]> git.mxchange.org Git - flightgear.git/blobdiff - src/Cockpit/panel.cxx
Sep. 22, 2000 panel updates from David Megginson to make the new config file
[flightgear.git] / src / Cockpit / panel.cxx
index eb9b478f737c437762148e9a6c84939c47fb2d9b..8a5bb68b6fd1e986a182b2fc4fa0d12a455b5757 100644 (file)
 
 #include <plib/ssg.h>
 #include <plib/fnt.h>
-#include <GL/glut.h>
 
 #include <simgear/debug/logstream.hxx>
 #include <simgear/misc/fgpath.hxx>
 #include <Main/options.hxx>
 #include <Main/views.hxx>
-#include <Main/bfi.hxx>
 #include <Objects/texload.h>
-#include <Time/fg_time.hxx>
 
-#include "cockpit.hxx"
-#include "panel.hxx"
 #include "hud.hxx"
-#include "steam.hxx"
-
-#define SIX_X 200
-#define SIX_Y 345
-#define SIX_W 128
-#define SIX_SPACING (SIX_W + 5)
-#define SMALL_W 112
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Static functions for obtaining settings.
-//
-// These should be replaced with functions from a global facade,
-// or BFI (Big Friendly Interface).
-////////////////////////////////////////////////////////////////////////
-
-static char * panelGetTime (char * buf)
-{
-  struct tm * t = FGTime::cur_time_params->getGmt();
-  sprintf(buf, " %.2d:%.2d:%.2d",
-         t->tm_hour, t->tm_min, t->tm_sec);
-  return buf;
-}
+#include "panel.hxx"
 
 
 \f
 ////////////////////////////////////////////////////////////////////////
-// Static factory functions to create textured gauges.
-//
-// These will be replaced first with a giant table, and then with
-// configuration files read from an external source, but for now
-// they're hard-coded.
+// Implementation of FGTextureManager.
 ////////////////////////////////////////////////////////////////////////
 
+map<string,ssgTexture *> FGTextureManager::_textureMap;
 
-#define createTexture(a) FGTextureManager::createTexture(a)
-
-/**
- * Construct an airspeed indicator for a single-engine prop.
- */
-static FGPanelInstrument *
-createAirspeedIndicator (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Layer 0: gauge background.
-  inst->addLayer(0, createTexture("Textures/Panel/airspeed.rgb"));
-
-                               // Layer 1: needle.
-                               // Rotates with airspeed.
-  inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_ASI_kias,
-                         30.0, 220.0, 36.0 / 20.0, -54.0);
-  return inst;
-}
-
-
-/**
- * Construct an artificial horizon.
- */
-static FGPanelInstrument *
-createHorizon (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Layer 0: coloured background
-                               // moves with roll only
-  inst->addLayer(0, createTexture("Textures/Panel/horizon-bg.rgb"));
-  inst->addTransformation(0, FGInstrumentLayer::ROTATION,
-                         FGBFI::getRoll,
-                         -360.0, 360.0, -1.0, 0.0);
-
-                               // Layer 1: floating horizon
-                               // moves with roll and pitch
-  inst->addLayer(1, createTexture("Textures/Panel/horizon-float.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGBFI::getRoll,
-                         -360.0, 360.0, -1.0, 0.0);
-  inst->addTransformation(1, FGInstrumentLayer::YSHIFT,
-                         FGBFI::getPitch,
-                         -20.0, 20.0, -(1.5 / 160.0) * SIX_W, 0.0);
-
-                               // Layer 2: rim
-                               // moves with roll only
-  inst->addLayer(2, createTexture("Textures/Panel/horizon-rim.rgb"));
-  inst->addTransformation(2, FGInstrumentLayer::ROTATION,
-                         FGBFI::getRoll,
-                         -360.0, 360.0, -1.0, 0.0);
-
-                               // Layer 3: glass front of gauge
-                               // fixed, with markings
-  inst->addLayer(3, createTexture("Textures/Panel/horizon-fg.rgb"));
-
-  return inst;
-}
-
-
-/**
- * Construct an altimeter.
- */
-static FGPanelInstrument *
-createAltimeter (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Layer 0: gauge background
-  inst->addLayer(0, createTexture("Textures/Panel/altimeter.rgb"));
-
-                               // Layer 1: hundreds needle (long)
-                               // moves with altitude
-  inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_ALT_ft,
-                         0.0, 100000.0, 360.0 / 1000.0, 0.0);
-
-                               // Layer 2: thousands needle (short)
-                               // moves with altitude
-  inst->addLayer(2, createTexture("Textures/Panel/short-needle.rgb"));
-  inst->addTransformation(2, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_ALT_ft,
-                         0.0, 100000.0, 360.0 / 10000.0, 0.0);
-
-                               // Layer 3: ten thousands bug (outside)
-                               // moves with altitude
-  inst->addLayer(3, createTexture("Textures/Panel/bug.rgb"));
-  inst->addTransformation(3, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_ALT_ft,
-                         0.0, 100000.0, 360.0 / 100000.0, 0.0);
-
-  return inst;
-}
-
-
-/**
- * Construct a turn coordinator.
- */
-static FGPanelInstrument *
-createTurnCoordinator (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Layer 0: background
-  inst->addLayer(0, createTexture("Textures/Panel/turn-bg.rgb"));
-
-                               // Layer 1: little plane
-                               // moves with roll
-  inst->addLayer(1, createTexture("Textures/Panel/turn.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_TC_radps,
-                         -30.0, 30.0, 1.0, 0.0);
-
-                               // Layer 2: little ball
-                               // moves with slip/skid
-  inst->addLayer(2, createTexture("Textures/Panel/ball.rgb"));
-  inst->addTransformation(2, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_TC_rad,
-                         -0.1, 0.1, 450.0, 0.0);
-
-  return inst;
-}
-
-
-/**
- * Construct a gyro compass.
- */
-static FGPanelInstrument *
-createGyroCompass (int x, int y)
+ssgTexture *
+FGTextureManager::createTexture (const string &relativePath)
 {
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Action: move bug counter-clockwise
-  inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getAPHeading,
-                                    FGBFI::setAPHeading,
-                                    -1.0, 0.0, 360.0, true));
-
-                               // Action: move bug clockwise
-  inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getAPHeading,
-                                    FGBFI::setAPHeading,
-                                    1.0, 0.0, 360.0, true));
-
-                               // Layer 0: compass background
-                               // rotates with heading
-  inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
-  inst->addTransformation(0, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_DG_deg,
-                         -360.0, 360.0, -1.0, 0.0);
-
-                               // Layer 1: heading bug
-                               // rotates with heading and AP heading
-  inst->addLayer(1, createTexture("Textures/Panel/bug.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_DG_deg,
-                         -360.0, 360.0, -1.0, 0.0);
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGBFI::getAPHeading,
-                         -360.0, 360.0, 1.0, 0.0);
-
-                               // Layer 2: fixed center
-  inst->addLayer(2, createTexture("Textures/Panel/gyro-fg.rgb"));
-
-                               // Layer 3: heading knob
-                               // rotates with AP heading
-  inst->addLayer(3, createTexture("Textures/Panel/heading-knob.rgb"));
-  inst->addTransformation(3, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10); 
-  inst->addTransformation(3, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10); 
-  inst->addTransformation(3, FGInstrumentLayer::ROTATION,
-                         FGBFI::getAPHeading,
-                         -360.0, 360.0, 1.0, 0.0);
+  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;
+  }
 
