]> git.mxchange.org Git - flightgear.git/blobdiff - src/Cockpit/panel.cxx
Updates from David Megginson:
[flightgear.git] / src / Cockpit / panel.cxx
index d1a4382c0938e8b75849ccafa5ae3794d0f40b84..606f6100951b7965151fc29c93c7cefbaf3ea1d2 100644 (file)
@@ -1,25 +1,22 @@
-// 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 <GL/glut.h>
-#include <XGL/xgl.h>
-
-#include <stdlib.h>
-#include <stdio.h>
 #include <string.h>
-#include <string>
-#include <math.h>
 
-#include <Debug/logstream.hxx>
-#include <Aircraft/aircraft.hxx>
+#include <plib/ssg.h>
+#include <plib/fnt.h>
+
+#include <simgear/debug/logstream.hxx>
+#include <simgear/misc/fgpath.hxx>
 #include <Main/options.hxx>
 #include <Main/views.hxx>
-#include <Misc/fgpath.hxx>
 #include <Objects/texload.h>
 
-#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();
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextureManager.
+////////////////////////////////////////////////////////////////////////
+
+map<const char *,ssgTexture *> FGTextureManager::_textureMap;
+
+ssgTexture *
+FGTextureManager::createTexture (const char * relativePath)
+{
+  ssgTexture *texture;
+
+  texture = _textureMap[relativePath];
+  if (texture == 0) {
+    FGPath tpath(current_options.get_fg_root());
+    tpath.append(relativePath);
+    texture = new ssgTexture((char *)tpath.c_str(), false, false);
+    _textureMap[relativePath] = texture;
+    cerr << "Created texture " << relativePath
+        << " handle=" << texture->getHandle() << endl;
+  }
+
+  return texture;
 }
 
-void FGPanel::ReInit( int x, int y, int finx, int finy){
-    fgOPTIONS *o;
-    FGView *v = &current_view;
-    int i;
-    GLint buffer;
-    
-    o = &current_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
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanel.
+////////////////////////////////////////////////////////////////////////
+
+FGPanel * current_panel = NULL;
+
+FGPanel::FGPanel (int x, int y, int w, int h)
+  : _mouseDown(false),
+    _mouseInstrument(0),
+    _x(x), _y(y), _w(w), _h(h)
+{
+  setVisibility(current_options.get_panel_status());
+  _panel_h = (int)(h * 0.5768 + 1);
 }
 
-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();
+FGPanel::~FGPanel ()
+{
+  instrument_list_type::iterator current = _instruments.begin();
+  instrument_list_type::iterator last = _instruments.end();
+  
+  for ( ; current != last; ++current) {
+    delete *current;
+    *current = 0;
+  }
 }
 
-// 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);
-    }
-    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();
-    }
-    
-    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); 
-        }
-        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);
+void
+FGPanel::addInstrument (FGPanelInstrument * instrument)
+{
+  _instruments.push_back(instrument);
 }
 
-// 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
+FGPanel::update () const
+{
+                               // Do nothing if the panel isn't visible.
+  if (!_visibility)
+    return;
+
+                               // If the mouse is down, do something
+  if (_mouseDown) {
+    _mouseDelay--;
+    if (_mouseDelay < 0) {
+      _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+      _mouseDelay = 2;
     }
+  }
+
+                               // Now, draw the panel
+  glMatrixMode(GL_PROJECTION);
+  glPushMatrix();
+  glLoadIdentity();
+  gluOrtho2D(_x, _x + _w, _y, _y + _h);
+
+  glMatrixMode(GL_MODELVIEW);
+  glPushMatrix();
+  glLoadIdentity();
+
+                               // Draw the background
+  glEnable(GL_TEXTURE_2D);
+  glDisable(GL_LIGHTING);
+  glEnable(GL_BLEND);
+  glEnable(GL_ALPHA_TEST);
+  glEnable(GL_COLOR_MATERIAL);
+  // glColor4f(1.0, 1.0, 1.0, 1.0);
+  if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+      glColor4fv( cur_light_params.scene_diffuse );
+  } else {
+      glColor4f(0.7, 0.2, 0.2, 1.0);
+  }
+  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); glVertex3f(_x, _y, 0);
+  glTexCoord2f(10.0, 0.0); glVertex3f(_x + _w, _y, 0);
+  glTexCoord2f(10.0, 5.0); glVertex3f(_x + _w, _y + _panel_h, 0);
+  glTexCoord2f(0.0, 5.0); glVertex3f(_x, _y + _panel_h, 0);
+  glEnd();
+
+                               // 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;
+    glLoadIdentity();
+    glTranslated(instr->getXPos(), instr->getYPos(), 0);
+    instr->draw();
+  }
+
+  glMatrixMode(GL_PROJECTION);
+  glPopMatrix();
+  glMatrixMode(GL_MODELVIEW);
+  glPopMatrix();
+  ssgForceBasicState();
+  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 }
 
