#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
-#include <Objects/texload.h>
#include <Time/light.hxx>
#include "hud.hxx"
bool
fgPanelVisible ()
{
- if(current_panel == 0)
+ if(globals->get_current_panel() == 0)
return false;
- if(current_panel->getVisibility() == 0)
+ if(globals->get_current_panel()->getVisibility() == 0)
return false;
if(globals->get_viewmgr()->get_current() != 0)
return false;
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
-FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
static fntTexFont *default_font = 0;
static fntTexFont *led_font = 0;
: _mouseDown(false),
_mouseInstrument(0),
_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),
+ _view_height(int(WIN_H * 0.4232)),
+ _visibility(fgGetNode("/sim/panel/visibility", true)),
+ _x_offset(fgGetNode("/sim/panel/x-offset", true)),
+ _y_offset(fgGetNode("/sim/panel/y-offset", true)),
+ _jitter(fgGetNode("/sim/panel/jitter", true)),
+ _flipx(fgGetNode("/sim/panel/flip-x", true)),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true))
{
- setVisibility(fgPanelVisible());
}
void
FGPanel::update (double 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");
- _flipx = fgGetBool("/sim/panel/flip-x");
-
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
return;
// The factors and bounds are just
// initial guesses; using sqrt smooths
// out the spikes.
- double x_offset = _x_offset;
- double y_offset = _y_offset;
+ double x_offset = _x_offset->getIntValue();
+ double y_offset = _y_offset->getIntValue();
#if 0
- if (_jitter != 0.0) {
+ if (_jitter->getFloatValue() != 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)) *
+ int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter->getFloatValue())) *
(a_y_pilot < 0 ? -1 : 1);
- int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
+ int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter->getFloatValue())) *
(a_zx_pilot < 0 ? -1 : 1);
// adjustments in screen coordinates
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- if ( _flipx ) {
+ if ( _flipx->getBoolValue() ) {
gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
} else {
gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
// save some state
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
- | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT );
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
+ | GL_DEPTH_BUFFER_BIT );
// Draw the background
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glDisable(GL_DEPTH_TEST);
sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->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;
// 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);
+ if ( fgGetBool("/sim/panel-hotspots") ) {
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
- for(int i=0; i<_instruments.size(); i++)
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
_instruments[i]->drawHotspots();
-
- glPopAttrib();
}
void
FGPanel::setVisibility (bool visibility)
{
- _visibility = visibility;
+ _visibility->setBoolValue( visibility );
}
bool
FGPanel::getVisibility () const
{
- return _visibility;
+ return _visibility->getBoolValue();
}
FGPanel::setXOffset (int offset)
{
if (offset <= 0 && offset >= -_width + WIN_W)
- _x_offset = offset;
+ _x_offset->setIntValue( offset );
}
FGPanel::setYOffset (int offset)
{
if (offset <= 0 && offset >= -_height)
- _y_offset = offset;
+ _y_offset->setIntValue( offset );
}
/**
}
// Adjust for offsets.
- x -= _x_offset;
- y -= _y_offset;
+ x -= _x_offset->getIntValue();
+ y -= _y_offset->getIntValue();
// Having fixed up the coordinates, fall through to the local
// coordinate handler.
void
FGPanelInstrument::drawHotspots()
{
- for(int i=0; i<_actions.size(); i++) {
+ for ( unsigned int i = 0; i < _actions.size(); i++ ) {
FGPanelAction* a = _actions[i];
float x1 = getXPos() + a->getX();
float x2 = x1 + a->getWidth();
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- glPolygonOffset(-1, -POFF_UNITS*(i+2));
_layers[i]->draw();
glPopMatrix();
}
// From Curt: turn on the panel
// lights after sundown.
sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->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;