// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
+//JVK
+// On 2D panels all instruments include light sources were in night displayed
+// with a red mask (instrument light). It is not correct for light sources
+// (bulbs). There is added new layer property "emissive" (boolean) (only for
+// textured layers).
+// If a layer has to shine set it in the "instrument_def_file.xml" inside the
+// <layer> tag by adding <emissive>true</emissive> tag. When omitted the default
+// value is for backward compatibility set to false.
+
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
+#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
+#include <stdio.h> // sprintf
#include <string.h>
-#include <plib/ssg.h>
+#include <osg/CullFace>
+#include <osg/Depth>
+#include <osg/Material>
+#include <osg/TexEnv>
+#include <osg/PolygonOffset>
+
+#include <simgear/compiler.h>
+
+#include SG_GLU_H
+
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/fgpath.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/scene/model/model.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
-#include <Objects/texload.h>
+#include <Main/viewmgr.hxx>
#include <Time/light.hxx>
+#include <GUI/new_gui.hxx> // FGFontCache
#include "hud.hxx"
#include "panel.hxx"
+#define WIN_X 0
+#define WIN_Y 0
+#define WIN_W 1024
+#define WIN_H 768
+
+// 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 8
+
+////////////////////////////////////////////////////////////////////////
+// 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 ((current_panel != 0) &&
- (current_panel->getVisibility()) &&
- (globals->get_viewmgr()->get_current() == 0) &&
- (globals->get_current_view()->get_view_offset() == 0.0));
+ if (globals->get_current_panel() == 0)
+ return false;
+ if (globals->get_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)
+ return false;
+ return true;
}
// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
-map<string,ssgTexture *> FGTextureManager::_textureMap;
+map<string,osg::ref_ptr<osg::Texture2D> > FGTextureManager::_textureMap;
-ssgTexture *
+osg::Texture2D*
FGTextureManager::createTexture (const string &relativePath)
{
- ssgTexture * texture = _textureMap[relativePath];
+ osg::Texture2D* texture = _textureMap[relativePath].get();
if (texture == 0) {
- cerr << "Texture " << relativePath << " does not yet exist" << endl;
- FGPath tpath(globals->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);
+
+ texture = SGLoadTexture2D(tpath);
+
_textureMap[relativePath] = texture;
- if (_textureMap[relativePath] == 0)
- cerr << "Texture *still* doesn't exist" << endl;
- cerr << "Created texture " << relativePath
- << " handle=" << texture->getHandle() << endl;
+ if (!_textureMap[relativePath].valid())
+ SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
+ SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath );
}
return texture;
}
-
+void FGTextureManager::addTexture(const string &relativePath,
+ osg::Texture2D* texture)
+{
+ _textureMap[relativePath] = texture;
+}
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGCropped Texture.
}
-ssgTexture *
+osg::StateSet*
FGCroppedTexture::getTexture ()
{
if (_texture == 0) {
- _texture = FGTextureManager::createTexture(_path);
+ _texture = new osg::StateSet;
+ _texture->setTextureAttribute(0, FGTextureManager::createTexture(_path));
+ _texture->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ _texture->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
}
- return _texture;
+ return _texture.get();
}
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
-FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
-
+static sgVec4 panel_color;
+static sgVec4 emissive_panel_color = {1,1,1,1};
/**
* 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)),
+ _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)),
+ _enable_depth_test(false)
{
- setVisibility(fgPanelVisible());
}
*/
FGPanel::~FGPanel ()
{
- unbind();
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
void
FGPanel::init ()
{
- // NO-OP
}
void
FGPanel::bind ()
{
- fgTie("/sim/panel/visibility", &_visibility);
- fgTie("/sim/panel/x-offset", &_x_offset);
- fgTie("/sim/panel/y-offset", &_y_offset);
+ fgSetArchivable("/sim/panel/visibility");
+ fgSetArchivable("/sim/panel/x-offset");
+ fgSetArchivable("/sim/panel/y-offset");
+ fgSetArchivable("/sim/panel/jitter");
}
void
FGPanel::unbind ()
{
- fgUntie("/sim/panel/visibility");
- fgUntie("/sim/panel/x-offset");
- fgUntie("/sim/panel/y-offset");
}
-/**
- * Update the panel.
- */
void
-FGPanel::update ()
+FGPanel::update (double dt)
{
- // Do nothing if the panel isn't visible.
