# include <windows.h>
#endif
+#include <stdio.h> // sprintf
#include <string.h>
#include <plib/ssg.h>
#define WIN_W 1024
#define WIN_H 768
-#ifdef NONE
-#pragma warn A sloppy coder has defined NONE as a macro!!!
-#undef NONE
+#if defined( NONE ) && defined( _MSC_VER )
+# pragma message( "A sloppy coder has defined NONE as a macro!!!" )
+# undef NONE
+#elif defined( NONE )
+# pragma warn A sloppy coder has defined NONE as a macro!!!
+# undef NONE
#endif
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
_x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
_bound(false),
+ _jitter(0.0),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true))
{
fgSetArchivable("/sim/panel/x-offset");
fgTie("/sim/panel/y-offset", &_y_offset);
fgSetArchivable("/sim/panel/y-offset");
+ fgTie("/sim/panel/jitter", &_jitter);
+ fgSetArchivable("/sim/panel/jitter");
_bound = true;
}
* Update the panel.
*/
void
-FGPanel::update ()
+FGPanel::update (int dt)
{
// Do nothing if the panel isn't visible.
- if (!fgPanelVisible())
+ if ( !fgPanelVisible() ) {
return;
+ }
// If the mouse is down, do something
if (_mouseDown) {
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;
+ double y_offset = _y_offset;
+
+ if (_jitter != 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;
+
+ int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter)) *
+ (a_y_pilot < 0 ? -1 : 1);
+ int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
+ (a_zx_pilot < 0 ? -1 : 1);
+
+ // adjustments in screen coordinates
+ x_offset += x_adjust;
+ y_offset += y_adjust;
+ }
+
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glPushMatrix();
glLoadIdentity();
- glTranslated(_x_offset, _y_offset, 0);
+ glTranslated(x_offset, y_offset, 0);
// Draw the background
glEnable(GL_TEXTURE_2D);
} 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(WIN_X, WIN_Y, 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
- glEnd();
+ 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); glVertex3f(WIN_X, WIN_Y, 0);
+ glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
+ glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
+ 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); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
+ glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
+ glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + _height, 0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + _height, 0);
+ 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); glVertex3f(WIN_X + (_width/4) * i, WIN_Y, 0);
+ glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y, 0);
+ glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
+ glEnd();
+ }
+
+ }
// Draw the instruments.
instrument_list_type::const_iterator current = _instruments.begin();
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glLoadIdentity();
- glTranslated(_x_offset, _y_offset, 0);
+ glTranslated(x_offset, y_offset, 0);
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
}
_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.
FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
: _button(button), _x(x), _y(y), _w(w), _h(h)
{
+ for (unsigned int i = 0; i < _bindings.size(); i++)
+ delete _bindings[i];
}
FGPanelAction::~FGPanelAction ()
}
void
-FGPanelAction::addBinding (const FGBinding &binding)
+FGPanelAction::addBinding (FGBinding * binding)
{
_bindings.push_back(binding);
}
if (test()) {
int nBindings = _bindings.size();
for (int i = 0; i < nBindings; i++) {
- _bindings[i].fire();
+ _bindings[i]->fire();
}
}
}
FGPanelTransformation::~FGPanelTransformation ()
{
+ delete table;
}
FGGroupLayer::~FGGroupLayer ()
{
- for (int i = 0; i < _layers.size(); i++)
+ for (unsigned int i = 0; i < _layers.size(); i++)
delete _layers[i];
}
\f
// end of panel.cxx
+
+