// 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 40
+#define POFF_UNITS 4
\f
////////////////////////////////////////////////////////////////////////
FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
-static fntTexFont *default_font;
-static fntTexFont *led_font;
+static fntTexFont *default_font = 0;
+static fntTexFont *led_font = 0;
/**
* Constructor.
_x_offset = fgGetInt("/sim/panel/x-offset");
_y_offset = fgGetInt("/sim/panel/y-offset");
_jitter = fgGetFloat("/sim/panel/jitter");
+ _flipx = fgGetBool("/sim/panel/flip-x");
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
return;
}
- // If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
- }
- }
+ updateMouseDelay();
// Now, draw the panel
float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
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;
+ }
+ }
+}
+
void
FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
- // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+ if ( _flipx ) {
+ 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();
// 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(0, -POFF_UNITS);
+ glPolygonOffset(-1, -POFF_UNITS);
+
+ // save some state
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT );
// Draw the background
glEnable(GL_TEXTURE_2D);
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 * SGD_RADIANS_TO_DEGREES < 95.0 ) {
- glColor4fv( cur_light_params.scene_diffuse );
- } else {
- glColor4f(0.7, 0.2, 0.2, 1.0);
+ sgVec4 panel_color;
+ sgCopyVec4( panel_color, cur_light_params.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);
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")) {
+ glPushAttrib(GL_ALL_ATTRIB_BITS);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_TEXTURE_2D);
+ glColor3f(1, 1, 0);
+
+ for(int i=0; i<_instruments.size(); i++)
+ _instruments[i]->drawHotspots();
+
+ glPopAttrib();
+ }
+
+
+ // restore some original state
+ glPopAttrib();
+ glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
}
}
/**
- * Perform a mouse action.
+ * 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::doMouseAction (int button, int updown, int x, int y)
+FGPanel::doLocalMouseAction(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);
-
- // Note a released button and return
- // cerr << "Doing mouse action\n";
+ // Note a released button and return
if (updown == 1) {
+ if (_mouseInstrument != 0)
+ _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
_mouseDown = false;
_mouseInstrument = 0;
return false;
}
- // 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;
- y -= _y_offset;
-
- // Search for a matching instrument.
+ // Search for a matching instrument.
for (int i = 0; i < (int)_instruments.size(); i++) {
FGPanelInstrument *inst = _instruments[i];
int ix = inst->getXPos();
_mouseButton = button;
_mouseX = x - ix;
_mouseY = y - iy;
- // Always do the action once.
- return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ // Always do the action once.
+ return _mouseInstrument->doMouseAction(_mouseButton, 0,
+ _mouseX, _mouseY);
}
}
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;
+ y -= _y_offset;
+
+ // Having fixed up the coordinates, fall through to the local
+ // coordinate handler.
+ doLocalMouseAction(button, updown, x, y);
+}
+
\f
////////////////////////////////////////////////////////////////////////.
{
}
-FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
- : _button(button), _x(x), _y(y), _w(w), _h(h)
+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 < _bindings.size(); i++)
- delete _bindings[i];
+ 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)
+FGPanelAction::addBinding (FGBinding * binding, int updown)
{
- _bindings.push_back(binding);
+ _bindings[updown].push_back(binding);
}
-void
-FGPanelAction::doAction ()
+bool
+FGPanelAction::doAction (int updown)
{
if (test()) {
- int nBindings = _bindings.size();
- for (int i = 0; i < nBindings; i++) {
- _bindings[i]->fire();
+ if ((updown != _last_state) || (updown == 0 && _repeatable)) {
+ int nBindings = _bindings[updown].size();
+ for (int i = 0; i < nBindings; i++)
+ _bindings[updown][i]->fire();
}
+ _last_state = updown;
+ return true;
+ } else {
+ return false;
}
}
}
}
+void
+FGPanelInstrument::drawHotspots()
+{
+ for(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)
{
// Coordinates relative to centre.
bool
-FGPanelInstrument::doMouseAction (int button, int x, int y)
+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();
- return true;
- }
+ if ((*it)->inArea(button, x, y) &&
+ (*it)->doAction(updown))
+ return true;
}
}
return false;
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 {
FGGroupLayer::draw ()
{
if (test()) {
+ transform();
int nLayers = _layers.size();
for (int i = 0; i < nLayers; i++)
_layers[i]->draw();
// From Curt: turn on the panel
// lights after sundown.
- 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);
+ sgVec4 panel_color;
+ sgCopyVec4( panel_color, cur_light_params.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 );
glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
if (test()) {
glColor4fv(_color);
transform();
- if ( _font_name == "led" ) {
+ if ( _font_name == "led" && led_font != 0) {
text_renderer.setFont(led_font);
} else {
text_renderer.setFont(guiFntHandle);
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
- FGInstrumentLayer * layer1,
- FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
+FGSwitchLayer::FGSwitchLayer ()
+ : FGGroupLayer()
{
}
-FGSwitchLayer::~FGSwitchLayer ()
-{
- delete _layer1;
- delete _layer2;
-}
-
void
FGSwitchLayer::draw ()
{
if (test()) {
transform();
- if (_node->getBoolValue()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++) {
+ if (_layers[i]->test()) {
+ _layers[i]->draw();
+ return;
+ }
}
}
}