}
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGCropped Texture.
+////////////////////////////////////////////////////////////////////////
+
+
+FGCroppedTexture::FGCroppedTexture ()
+ : _path(""), _texture(0),
+ _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
+{
+}
+
+
+FGCroppedTexture::FGCroppedTexture (const string &path,
+ float minX, float minY,
+ float maxX, float maxY)
+ : _path(path), _texture(0),
+ _minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY)
+{
+}
+
+
+FGCroppedTexture::~FGCroppedTexture ()
+{
+}
+
+
+ssgTexture *
+FGCroppedTexture::getTexture ()
+{
+ if (_texture == 0) {
+ _texture = FGTextureManager::createTexture(_path);
+ }
+ return _texture;
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
x = (int)(((float)x / current_view.get_winWidth()) * _w);
y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
- for (int i = 0; i < _instruments.size(); i++) {
+ for (int i = 0; i < (int)_instruments.size(); i++) {
FGPanelInstrument *inst = _instruments[i];
int ix = inst->getXPos();
int iy = inst->getYPos();
FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h,
SGValue * value, float increment,
- float min, float max, bool wrap=false)
+ float min, float max, bool wrap)
: FGPanelAction(button, x, y, w, h),
_value(value), _increment(increment), _min(min), _max(max), _wrap(wrap)
{
void
FGLayeredInstrument::draw ()
{
- for (int i = 0; i < _layers.size(); i++) {
+ for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
_layers[i]->draw();
}
int
-FGLayeredInstrument::addLayer (CroppedTexture &texture,
- int w = -1, int h = -1)
+FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+ int w, int h)
{
return addLayer(new FGTexturedLayer(texture, w, h));
}
////////////////////////////////////////////////////////////////////////
-FGTexturedLayer::FGTexturedLayer (CroppedTexture &texture, int w, int h)
+FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
: FGInstrumentLayer(w, h)
{
setTexture(texture);
int h2 = _h / 2;
transform();
- glBindTexture(GL_TEXTURE_2D, _texture.texture->getHandle());
+ 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 ) {
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);
+
+
+ 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();
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGWindowLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGWindowLayer::FGWindowLayer (int w, int h)
+ : FGTexturedLayer (w, h)
+{
+}
+
+FGWindowLayer::FGWindowLayer (const FGCroppedTexture &texture, int w, int h)
+ : FGTexturedLayer(texture, w, h)
+{
+}
+
+FGWindowLayer::~FGWindowLayer ()
+{
+}
+
+void
+FGWindowLayer::draw ()
+{
+ // doesn't do anything yet
+ FGTexturedLayer::draw();
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextLayer.
FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
Chunk * chunk3)
- : FGInstrumentLayer(w, h)
+ : FGInstrumentLayer(w, h), _pointSize(14.0)
{
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
glColor4fv(_color);
transform();
_renderer.setFont(guiFntHandle);
- _renderer.setPointSize(14);
+ _renderer.setPointSize(_pointSize);
_renderer.begin();
_renderer.start3f(0, 0, 0);
chunk_list::const_iterator it = _chunks.begin();
chunk_list::const_iterator last = _chunks.end();
for ( ; it != last; it++) {
- _renderer.puts((*it)->getValue());
+ _renderer.puts((char *)((*it)->getValue()));
}
_renderer.end();
}
void
-FGTextLayer::setPointSize (const float size)
+FGTextLayer::setPointSize (float size)
{
- _renderer.setPointSize(size);
+ _pointSize = size;
}
void
// Implementation of FGTextLayer::Chunk.
////////////////////////////////////////////////////////////////////////
-FGTextLayer::Chunk::Chunk (char * text, char * fmt = "%s")
+FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
: _type(FGTextLayer::TEXT), _fmt(fmt)
{
- _value._text = text;
+ _text = text;
+ if (_fmt == "")
+ _fmt = "%s";
}
FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value,
- char * fmt = 0, float mult = 1.0)
+ const string &fmt, float mult)
: _type(type), _fmt(fmt), _mult(mult)
{
- if (_fmt == 0) {
+ if (_fmt == "") {
if (type == TEXT_VALUE)
_fmt = "%s";
else
_fmt = "%.2f";
}
- _value._value = value;
+ _value = value;
}
-char *
+const char *
FGTextLayer::Chunk::getValue () const
{
switch (_type) {
case TEXT:
- sprintf(_buf, _fmt, _value._text);
+ sprintf(_buf, _fmt.c_str(), _text.c_str());
return _buf;
case TEXT_VALUE:
- sprintf(_buf, _fmt, _value._value->getStringValue().c_str());
+ sprintf(_buf, _fmt.c_str(), _value->getStringValue().c_str());
break;
case DOUBLE_VALUE:
- sprintf(_buf, _fmt, _value._value->getFloatValue() * _mult);
+ sprintf(_buf, _fmt.c_str(), _value->getFloatValue() * _mult);
break;
}
return _buf;