#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/fgpath.hxx>
+#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
bool
fgPanelVisible ()
{
- return ((globals->get_options()->get_panel_status()) &&
+ return ((current_panel != 0) &&
+ (current_panel->getVisibility()) &&
(globals->get_viewmgr()->get_current() == 0) &&
(globals->get_current_view()->get_view_offset() == 0.0));
}
ssgTexture * texture = _textureMap[relativePath];
if (texture == 0) {
cerr << "Texture " << relativePath << " does not yet exist" << endl;
- FGPath tpath(globals->get_options()->get_fg_root());
+ SGPath tpath(globals->get_fg_root());
tpath.append(relativePath);
texture = new ssgTexture((char *)tpath.c_str(), false, false);
_textureMap[relativePath] = texture;
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 ) {
+ if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
glColor4fv( cur_light_params.scene_diffuse );
} else {
glColor4f(0.7, 0.2, 0.2, 1.0);
}
// Scale for the real window size.
- x = int(((float)x / globals->get_options()->get_xsize()) * _winw);
- y = int(_winh - (((float)y / globals->get_options()->get_ysize())
+ x = int(((float)x / fgGetInt("/sim/startup/xsize")) * _winw);
+ y = int(_winh - (((float)y / fgGetInt("/sim/startup/ysize"))
* _winh));
// Adjust for offsets.
////////////////////////////////////////////////////////////////////////
FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
{
}
} else if (val > t->max) {
val = t->max;
}
- val = val * t->factor + t->offset;
+ 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:
// From Curt: turn on the panel
// lights after sundown.
- if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
glColor4fv( cur_light_params.scene_diffuse );
} else {
glColor4f(0.7, 0.2, 0.2, 1.0);