// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
-map<const char *,ssgTexture *> FGTextureManager::_textureMap;
+map<string,ssgTexture *> FGTextureManager::_textureMap;
ssgTexture *
-FGTextureManager::createTexture (const char * relativePath)
+FGTextureManager::createTexture (const string &relativePath)
{
- ssgTexture *texture;
-
- texture = _textureMap[relativePath];
+ ssgTexture * texture = _textureMap[relativePath];
if (texture == 0) {
+ cerr << "Texture " << relativePath << " does not yet exist" << endl;
FGPath tpath(current_options.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;
}
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
- glColor4f(1.0, 1.0, 1.0, 1.0);
+ // glColor4f(1.0, 1.0, 1.0, 1.0);
+ if ( cur_light_params.sun_angle * RAD_TO_DEG < 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);
FGPanel::doMouseAction (int button, int updown, int x, int y)
{
// Note a released button and return
+ // cerr << "Doing mouse action\n";
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
// Implementation of FGAdjustAction.
////////////////////////////////////////////////////////////////////////
-FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
- float increment, float min, float max,
- bool wrap=false)
- : _getter(getter), _setter(setter), _increment(increment),
- _min(min), _max(max), _wrap(wrap)
+FGAdjustAction::FGAdjustAction (SGValue * value, float increment,
+ float min, float max, bool wrap=false)
+ : _value(value), _increment(increment), _min(min), _max(max), _wrap(wrap)
{
}
void
FGAdjustAction::doAction ()
{
- float value = (*_getter)();
+ float val = _value->getFloatValue();
// cout << "Do action; value=" << value << '\n';
- value += _increment;
- if (value < _min) {
- value = (_wrap ? _max : _min);
- } else if (value > _max) {
- value = (_wrap ? _min : _max);
+ val += _increment;
+ if (val < _min) {
+ val = (_wrap ? _max : _min);
+ } else if (val > _max) {
+ val = (_wrap ? _min : _max);
}
// cout << "New value is " << value << '\n';
- (*_setter)(value);
+ _value->setDoubleValue(val);
}
// Implementation of FGSwapAction.
////////////////////////////////////////////////////////////////////////
-FGSwapAction::FGSwapAction (getter_type getter1, setter_type setter1,
- getter_type getter2, setter_type setter2)
- : _getter1(getter1), _setter1(setter1),
- _getter2(getter2), _setter2(setter2)
+FGSwapAction::FGSwapAction (SGValue * value1, SGValue * value2)
+ : _value1(value1), _value2(value2)
{
}
void
FGSwapAction::doAction ()
{
- float value = (*_getter1)();
- (*_setter1)((*_getter2)());
- (*_setter2)(value);
+ float val = _value1->getFloatValue();
+ _value1->setDoubleValue(_value2->getFloatValue());
+ _value2->setDoubleValue(val);
}
// Implementation of FGToggleAction.
////////////////////////////////////////////////////////////////////////
-FGToggleAction::FGToggleAction (getter_type getter, setter_type setter)
- : _getter(getter), _setter(setter)
+FGToggleAction::FGToggleAction (SGValue * value)
+ : _value(value)
{
}
void
FGToggleAction::doAction ()
{
- (*_setter)(!((*_getter)()));
+ _value->setBoolValue(!(_value->getBoolValue()));
}
}
void
-FGLayeredInstrument::draw () const
+FGLayeredInstrument::draw ()
{
for (int i = 0; i < _layers.size(); i++) {
glPushMatrix();
FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
{
int n = _layers.size();
+ if (layer->getWidth() == -1) {
+ layer->setWidth(getWidth());
+ }
+ if (layer->getHeight() == -1) {
+ layer->setHeight(getHeight());
+ }
_layers.push_back(layer);
return n;
}
int
-FGLayeredInstrument::addLayer (ssgTexture * texture,
- int w = -1, int h = -1,
- float texX1 = 0.0, float texY1 = 0.0,
- float texX2 = 1.0, float texY2 = 1.0)
+FGLayeredInstrument::addLayer (CroppedTexture &texture,
+ int w = -1, int h = -1)
{
- if (w == -1)
- w = _w;
- if (h == -1)
- h = _h;
- FGTexturedLayer * layer = new FGTexturedLayer(texture, w, h);
- layer->setTextureCoords(texX1, texY1, texX2, texY2);
- return addLayer(layer);
+ return addLayer(new FGTexturedLayer(texture, w, h));
}
void
FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
- FGInstrumentLayer::transform_func func,
+ const SGValue * value,
float min, float max,
float factor, float offset)
{
int layer = _layers.size() - 1;
- _layers[layer]->addTransformation(type, func, min, max, factor, offset);
+ _layers[layer]->addTransformation(type, value, min, max, factor, offset);
}
void
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
transformation *t = *it;
- float value = (t->func == 0 ? 0.0 : (*(t->func))());
- if (value < t->min) {
- value = t->min;
- } else if (value > t->max) {
- value = t->max;
+ 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;
}
- value = value * t->factor + t->offset;
+ val = val * t->factor + t->offset;
switch (t->type) {
case XSHIFT:
- glTranslatef(value, 0.0, 0.0);
+ glTranslatef(val, 0.0, 0.0);
break;
case YSHIFT:
- glTranslatef(0.0, value, 0.0);
+ glTranslatef(0.0, val, 0.0);
break;
case ROTATION:
- glRotatef(-value, 0.0, 0.0, 1.0);
+ glRotatef(-val, 0.0, 0.0, 1.0);
break;
}
it++;
void
FGInstrumentLayer::addTransformation (transform_type type,
- transform_func func,
+ const SGValue * value,
float min, float max,
float factor, float offset)
{
transformation *t = new transformation;
t->type = type;
- t->func = func;
+ t->value = value;
t->min = min;
t->max = max;
t->factor = factor;
// Implementation of FGTexturedLayer.