-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);
+void
+FGPanel::setVisibility (bool visibility)
+{
+  _visibility = visibility;
 }
 
-// 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();
-    
-#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
-#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);
-    
+bool
+FGPanel::getVisibility () const
+{
+  return _visibility;
 }
 
-// CreatePointer - calculate the vertices of a pointer 
-
-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;
-    }
-    
-    vertices[16] = - vertices[4];
-    vertices[17] = vertices[5];
-    vertices[18] = - vertices[2];
-    vertices[19] = vertices[3];
-    
+void
+FGPanel::setBackground (ssgTexture * texture)
+{
+  _bg = texture;
 }
 
-// fgUpdateTurnCoordinator - draws turn coordinator related stuff
-
-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;
-    }
-    if(alpha < -56){
-        alpha = -56;
+bool
+FGPanel::doMouseAction (int button, int updown, int x, int y)
+{
+                               // Note a released button and return
+  // cerr << "Doing mouse action\n";
+  if (updown == 1) {
+    _mouseDown = false;
+    _mouseInstrument = 0;
+    return true;
+  }
+
+  x = (int)(((float)x / current_view.get_winWidth()) * _w);
+  y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
+
+  for (int i = 0; i < _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) {
+//       cout << "Do mouse action for component " << i << '\n';
+      _mouseDown = true;
+      _mouseDelay = 20;
+      _mouseInstrument = inst;
+      _mouseButton = button;
+      _mouseX = x - ix;
+      _mouseY = y - iy;
+                               // Always do the action once.
+      _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+      return true;
     }
-    
-    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]);
-    }
-    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);
-    }
-    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);
+  }
+//   cout << "Did not click on an instrument\n";
+  return false;
 }
 
-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;
-    }   
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGAdjustAction.
+////////////////////////////////////////////////////////////////////////
+
+FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
+                               float increment, float min, float max,
+                               bool wrap=false)
+  : _getter(getter), _setter(setter), _increment(increment),
+    _min(min), _max(max), _wrap(wrap)
+{
 }
 