- if (!fgPanelVisible())
- return;
+ std::cout << "OSGFIXME" << std::endl;
+}
+
+void
+FGPanel::update (osg::State& state, 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->getIntValue();
+ double y_offset = _y_offset->getIntValue();
- // If the mouse is down, do something
- 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);
-
+ if ( _flipx->getBoolValue() ) {
+ 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();
glLoadIdentity();
+
+ glTranslated(x_offset, y_offset, 0);
+
+ draw(state);
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+}
+
+/**
+ * Update the panel.
+ */
+void
+FGPanel::update (osg::State& state)
+{
+ // Do nothing if the panel isn't visible.
+ if ( !fgPanelVisible() ) {
+ return;
+ }
+
+ updateMouseDelay();
+
+ // Now, draw the panel
+ float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
+ _ysize_node->getIntValue());
+ if (aspect_adjust <1.0)
+ update(state, WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
+ else
+ update(state, 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::draw(osg::State& state)
+{
+ // In 3D mode, it's possible that we are being drawn exactly on top
+ // of an existing polygon. Use an offset to prevent z-fighting. In
+ // 2D mode, this is a no-op.
+ static osg::ref_ptr<osg::StateSet> panelStateSet;
+ if (!panelStateSet.valid()) {
+ panelStateSet = new osg::StateSet;
+ panelStateSet->setAttributeAndModes(new osg::PolygonOffset(-1, -POFF_UNITS));
+ panelStateSet->setTextureAttribute(0, new osg::TexEnv);
+
+ // Draw the background
+ panelStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+ panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
+ osg::Material* material = new osg::Material;
+ material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
+ material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
+ material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
+ material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
+ material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
+ panelStateSet->setAttribute(material);
+ panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
+ panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
+ panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL));
+ }
+ if ( _enable_depth_test )
+ panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
+ else
+ panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+ state.pushStateSet(panelStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse().data());
+ 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) {
+ state.pushStateSet(_bg.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
+ glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
- 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 ) {
- glColor4fv( cur_light_params.scene_diffuse );
} else {
- glColor4f(0.7, 0.2, 0.2, 1.0);
+ for (int i = 0; i < 4; i ++) {
+ // top row of textures...(1,3,5,7)
+ state.pushStateSet(_mbg[i*2].get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
+ glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ // bottom row of textures...(2,4,6,8)
+ state.pushStateSet(_mbg[i*2+1].get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
+ glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
+ glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
+ glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
+ glEnd();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(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();
-
- // Draw the instruments.
+
+ // Draw the instruments.
+ // Syd Adams: added instrument clipping
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
+ GLdouble blx[4]={1.0,0.0,0.0,0.0};
+ GLdouble bly[4]={0.0,1.0,0.0,0.0};
+ GLdouble urx[4]={-1.0,0.0,0.0,0.0};
+ GLdouble ury[4]={0.0,-1.0,0.0,0.0};
+
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
- glLoadIdentity();
- glTranslated(_x_offset, _y_offset, 0);
+ glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
- instr->draw();
+
+ int ix= instr->getWidth();
+ int iy= instr->getHeight();
+ glPushMatrix();
+ glTranslated(-ix/2,-iy/2,0);
+ glClipPlane(GL_CLIP_PLANE0,blx);
+ glClipPlane(GL_CLIP_PLANE1,bly);
+ glEnable(GL_CLIP_PLANE0);
+ glEnable(GL_CLIP_PLANE1);
+
+ glTranslated(ix,iy,0);
+ glClipPlane(GL_CLIP_PLANE2,urx);
+ glClipPlane(GL_CLIP_PLANE3,ury);
+ glEnable(GL_CLIP_PLANE2);
+ glEnable(GL_CLIP_PLANE3);
+ glPopMatrix();
+ instr->draw(state);
+
+ glPopMatrix();
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- ssgForceBasicState();
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
+ glDisable(GL_CLIP_PLANE0);
+ glDisable(GL_CLIP_PLANE1);
+ glDisable(GL_CLIP_PLANE2);
+ glDisable(GL_CLIP_PLANE3);
+
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+
+ // 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") ) {
+ static osg::ref_ptr<osg::StateSet> hotspotStateSet;
+ if (!hotspotStateSet.valid()) {
+ hotspotStateSet = new osg::StateSet;
+ hotspotStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
+ hotspotStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
+ }
+
+ state.pushStateSet(hotspotStateSet.get());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_COLOR_MATERIAL);
+ glColor3f(1, 1, 0);
+
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
+ _instruments[i]->drawHotspots(state);
+ glPopAttrib();
+
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ }
+}
/**
* Set the panel's visibility.
void
FGPanel::setVisibility (bool visibility)
{
- _visibility = visibility;
+ _visibility->setBoolValue( visibility );
}
bool
FGPanel::getVisibility () const
{
- return _visibility;
+ return _visibility->getBoolValue();
}
* Set the panel's background texture.