////////////////////////////////////////////////////////////////////////
-FGTexturedLayer::FGTexturedLayer (ssgTexture * texture, int w, int h,
- float texX1 = 0.0, float texY1 = 0.0,
- float texX2 = 1.0, float texY2 = 1.0)
- : FGInstrumentLayer(w, h),
- _texX1(texX1), _texY1(texY1), _texX2(texX2), _texY2(texY2)
+
+FGTexturedLayer::FGTexturedLayer (CroppedTexture &texture, int w, int h)
+ : FGInstrumentLayer(w, h)
{
setTexture(texture);
}
+
FGTexturedLayer::~FGTexturedLayer ()
{
}
+
void
-FGTexturedLayer::draw () const
+FGTexturedLayer::draw ()
{
int w2 = _w / 2;
int h2 = _h / 2;
transform();
- glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
+ glBindTexture(GL_TEXTURE_2D, _texture->texture->getHandle());
glBegin(GL_POLYGON);
-
- glTexCoord2f(_texX1, _texY1); glVertex2f(-w2, -h2);
- glTexCoord2f(_texX2, _texY1); glVertex2f(w2, -h2);
- glTexCoord2f(_texX2, _texY2); glVertex2f(w2, h2);
- glTexCoord2f(_texX1, _texY2); glVertex2f(-w2, h2);
+ if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
+ glTexCoord2f(_texture->minX, _texture->minY); glVertex2f(-w2, -h2);
+ glTexCoord2f(_texture->maxX, _texture->minY); glVertex2f(w2, -h2);
+ glTexCoord2f(_texture->maxX, _texture->maxY); glVertex2f(w2, h2);
+ glTexCoord2f(_texture->minX, _texture->maxY); glVertex2f(-w2, h2);
glEnd();
}
// Implementation of FGTextLayer.
////////////////////////////////////////////////////////////////////////
-FGTextLayer::FGTextLayer (int w, int h)
+FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
+ Chunk * chunk3)
: FGInstrumentLayer(w, h)
{
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
+ if (chunk1)
+ addChunk(chunk1);
+ if (chunk2)
+ addChunk(chunk2);
+ if (chunk3)
+ addChunk(chunk3);
}
FGTextLayer::~FGTextLayer ()
}
void
-FGTextLayer::draw () const
+FGTextLayer::draw ()
{
glPushMatrix();
glColor4fv(_color);
_value._text = text;
}
-FGTextLayer::Chunk::Chunk (text_func func, char * fmt = "%s")
- : _type(FGTextLayer::TEXT_FUNC), _fmt(fmt)
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value,
+ char * fmt = 0, float mult = 1.0)
+ : _type(type), _fmt(fmt), _mult(mult)
{
- _value._tfunc = func;
-}
-
-FGTextLayer::Chunk::Chunk (double_func func, char * fmt = "%.2f",
- float mult = 1.0)
- : _type(FGTextLayer::DOUBLE_FUNC), _fmt(fmt), _mult(mult)
-{
- _value._dfunc = func;
+ if (_fmt == 0) {
+ if (type == TEXT_VALUE)
+ _fmt = "%s";
+ else
+ _fmt = "%.2f";
+ }
+ _value._value = value;
}
char *
case TEXT:
sprintf(_buf, _fmt, _value._text);
return _buf;
- case TEXT_FUNC:
- sprintf(_buf, _fmt, (*(_value._tfunc))());
+ case TEXT_VALUE:
+ sprintf(_buf, _fmt, _value._value->getStringValue().c_str());
break;
- case DOUBLE_FUNC:
- sprintf(_buf, _fmt, (*(_value._dfunc))() * _mult);
+ case DOUBLE_VALUE:
+ sprintf(_buf, _fmt, _value._value->getFloatValue() * _mult);
break;
}
return _buf;
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, switch_func func,
+FGSwitchLayer::FGSwitchLayer (int w, int h, const SGValue * value,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _func(func), _layer1(layer1), _layer2(layer2)
+ : FGInstrumentLayer(w, h), _value(value), _layer1(layer1), _layer2(layer2)
{
}
}
void
-FGSwitchLayer::draw () const
+FGSwitchLayer::draw ()
{
transform();
- if ((*_func)()) {
+ if (_value->getBoolValue()) {
_layer1->draw();
} else {
_layer2->draw();