-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);
+FGAdjustAction::~FGAdjustAction ()
+{
+}
+
+void
+FGAdjustAction::doAction ()
+{
+  float value = (*_getter)();
+//   cout << "Do action; value=" << value << '\n';
+  value += _increment;
+  if (value < _min) {
+    value = (_wrap ? _max : _min);
+  } else if (value > _max) {
+    value = (_wrap ? _min : _max);
+  }
+//   cout << "New value is " << value << '\n';
+  (*_setter)(value);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwapAction.
+////////////////////////////////////////////////////////////////////////
+
+FGSwapAction::FGSwapAction (getter_type getter1, setter_type setter1,
+                           getter_type getter2, setter_type setter2)
+  : _getter1(getter1), _setter1(setter1),
+    _getter2(getter2), _setter2(setter2)
+{
+}
+
+FGSwapAction::~FGSwapAction ()
+{
+}
+
+void
+FGSwapAction::doAction ()
+{
+  float value = (*_getter1)();
+  (*_setter1)((*_getter2)());
+  (*_setter2)(value);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGToggleAction.
+////////////////////////////////////////////////////////////////////////
+
+FGToggleAction::FGToggleAction (getter_type getter, setter_type setter)
+  : _getter(getter), _setter(setter)
+{
+}
+
+FGToggleAction::~FGToggleAction ()
+{
+}
+
+void
+FGToggleAction::doAction ()
+{
+  (*_setter)(!((*_getter)()));
+}
+
+
+\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 ()
+{
+  action_list_type::iterator it = _actions.begin();
+  action_list_type::iterator last = _actions.end();
+  for ( ; it != last; it++) {
+    delete it->action;
+  }
+}
+
+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 (int button, int x, int y, int w, int h,
+                             FGPanelAction * action)
+{
+  FGPanelInstrument::inst_action act;
+  act.button = button;
+  act.x = x;
+  act.y = y;
+  act.w = w;
+  act.h = h;
+  act.action = action;
+  _actions.push_back(act);
+}
+
+                               // Coordinates relative to centre.
+bool
+FGPanelInstrument::doMouseAction (int button, int x, int y)
+{
+  action_list_type::iterator it = _actions.begin();
+  action_list_type::iterator last = _actions.end();
+//   cout << "Mouse action at " << x << ',' << y << '\n';
+  for ( ; it != last; it++) {
+//     cout << "Trying action at " << it->x << ',' << it->y << ','
+//      << it->w <<',' << it->h << '\n';
+    if (button == it->button &&
+       x >= it->x && x < it->x + it->w && y >= it->y && y < it->y + it->h) {
+      it->action->doAction();
+      return true;
     }
-    else{
-        xglBegin(GL_QUAD_STRIP);
+  }
+  return false;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGLayeredInstrument.
+////////////////////////////////////////////////////////////////////////
+
+FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
+  : FGPanelInstrument(x, y, w, h)
+{
+}
+
+FGLayeredInstrument::~FGLayeredInstrument ()
+{
+  // FIXME: free layers
+}
+
+void
+FGLayeredInstrument::draw () const
+{
+  for (int i = 0; i < _layers.size(); i++) {
+    glPushMatrix();
+    glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+    _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 (CroppedTexture &texture,
+                              int w = -1, int h = -1)
+{
+  return addLayer(new FGTexturedLayer(texture, w, h));
+}
+
+void
+FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
+                                       FGInstrumentLayer::transform_func func,
+                                       float min, float max,
+                                       float factor, float offset)
+{
+  int layer = _layers.size() - 1;
+  _layers[layer]->addTransformation(type, func, min, max, factor, offset);
+}
+
+void
+FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
+                                       float offset)
+{
+  addTransformation(type, 0, 0.0, 0.0, 1.0, offset);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGInstrumentLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGInstrumentLayer::FGInstrumentLayer (int w, int h)
+  : _w(w),
+    _h(h)
+{
+}
+
+FGInstrumentLayer::~FGInstrumentLayer ()
+{
+  transformation_list::iterator it = _transformations.begin();
+  transformation_list::iterator end = _transformations.end();
+  while (it != end) {
+    delete *it;
+    it++;
+  }
+}
+
+void
+FGInstrumentLayer::transform () const
+{
+  transformation_list::const_iterator it = _transformations.begin();
+  transformation_list::const_iterator last = _transformations.end();
+  while (it != last) {
+    transformation *t = *it;
+    float value = (t->func == 0 ? 0.0 : (*(t->func))());
+    if (value < t->min) {
+      value = t->min;
+    } else if (value > t->max) {
+      value = t->max;
     }
-    
-    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);
+    value = value * t->factor + t->offset;
+
+    switch (t->type) {
+    case XSHIFT:
+      glTranslatef(value, 0.0, 0.0);
+      break;
+    case YSHIFT:
+      glTranslatef(0.0, value, 0.0);
+      break;
+    case ROTATION:
+      glRotatef(-value, 0.0, 0.0, 1.0);
+      break;
     }
-    xglEnd();
-    
-    xglLoadIdentity();
-    xglDisable(GL_LINE_SMOOTH);
-    xglDisable(GL_BLEND);
+    it++;
+  }
 }
 
-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);
+void
+FGInstrumentLayer::addTransformation (transform_type type,
+                                     transform_func func,
+                                     float min, float max,
+                                     float factor, float offset)
+{
+  transformation *t = new transformation;
+  t->type = type;
+  t->func = func;
+  t->min = min;
+  t->max = max;
+  t->factor = factor;
+  t->offset = offset;
+  _transformations.push_back(t);
 }
 
 
-// PrintMatrix - routine to print the current modelview matrix.                 
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTexturedLayer.
+////////////////////////////////////////////////////////////////////////
+
+// FGTexturedLayer::FGTexturedLayer (ssgTexture * texture, int w, int h,
+//                               float texX1 = 0.0, float texY1 = 0.0,
+//                               float texX2 = 1.0, float texY2 = 1.0)
+//   : FGInstrumentLayer(w, h),
+//     _texX1(texX1), _texY1(texY1), _texX2(texX2), _texY2(texY2)
+// {
+//   setTexture(texture);
+// }
+
+FGTexturedLayer::FGTexturedLayer (CroppedTexture &texture, int w, int h)
+  : FGInstrumentLayer(w, h),
+    _texX1(texture.minX), _texY1(texture.minY),
+    _texX2(texture.maxX), _texY2(texture.maxY)
+{
+  setTexture(texture.texture);
+}
 
-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]);
+FGTexturedLayer::~FGTexturedLayer ()
+{
 }
 
