# include <windows.h>
#endif
+#include <stdio.h> // sprintf
#include <string.h>
#include <plib/ssg.h>
#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>
+#include <Main/viewmgr.hxx>
#include <Objects/texload.h>
#include <Time/light.hxx>
#include "hud.hxx"
#include "panel.hxx"
+#define WIN_X 0
+#define WIN_Y 0
+#define WIN_W 1024
+#define WIN_H 768
+
+#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
+
+\f
+////////////////////////////////////////////////////////////////////////
+// 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);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
bool
fgPanelVisible ()
{
- return ((globals->get_options()->get_panel_status()) &&
- (globals->get_viewmgr()->get_current() == 0) &&
- (globals->get_current_view()->get_view_offset() == 0.0));
+ if(current_panel == 0)
+ return false;
+ if(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 &&
+ !fgGetBool("/sim/virtual-cockpit"))
+ return false;
+ return true;
}
{
ssgTexture * texture = _textureMap[relativePath];
if (texture == 0) {
- cerr << "Texture " << relativePath << " does not yet exist" << endl;
- FGPath tpath(globals->get_options()->get_fg_root());
+ 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)
- cerr << "Texture *still* doesn't exist" << endl;
- cerr << "Created texture " << relativePath
- << " handle=" << texture->getHandle() << endl;
+ 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;
FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
-
+static fntTexFont *default_font;
+static fntTexFont *led_font;
/**
* Constructor.
*/
-FGPanel::FGPanel (int window_x, int window_y, int window_w, int window_h)
+FGPanel::FGPanel ()
: _mouseDown(false),
_mouseInstrument(0),
- _winx(window_x), _winy(window_y), _winw(window_w), _winh(window_h),
- _width(_winw), _height(int(_winh * 0.5768 + 1)),
- _x_offset(0), _y_offset(0), _view_height(int(_winh * 0.4232))
+ _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
+ _x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
+ _jitter(0.0),
+ _xsize_node(fgGetNode("/sim/startup/xsize", true)),
+ _ysize_node(fgGetNode("/sim/startup/ysize", true))
{
setVisibility(fgPanelVisible());
}
}
+/**
+ * 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" );
+ }
+
+ 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 () const
+FGPanel::update (int dt)
{
+ // TODO: cache the nodes
+ _visibility = fgGetBool("/sim/panel/visibility");
+ _x_offset = fgGetInt("/sim/panel/x-offset");
+ _y_offset = fgGetInt("/sim/panel/y-offset");
+ _jitter = fgGetFloat("/sim/panel/jitter");
+
// Do nothing if the panel isn't visible.
- if (!fgPanelVisible())
- return;
+ if ( !fgPanelVisible() ) {
+ return;
+ }
// If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
}
- }
// Now, draw the panel
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluOrtho2D(_winx, _winx + _winw, _winy, _winy + _winh);
+ 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));
+}
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
- glTranslated(_x_offset, _y_offset, 0);
+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;
+ }
- // Draw the background
+ if(fgGetBool("/sim/virtual-cockpit")) {
+ setupVirtualCockpit();
+ } else {
+ 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 */
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glTranslated(x_offset, y_offset, 0);
+ }
+
+ // 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 ) {
+ 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);
}
- 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(_winx, _winy, 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(_winx + _width, _winy, 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(_winx + _width, _winy + _height, 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(_winx, _winy + _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);
+ glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
+ glPopMatrix();
+ }
+
+ if(fgGetBool("/sim/virtual-cockpit")) {
+ cleanupVirtualCockpit();
+ } else {
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
ssgForceBasicState();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
+void
+FGPanel::setupVirtualCockpit()
+{
+ int i;
+ FGViewer* view = globals->get_current_view();
+
+ // Generate corners for the panel quad. Put the top edge of the
+ // panel 1m in and 6 degrees down from the forward direction, and
+ // make the whole thing 60 degrees wide. In principle, these
+ // should be settable per-panel, so that you can have lots of
+ // panel objects plastered about the cockpit in realistic
+ // positions and orientations.
+ float a[3], b[3], c[3];
+ float pw = tan(30*SGD_DEGREES_TO_RADIANS);
+ float ph = 2 * pw * (float)_height/(float)_width;
+ float ptop = -tan(6*SGD_DEGREES_TO_RADIANS);
+ a[0] = -pw; a[1] = ptop-ph; a[2] = -1; // bottom left
+ b[0] = pw; b[1] = ptop-ph; b[2] = -1; // bottom right
+ c[0] = -pw; c[1] = ptop; c[2] = -1; // top left
+
+ // A standard projection, in meters, with especially close clip
+ // planes.