*/
void
-FGPanel::setBackground (ssgTexture * texture)
+FGPanel::setBackground (osg::Texture2D* texture)
{
- _bg = texture;
+ osg::StateSet* stateSet = new osg::StateSet;
+ stateSet->setTextureAttribute(0, texture);
+ stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+ _bg = stateSet;
}
+/**
+ * Set the panel's multiple background textures.
+ */
+void
+FGPanel::setMultiBackground (osg::Texture2D* texture, int idx)
+{
+ _bg = 0;
+
+ osg::StateSet* stateSet = new osg::StateSet;
+ stateSet->setTextureAttribute(0, texture);
+ stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
+ stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
+ _mbg[idx] = stateSet;
+}
/**
* Set the panel's x-offset.
void
FGPanel::setXOffset (int offset)
{
- if (offset <= 0 && offset >= -_width + _winw)
- _x_offset = offset;
+ if (offset <= 0 && offset >= -_width + WIN_W)
+ _x_offset->setIntValue( offset );
}
FGPanel::setYOffset (int offset)
{
if (offset <= 0 && offset >= -_height)
- _y_offset = offset;
+ _y_offset->setIntValue( offset );
}
-
/**
- * 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)
{
-
- // 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 true;
+ return false;
}
- // Scale for the real window size.
- x = int(((float)x / fgGetInt("/sim/startup/xsize")) * _winw);
- y = int(_winh - (((float)y / fgGetInt("/sim/startup/ysize"))
- * _winh));
-
- // 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.
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- return true;
+ // 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);
-\f
-////////////////////////////////////////////////////////////////////////.
-// Implementation of FGPanelAction.
-////////////////////////////////////////////////////////////////////////
+ // 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);
+ }
-FGPanelAction::FGPanelAction ()
-{
-}
+ // Adjust for offsets.
+ x -= _x_offset->getIntValue();
+ y -= _y_offset->getIntValue();
-FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
- : _button(button), _x(x), _y(y), _w(w), _h(h)
-{
-}
+ // Having fixed up the coordinates, fall through to the local
+ // coordinate handler.
+ return doLocalMouseAction(button, updown, x, y);
+}
-FGPanelAction::~FGPanelAction ()
-{
+void FGPanel::setDepthTest (bool enable) {
+ _enable_depth_test = enable;
}
\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGAdjustAction.
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
////////////////////////////////////////////////////////////////////////
-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)
+FGPanelAction::FGPanelAction ()
{
}
-FGAdjustAction::~FGAdjustAction ()
+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)
{
}
-void
-FGAdjustAction::doAction ()
+FGPanelAction::~FGPanelAction ()
{
- float val = _value->getFloatValue();
- val += _increment;
- if (val < _min) {
- val = (_wrap ? _max : _min);
- } else if (val > _max) {
- val = (_wrap ? _min : _max);
+ for (unsigned int i = 0; i < 2; i++) {
+ for (unsigned int j = 0; j < _bindings[i].size(); j++)
+ delete _bindings[i][j];
}
- _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 (SGBinding * binding, int updown)
{
+ _bindings[updown].push_back(binding);
}
-void
-FGToggleAction::doAction ()
+bool
+FGPanelAction::doAction (int updown)
{
- _value->setBoolValue(!(_value->getBoolValue()));
+ if (test()) {
+ 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;
+ }
}
////////////////////////////////////////////////////////////////////////
FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
{
}
FGPanelTransformation::~FGPanelTransformation ()
{
+ delete table;
}
}
}
+void
+FGPanelInstrument::drawHotspots(osg::State& state)
+{
+ for ( unsigned 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)
-{
- 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;
+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(updown))
+ return true;
}
}
return false;
}
void
-FGLayeredInstrument::draw ()
+FGLayeredInstrument::draw (osg::State& state)
{
+ if (!test())
+ return;
+
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
- _layers[i]->draw();
+ _layers[i]->draw(state);
glPopMatrix();
}
}
}
int
-FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+FGLayeredInstrument::addLayer (const FGCroppedTexture &texture,
int w, int h)
{
return addLayer(new FGTexturedLayer(texture, w, h));
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSpecialInstrument.