-  return inst;
+  return texture;
 }
 
 
-/**
- * Construct a vertical velocity indicator.
- */
-static FGPanelInstrument *
-createVerticalVelocity (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Layer 0: gauge background
-  inst->addLayer(0, createTexture("Textures/Panel/vertical.rgb"));
-
-                               // Layer 1: needle
-                               // moves with vertical velocity
-  inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_VSI_fps,
-                         -2000.0, 2000.0, 42.0/500.0, 270.0);
 
-  return inst;
-}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGCropped Texture.
+////////////////////////////////////////////////////////////////////////
 
 
-/**
- * Construct an RPM gauge.
- */
-static FGPanelInstrument *
-createRPMGauge (int x, int y)
+FGCroppedTexture::FGCroppedTexture ()
+  : _path(""), _texture(0),
+    _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
 {
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
-
-                               // Layer 0: gauge background
-  inst->addLayer(0, createTexture("Textures/Panel/rpm.rgb"));
-
-                               // Layer 1: long needle
-                               // FIXME: moves with throttle (for now)
-  inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGBFI::getThrottle,
-                         0.0, 100.0, 300.0, -150.0);
-
-  return inst;
 }
 
 
-/**
- * Construct a flap position indicator.
- */
-static FGPanelInstrument *
-createFlapIndicator (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
-
-                               // Layer 0: gauge background
-  inst->addLayer(0, createTexture("Textures/Panel/flaps.rgb"));
-
-                               // Layer 1: long needle
-                               // shifted over, rotates with flap position
-  inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
-                         -(SMALL_W / 4) + (SMALL_W / 16));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGBFI::getFlaps,
-                         0.0, 1.0, 120.0, 30.0);
-
-  return inst;
-}
-
-static FGPanelInstrument *
-createChronometer (int x, int y)
+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)
 {
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
-
-                               // Layer 0: gauge background
-  inst->addLayer(0, createTexture("Textures/Panel/clock.rgb"));
-
-                               // Layer 1: text
-                               // displays current GMT
-  FGCharInstrumentLayer * text =
-    new FGCharInstrumentLayer(panelGetTime,
-                             SMALL_W, SMALL_W, 1);
-  text->setPointSize(14);
-  text->setColor(0.2, 0.2, 0.2);
-  inst->addLayer(text);
-  inst->addTransformation(1, FGInstrumentLayer::XSHIFT, SMALL_W * -0.38);
-  inst->addTransformation(1, FGInstrumentLayer::YSHIFT, SMALL_W * -0.06);
-
-  return inst;
 }
 