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
+ 0.01, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ // Generate a "look at" matrix using OpenGL (!) coordinate
+ // conventions.
+ float lookat[3];
+ float pitch = view->getPitchOffset_deg() * SGD_DEGREES_TO_RADIANS;
+ float rot = view->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS;
+ lookat[0] = -sin(rot);
+ lookat[1] = sin(pitch) / cos(pitch);
+ lookat[2] = -cos(rot);
+ if(fabs(lookat[1]) > 9999) lookat[1] = 9999; // FPU sanity
+ gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
+
+ // Translate the origin to the location of the panel quad
+ glTranslatef(a[0], a[1], a[2]);
+
+ // Generate a matrix to translate unit square coordinates from the
+ // panel to real world coordinates. Use a transposed basis for
+ // the panel quad. Note: this matrix is relatively expensive to
+ // compute, and is invariant. Consider precomputing and storing
+ // it. Also, consider using the plib vector math routines, so the
+ // reuse junkies don't yell at me. (Fine, I hard-coded a cross
+ // product. Just shoot me and be done with it.)
+ float u[3], v[3], w[3], m[16];
+ for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
+ for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
+ w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
+ w[1] = u[2]*v[0] - v[2]*u[0];
+ w[2] = u[0]*v[1] - v[0]*u[1];
+
+ m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = 0; // |Ux Vx Wx|
+ m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = 0; // m = |Uy Vy Wy|
+ m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = 0; // |Uz Vz Wz|
+ m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
+ glMultMatrixf(m);
+
+ // Finally, a scaling factor to map the panel's width and height
+ // to the unit square.
+ glScalef(1./_width, 1./_height, 1);
+
+ // Now, turn off the Z buffer. The panel code doesn't need
+ // it, and we're using different clip planes anyway (meaning we
+ // can't share it without glDepthRange() hackery or much
+ // framebuffer bandwidth wasteage)
+ glDisable(GL_DEPTH_TEST);
+}
+
+void
+FGPanel::cleanupVirtualCockpit()
+{
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+}
+
/**
* Set the panel's visibility.
_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 + _winw)
+ if (offset <= 0 && offset >= -_width + WIN_W)
_x_offset = offset;
}
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);
// Note a released button and return
// cerr << "Doing mouse action\n";
}
// 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())
- * _winh));
+ 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;
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 ()
{
}
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGAdjustAction.
-////////////////////////////////////////////////////////////////////////
-
-FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h,
- SGValue * value, float increment,
- float min, float max, bool wrap)
- : FGPanelAction(button, x, y, w, h),
- _value(value), _increment(increment), _min(min), _max(max), _wrap(wrap)
-{
-}
-
-FGAdjustAction::~FGAdjustAction ()
-{
-}
-
void
-FGAdjustAction::doAction ()
-{
- float val = _value->getFloatValue();
- val += _increment;
- if (val < _min) {
- val = (_wrap ? _max : _min);
- } else if (val > _max) {
- val = (_wrap ? _min : _max);
- }
- _value->setDoubleValue(val);
-}
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGSwapAction.
-////////////////////////////////////////////////////////////////////////
-
-FGSwapAction::FGSwapAction (int button, int x, int y, int w, int h,
- SGValue * value1, SGValue * value2)
- : FGPanelAction(button, x, y, w, h), _value1(value1), _value2(value2)
-{
-}
-
-FGSwapAction::~FGSwapAction ()
-{
-}
-
-void
-FGSwapAction::doAction ()
-{
- float val = _value1->getFloatValue();
- _value1->setDoubleValue(_value2->getFloatValue());
- _value2->setDoubleValue(val);
-}
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGToggleAction.