-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
+FGTexturedLayer::draw () const
+{
+  int w2 = _w / 2;
+  int h2 = _h / 2;
+
+  transform();
+  glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
+  glBegin(GL_POLYGON);
+  if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+      glColor4fv( cur_light_params.scene_diffuse );
+  } else {
+      glColor4f(0.7, 0.2, 0.2, 1.0);
+  }
+  glTexCoord2f(_texX1, _texY1); glVertex2f(-w2, -h2);
+  glTexCoord2f(_texX2, _texY1); glVertex2f(w2, -h2);
+  glTexCoord2f(_texX2, _texY2); glVertex2f(w2, h2);
+  glTexCoord2f(_texX1, _texY2); glVertex2f(-w2, h2);
+  glEnd();
 }
 
-void FGRpmGauge::Render(void){
-    xglMatrixMode(GL_MODELVIEW);
-    xglLoadIdentity();
-    xglTranslatef(XPos, YPos, 0.0);
-    
-    xglCallList(list);
-    
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
+                         Chunk * chunk3)
+  : FGInstrumentLayer(w, h)
+{
+  _color[0] = _color[1] = _color[2] = 0.0;
+  _color[3] = 1.0;
+  if (chunk1)
+    addChunk(chunk1);
+  if (chunk2)
+    addChunk(chunk2);
+  if (chunk3)
+    addChunk(chunk3);
 }
 
-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);
+FGTextLayer::~FGTextLayer ()
+{
+  chunk_list::iterator it = _chunks.begin();
+  chunk_list::iterator last = _chunks.end();
+  for ( ; it != last; it++) {
+    delete *it;
+  }
 }
 
-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();
+void
+FGTextLayer::draw () const
+{
+  glPushMatrix();
+  glColor4fv(_color);
+  transform();
+  _renderer.setFont(guiFntHandle);
+  _renderer.setPointSize(14);
+  _renderer.begin();
+  _renderer.start3f(0, 0, 0);
+
+                               // Render each of the chunks.
+  chunk_list::const_iterator it = _chunks.begin();
+  chunk_list::const_iterator last = _chunks.end();
+  for ( ; it != last; it++) {
+    _renderer.puts((*it)->getValue());
+  }
+
+  _renderer.end();
+  glColor4f(1.0, 1.0, 1.0, 1.0);       // FIXME
+  glPopMatrix();
 }
 
-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++;
-    }
-    xglLoadIdentity();
+void
+FGTextLayer::addChunk (FGTextLayer::Chunk * chunk)
+{
+  _chunks.push_back(chunk);
+}
+
+void
+FGTextLayer::setColor (float r, float g, float b)
+{
+  _color[0] = r;
+  _color[1] = g;
+  _color[2] = b;
+  _color[3] = 1.0;
 }
 
-void FGTexInstrument::Init(void){
-    CreatePointer();
+void
+FGTextLayer::setPointSize (const float size)
+{
+  _renderer.setPointSize(size);
 }
 
-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
+FGTextLayer::setFont(fntFont * font)
+{
+  _renderer.setFont(font);
 }
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (char * text, char * fmt = "%s")
+  : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+  _value._text = text;
+}
+
+FGTextLayer::Chunk::Chunk (text_func func, char * fmt = "%s")
+  : _type(FGTextLayer::TEXT_FUNC), _fmt(fmt)
+{
+  _value._tfunc = func;
+}
+
+FGTextLayer::Chunk::Chunk (double_func func, char * fmt = "%.2f",
+                          float mult = 1.0)
+  : _type(FGTextLayer::DOUBLE_FUNC), _fmt(fmt), _mult(mult)
+{
+  _value._dfunc = func;
+}
+
+char *
+FGTextLayer::Chunk::getValue () const
+{
+  switch (_type) {
+  case TEXT:
+    sprintf(_buf, _fmt, _value._text);
+    return _buf;
+  case TEXT_FUNC:
+    sprintf(_buf, _fmt, (*(_value._tfunc))());
+    break;
+  case DOUBLE_FUNC:
+    sprintf(_buf, _fmt, (*(_value._dfunc))() * _mult);
+    break;
+  }
+  return _buf;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwitchLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGSwitchLayer::FGSwitchLayer (int w, int h, switch_func func,
+                             FGInstrumentLayer * layer1,
+                             FGInstrumentLayer * layer2)
+  : FGInstrumentLayer(w, h), _func(func), _layer1(layer1), _layer2(layer2)
+{
+}
+
+FGSwitchLayer::~FGSwitchLayer ()
+{
+  delete _layer1;
+  delete _layer2;
+}
+
+void
+FGSwitchLayer::draw () const
+{
+  transform();
+  if ((*_func)()) {
+    _layer1->draw();
+  } else {
+    _layer2->draw();
+  }
+}
+
+\f
+// end of panel.cxx