+////////////////////////////////////////////////////////////////////////
+
+FGSpecialInstrument::FGSpecialInstrument (DCLGPS* sb)
+ : FGPanelInstrument()
+{
+ complex = sb;
+}
+
+FGSpecialInstrument::~FGSpecialInstrument ()
+{
+}
+
+void
+FGSpecialInstrument::draw (osg::State& state)
+{
+ complex->draw();
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
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 (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 {
+ 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 (osg::State& state)
+{
+ if (test()) {
+ transform();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++)
+ _layers[i]->draw(state);
+ }
+}
+
+void
+FGGroupLayer::addLayer (FGInstrumentLayer * layer)
+{
+ _layers.push_back(layer);
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGTexturedLayer.
FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
- : FGInstrumentLayer(w, h)
+ : FGInstrumentLayer(w, h),
+ _emissive(false)
{
setTexture(texture);
}
void
-FGTexturedLayer::draw ()
-{
- int w2 = _w / 2;
- int h2 = _h / 2;
-
- transform();
- glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
- glBegin(GL_POLYGON);
-
+FGTexturedLayer::draw (osg::State& state)
+{
+ if (test()) {
+ int w2 = _w / 2;
+ int h2 = _h / 2;
+
+ transform();
+ state.pushStateSet(_texture.getTexture());
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(0);
+
+ glBegin(GL_POLYGON);
+
+ if (_emissive) {
+ glColor4fv( emissive_panel_color );
+ } else {
// From Curt: turn on the panel
// lights after sundown.
- 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);
- }
+ glColor4fv( panel_color );
+ }
+ 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();
+ state.popStateSet();
+ state.apply();
+ state.setActiveTextureUnit(0);
+ state.setClientActiveTextureUnit(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();
+ }
}
////////////////////////////////////////////////////////////////////////
FGTextLayer::FGTextLayer (int w, int h)
- : FGInstrumentLayer(w, h), _pointSize(14.0)
+ : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("Helvetica.txf")
{
_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()));
+FGTextLayer::draw (osg::State& state)
+{
+ if (test()) {
+ glColor4fv(_color);
+ transform();
+
+ FGFontCache *fc = globals->get_fontcache();
+ text_renderer.setFont(fc->getTexFont(_font_name.c_str()));
+
+ text_renderer.setPointSize(_pointSize);
+ text_renderer.begin();
+ text_renderer.start3f(0, 0, 0);
+
+ _now.stamp();
+ long diff = _now - _then;
+
+ if (diff > 100000 || diff < 0 ) {
+ // ( diff < 0 ) is a sanity check and indicates our time stamp
+ // difference math probably overflowed. We can handle a max
+ // difference of 35.8 minutes since the returned value is in
+ // usec. So if the panel is left off longer than that we can
+ // over flow the math with it is turned back on. This (diff <
+ // 0) catches that situation, get's us out of trouble, and
+ // back on track.
+ recalc_value();
+ _then = _now;
+ }
- text_renderer.end();
- glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
- glPopMatrix();
+ // Something is goofy. The code in this file renders only CCW
+ // polygons, and I have verified that the font code in plib
+ // renders only CCW trianbles. Yet they come out backwards.
+ // Something around here or in plib is either changing the winding
+ // order or (more likely) pushing a left-handed matrix onto the
+ // stack. But I can't find it; get out the chainsaw...
+ glFrontFace(GL_CW);
+ text_renderer.puts((char *)(_value.c_str()));
+ glFrontFace(GL_CCW);
+
+ text_renderer.end();
+ glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
+ }
}
void
_pointSize = size;
}
+void
+FGTextLayer::setFontName(const string &name)
+{
+ _font_name = name + ".txf";
+}
+
+
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,
- const string &fmt, float mult)
- : _type(type), _fmt(fmt), _mult(mult)
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
+ const string &fmt, float mult, float offs,
+ bool truncation)
+ : _type(type), _fmt(fmt), _mult(mult), _offs(offs), _trunc(truncation)
{
- 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()) {
+ _buf[0] = '\0';
+ 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:
+ double d = _offs + _node->getFloatValue() * _mult;
+ if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
+ sprintf(_buf, _fmt.c_str(), d);
+ 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,
- FGInstrumentLayer * layer1,
- FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _value(value), _layer1(layer1), _layer2(layer2)
-{
-}
-
-FGSwitchLayer::~FGSwitchLayer ()
+FGSwitchLayer::FGSwitchLayer ()
+ : FGGroupLayer()
{
- delete _layer1;
- delete _layer2;
}
void
-FGSwitchLayer::draw ()
-{
- transform();
- if (_value->getBoolValue()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+FGSwitchLayer::draw (osg::State& state)
+{
+ if (test()) {
+ transform();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++) {
+ if (_layers[i]->test()) {
+ _layers[i]->draw(state);
+ return;
+ }
+ }
}
}