-////////////////////////////////////////////////////////////////////////
-
-FGToggleAction::FGToggleAction (int button, int x, int y, int w, int h,
- SGValue * value)
- : FGPanelAction(button, x, y, w, h), _value(value)
-{
-}
-
-FGToggleAction::~FGToggleAction ()
+FGPanelAction::addBinding (FGBinding * binding)
{
+ _bindings.push_back(binding);
}
void
-FGToggleAction::doAction ()
+FGPanelAction::doAction ()
{
- _value->setBoolValue(!(_value->getBoolValue()));
+ if (test()) {
+ int nBindings = _bindings.size();
+ for (int i = 0; i < nBindings; i++) {
+ _bindings[i]->fire();
+ }
+ }
}
////////////////////////////////////////////////////////////////////////
FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
{
}
FGPanelTransformation::~FGPanelTransformation ()
{
+ delete table;
}
bool
FGPanelInstrument::doMouseAction (int button, int x, int y)
{
- 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 (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;
+ }
}
}
return false;
void
FGLayeredInstrument::draw ()
{
- for (int i = 0; i < (int)_layers.size(); i++) {
- glPushMatrix();
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
- _layers[i]->draw();
- glPopMatrix();
+ if (test()) {
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ if(!fgGetBool("/sim/virtual-cockpit"))
+ glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+ _layers[i]->draw();
+ glPopMatrix();
+ }
}
}
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
FGPanelTransformation *t = *it;
- float val = (t->value == 0 ? 0.0 : t->value->getFloatValue());
- if (val < t->min) {
- val = t->min;
- } else if (val > t->max) {
- val = t->max;
- }
- val = 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;
+ if (t->test()) {
+ float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
+ 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;
+ }
}
it++;
}
}
+\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()) {
+ 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.
void
FGTexturedLayer::draw ()
{
- int w2 = _w / 2;
- int h2 = _h / 2;
-
- transform();
- glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
- glBegin(GL_POLYGON);
-
+ 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.
- 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 {
+ } else {
glColor4f(0.7, 0.2, 0.2, 1.0);
- }
+ }
- 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();
+ 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();
+ }
}
////////////////////////////////////////////////////////////////////////
FGTextLayer::FGTextLayer (int w, int h)
- : FGInstrumentLayer(w, h), _pointSize(14.0)
+ : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
{
_then.stamp();
_color[0] = _color[1] = _color[2] = 0.0;
void
FGTextLayer::draw ()
{
- glPushMatrix();
- glColor4fv(_color);
- transform();
- text_renderer.setFont(guiFntHandle);
- text_renderer.setPointSize(_pointSize);
- text_renderer.begin();
- text_renderer.start3f(0, 0, 0);
-
- _now.stamp();
- if (_now - _then > 100000) {
- recalc_value();
- _then = _now;
- }
- text_renderer.puts((char *)(_value.c_str()));
+ if (test()) {
+ glPushMatrix();
+ glColor4fv(_color);
+ transform();
+ if ( _font_name == "led" ) {
+ text_renderer.setFont(led_font);
+ } else {
+ text_renderer.setFont(guiFntHandle);
+ }
+ text_renderer.setPointSize(_pointSize);
+ text_renderer.begin();
+ text_renderer.start3f(0, 0, 0);
+
+ _now.stamp();
+ if (_now - _then > 100000) {
+ recalc_value();
+ _then = _now;
+ }
+ text_renderer.puts((char *)(_value.c_str()));
- text_renderer.end();
- glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
- glPopMatrix();
+ text_renderer.end();
+ glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
+ glPopMatrix();
+ }
}
void
_pointSize = size;
}
+void
+FGTextLayer::setFontName(const string &name)
+{
+ _font_name = name;
+}
+
+
void
FGTextLayer::setFont(fntFont * font)
{
: _type(FGTextLayer::TEXT), _fmt(fmt)
{
_text = text;
- if (_fmt == "")
+ if (_fmt.empty())
_fmt = "%s";
}
-FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value,
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
const string &fmt, float mult)
: _type(type), _fmt(fmt), _mult(mult)
{
- if (_fmt == "") {
+ if (_fmt.empty()) {
if (type == TEXT_VALUE)
_fmt = "%s";
else
_fmt = "%.2f";
}
- _value = value;
+ _node = node;
}
const char *
FGTextLayer::Chunk::getValue () const
{
- switch (_type) {
- case TEXT:
- sprintf(_buf, _fmt.c_str(), _text.c_str());
+ if (test()) {
+ 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:
+ sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+ break;
+ }
return _buf;
- case TEXT_VALUE:
- sprintf(_buf, _fmt.c_str(), _value->getStringValue().c_str());
- break;
- case DOUBLE_VALUE:
- sprintf(_buf, _fmt.c_str(), _value->getFloatValue() * _mult);
- break;
+ } else {
+ return "";
}
- return _buf;
}
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, const SGValue * value,
+FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _value(value), _layer1(layer1), _layer2(layer2)
+ : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
{
}
void
FGSwitchLayer::draw ()
{
- transform();
- if (_value->getBoolValue()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+ if (test()) {
+ transform();
+ if (_node->getBoolValue()) {
+ _layer1->draw();
+ } else {
+ _layer2->draw();
+ }
}
}
\f
// end of panel.cxx
+
+
+