renderer.begin();
+ text_renderer.start3f(0, 0, 0);
+
+ _now.stamp();
+ long diff = _now - _then;
+
+ if (diff > 100000 || diff < 0 ) {
+ // ( diff < 0 ) is a sanity check and indicates our time stamp
+ // difference math probably overflowed. We can handle a max
+ // difference of 35.8 minutes since the returned value is in
+ // usec. So if the panel is left off longer than that we can
+ // over flow the math with it is turned back on. This (diff <
+ // 0) catches that situation, get's us out of trouble, and
+ // back on track.
+ recalc_value();
+ _then = _now;
}
- xglEnd();
-
- xglLoadIdentity();
- xglDisable(GL_LINE_SMOOTH);
- xglDisable(GL_BLEND);
-}
-
-void DrawBeechcraftLogo(float XPos, float YPos, float width, float height){
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglEnable(GL_BLEND);
- xglEnable(GL_TEXTURE_2D);
- // xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
- // xglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- xglBegin(GL_POLYGON);
-
- xglTexCoord2f(.39844, .01953);
- xglVertex2f(0.0, 0.0);
- xglTexCoord2f(.58594, .01953);
- xglVertex2f(width, 0.0);
- xglTexCoord2f(.58594, .074219);
- xglVertex2f(width, height);
- xglTexCoord2f(.39844, .074219);
- xglVertex2f(0.0, height);
-
- xglEnd();
-
- xglDisable(GL_BLEND);
- xglDisable(GL_TEXTURE_2D);
+
+ // Something is goofy. The code in this file renders only CCW
+ // polygons, and I have verified that the font code in plib
+ // renders only CCW trianbles. Yet they come out backwards.
+ // Something around here or in plib is either changing the winding
+ // order or (more likely) pushing a left-handed matrix onto the
+ // stack. But I can't find it; get out the chainsaw...
+ glFrontFace(GL_CW);
+ text_renderer.puts((char *)(_value.c_str()));
+ glFrontFace(GL_CCW);
+
+ text_renderer.end();
+ glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
+ }
}
+void
+FGTextLayer::addChunk (FGTextLayer::Chunk * chunk)
+{
+ _chunks.push_back(chunk);
+}
-// PrintMatrix - routine to print the current modelview matrix.
+void
+FGTextLayer::setColor (float r, float g, float b)
+{
+ _color[0] = r;
+ _color[1] = g;
+ _color[2] = b;
+ _color[3] = 1.0;
+}
-void PrintMatrix( void){
- xglGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
- printf("matrix2 = %f %f %f %f \n",
- mvmatrix[0], mvmatrix[1], mvmatrix[2], mvmatrix[3]);
- printf(" %f %f %f %f \n",
- mvmatrix[4], mvmatrix[5], mvmatrix[6], mvmatrix[7]);
- printf(" %f %f %f %f \n",
- mvmatrix[8], mvmatrix[9], mvmatrix[10], mvmatrix[11]);
- printf(" %f %f %f %f \n",
- mvmatrix[12], mvmatrix[13], mvmatrix[14], mvmatrix[15]);
+void
+FGTextLayer::setPointSize (float size)
+{
+ _pointSize = size;
}
-void FGRpmGauge::Init(void){
- list = xglGenLists (1);
- int n;
-
- xglNewList(list, GL_COMPILE);
-
- xglColor3f(.26, .289, .3281);
- xglBegin(GL_POLYGON);
- for(n = 0; n < 180; n++){
- xglVertex2f(cos(n * 0.0349066) * 24.5, sin(n * 0.0349066) * 24.5);
- }
- xglEnd();
-
- DrawScale(XPos, YPos, 22.5, 25.625, 50, 135, 10, 1.0, 0.0, 0.7, 0.0,FILLED);
- DrawScale(XPos, YPos, 21.0, 25.625, -70, 180, 8, 1.8, 0.88, 0.88, 0.88, false);
- DrawScale(XPos, YPos, 22.5, 25.0, -70, 180, 40, 0.6, 0.5, 0.5, 0.5, false);
-
- xglEndList();
+void
+FGTextLayer::setFontName(const string &name)
+{
+ _font_name = name;
}
-void FGRpmGauge::Render(void){
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
-
- xglCallList(list);
-
+
+void
+FGTextLayer::setFont(fntFont * font)
+{
+ text_renderer.setFont(font);
}
-void FGPanel::DrawTestLetter(float X, float Y){
- xglEnable(GL_TEXTURE_2D);
- xglEnable(GL_BLEND);
-
- xglMatrixMode(GL_TEXTURE);
- xglLoadIdentity();
- xglTranslatef(X, Y, 0.0);
-
- DrawLetter();
-
- xglMatrixMode(GL_MODELVIEW);
- xglTranslatef(6.0, 0.0, 0.0);
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
+
+void
+FGTextLayer::recalc_value () const
+{
+ _value = "";
+ chunk_list::const_iterator it = _chunks.begin();
+ chunk_list::const_iterator last = _chunks.end();
+ for ( ; it != last; it++) {
+ _value += (*it)->getValue();
+ }
}
-void FGPanel::InitLists(void){
- xglNewList(FontList + 'A', GL_COMPILE);
- DrawTestLetter(0.391625, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'B', GL_COMPILE);
- DrawTestLetter(0.391625 + 1 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'C', GL_COMPILE);
- DrawTestLetter(0.391625 + 2 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'D', GL_COMPILE);
- DrawTestLetter(0.391625 + 3 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'E', GL_COMPILE);
- DrawTestLetter(0.391625 + 4 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'F', GL_COMPILE);
- DrawTestLetter(0.391625 + 5 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'G', GL_COMPILE);
- DrawTestLetter(0.391625 + 6 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'H', GL_COMPILE);
- DrawTestLetter(0.391625 + 7 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'I', GL_COMPILE);
- DrawTestLetter(0.391625 + 8 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'J', GL_COMPILE);
- DrawTestLetter(0.391625 + 9 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'K', GL_COMPILE);
- DrawTestLetter(0.391625 + 9.7 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'L', GL_COMPILE);
- DrawTestLetter(0.399625 + 10.6 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'M', GL_COMPILE);
- DrawTestLetter(0.80459375, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'N', GL_COMPILE);
- DrawTestLetter(0.83975, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'O', GL_COMPILE);
- DrawTestLetter(0.871, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'P', GL_COMPILE);
- DrawTestLetter(0.90715625, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'Q', GL_COMPILE);
- DrawTestLetter(0.9413125, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + '1', GL_COMPILE);
- DrawTestLetter(0.390625, 0.35546875);
- xglEndList();
-
- xglNewList(FontList + '2', GL_COMPILE);
- DrawTestLetter(0.390625 + 1*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '3', GL_COMPILE);
- DrawTestLetter(0.390625 + 2*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '4', GL_COMPILE);
- DrawTestLetter(0.390625 + 3*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '5', GL_COMPILE);
- DrawTestLetter(0.390625 + 4*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '6', GL_COMPILE);
- DrawTestLetter(0.390625 + 5*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '7', GL_COMPILE);
- DrawTestLetter(0.390625 + 6*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '8', GL_COMPILE);
- DrawTestLetter(0.390625 + 7*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '9', GL_COMPILE);
- DrawTestLetter(0.390625 + 8*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '0', GL_COMPILE);
- DrawTestLetter(0.383625 + 9*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + ' ', GL_COMPILE);
- xglTranslatef(8.0, 0.0, 0.0);
- xglEndList();
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
+ : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+ _text = text;
+ if (_fmt.empty())
+ _fmt = "%s";
}
-void FGPanel::TexString(char *s, float XPos, float YPos, float size){
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglScalef(size, size, 1.0);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- while((*s) != '\0'){
- xglCallList(FontList + (*s));
- s++;
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
+ 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)
+ _fmt = "%s";
+ else
+ _fmt = "%.2f";
+ }
+ _node = node;
+}
+
+const char *
+FGTextLayer::Chunk::getValue () const
+{
+ if (test()) {
+ _buf[0] = '\0';
+ switch (_type) {
+ case TEXT:
+ sprintf(_buf, _fmt.c_str(), _text.c_str());
+ return _buf;
+ case TEXT_VALUE:
+ sprintf(_buf, _fmt.c_str(), _node->getStringValue());
+ break;
+ case DOUBLE_VALUE:
+ double d = _offs + _node->getFloatValue() * _mult;
+ if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
+ sprintf(_buf, _fmt.c_str(), d);
+ break;
}
- xglLoadIdentity();
+ return _buf;
+ } else {
+ return "";
+ }
}
-void FGTexInstrument::Init(void){
- CreatePointer();
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwitchLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGSwitchLayer::FGSwitchLayer ()
+ : FGGroupLayer()
+{
}
-void FGTexInstrument::Render(void){
- xglEnable(GL_TEXTURE_2D);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(-tape[0], 0.0, 0.0, 1.0);
- fgEraseArea(vertices, 20, (GLfloat)(teXpos), (GLfloat)(texYpos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1);
-
- UpdatePointer();
-
- xglDisable(GL_TEXTURE_2D);
+void
+FGSwitchLayer::draw ()
+{
+ if (test()) {
+ transform();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++) {
+ if (_layers[i]->test()) {
+ _layers[i]->draw();
+ return;
+ }
+ }
+ }
}
+
+\f
+// end of panel.cxx
+
+
+