 
-/**
- * Construct control-position indicators.
- */
-static FGPanelInstrument *
-createControls (int x, int y)
+FGCroppedTexture::~FGCroppedTexture ()
 {
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
-
-                               // Layer 0: gauge background
-  inst->addLayer(0, createTexture("Textures/Panel/controls.rgb"));
-
-                               // Layer 1: bug
-                               // moves left-right with aileron
-  inst->addLayer(1, createTexture("Textures/Panel/bug.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::XSHIFT, FGBFI::getAileron,
-                         -1.0, 1.0, SMALL_W * .75 / 2.0, 0.0);
-
-                               // Layer 2: bug
-                               // moves left-right with rudder
-  inst->addLayer(2, createTexture("Textures/Panel/bug.rgb"));
-  inst->addTransformation(2, FGInstrumentLayer::ROTATION, 180.0);
-  inst->addTransformation(2, FGInstrumentLayer::XSHIFT, FGBFI::getRudder,
-                         -1.0, 1.0, -SMALL_W * .75 / 2.0, 0.0);
-
-                               // Layer 3: bug
-                               // moves up-down with elevator trim
-  inst->addLayer(3, createTexture("Textures/Panel/bug.rgb"));
-  inst->addTransformation(3, FGInstrumentLayer::ROTATION, 270.0);
-  inst->addTransformation(3, FGInstrumentLayer::YSHIFT,
-                         -SMALL_W * (3.0 / 8.0));
-  inst->addTransformation(3, FGInstrumentLayer::XSHIFT, FGBFI::getElevatorTrim,
-                         -1.0, 1.0, SMALL_W * .75 / 2.0, 0.0);
-
-                               // Layer 4: bug
-                               // moves up-down with elevator
-  inst->addLayer(4, createTexture("Textures/Panel/bug.rgb"));
-  inst->addTransformation(4, FGInstrumentLayer::ROTATION, 90.0);
-  inst->addTransformation(4, FGInstrumentLayer::YSHIFT,
-                         -SMALL_W * (3.0 / 8.0));
-  inst->addTransformation(4, FGInstrumentLayer::XSHIFT, FGBFI::getElevator,
-                         -1.0, 1.0, -SMALL_W * .75 / 2.0, 0.0);
-
-  return inst;
-}
-
-
-/**
- * Construct a NAV1 gauge (hardwired).
- */
-static FGPanelInstrument *
-createNAV1 (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Action: increase selected radial
-  inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getNAV1SelRadial,
-                                    FGBFI::setNAV1SelRadial,
-                                    1.0, 0.0, 360.0, true));
-
-                               // Action: decrease selected radial
-  inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getNAV1SelRadial,
-                                    FGBFI::setNAV1SelRadial,
-                                    -1.0, 0.0, 360.0, true));
-
-                               // Layer 0: background
-  inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
-  inst->addTransformation(0, FGInstrumentLayer::ROTATION,
-                         FGBFI::getNAV1SelRadial,
-                         -360.0, 360.0, -1.0, 0.0);
-
-                               // Layer 1: left-right needle.
-  inst->addLayer(1, createTexture("Textures/Panel/nav-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
-                         FGSteam::get_HackVOR1_deg,
-                         -10.0, 10.0, SIX_W / 40.0, 0.0);
-
-                               // Layer 2: glidescope needle
-  inst->addLayer(2, createTexture("Textures/Panel/nav-needle.rgb"));
-  inst->addTransformation(2, FGInstrumentLayer::YSHIFT,
-                         FGSteam::get_HackGS_deg,
-                         -1.0, 1.0, SIX_W / 5.0, 0.0);
-  inst->addTransformation(2, FGInstrumentLayer::ROTATION,
-                         90 );
-
-                               // Layer 3: face with markings
-  inst->addLayer(3, createTexture("Textures/Panel/nav-face.rgb"));
-
-                               // Layer 4: heading knob
-                               // rotates with selected radial
-  inst->addLayer(4, createTexture("Textures/Panel/heading-knob.rgb"));
-  inst->addTransformation(4, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10); 
-  inst->addTransformation(4, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10); 
-  inst->addTransformation(4, FGInstrumentLayer::ROTATION,
-                         FGBFI::getNAV1SelRadial,
-                         -360.0, 360.0, -1.0, 0.0);
-
-  return inst;
-}
-
-
-/**
- * Construct a NAV2 gauge.
- */
-static FGPanelInstrument *
-createNAV2 (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Action: increase selected radial
-  inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getNAV2SelRadial,
-                                    FGBFI::setNAV2SelRadial,
-                                    1.0, 0.0, 360.0, true));
-
-                               // Action: decrease selected radial
-  inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getNAV2SelRadial,
-                                    FGBFI::setNAV2SelRadial,
-                                    -1.0, 0.0, 360.0, true));
-
-                               // Layer 0: background
-  inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
-  inst->addTransformation(0, FGInstrumentLayer::ROTATION,
-                         FGBFI::getNAV2SelRadial,
-                         -360.0, 360.0, -1.0, 0.0);
-
-                               // Layer 1: left-right needle.
-  inst->addLayer(1, createTexture("Textures/Panel/nav-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
-                         FGSteam::get_HackVOR2_deg,
-                         -10.0, 10.0, SIX_W / 40.0, 0.0);
-//   inst->addTransformation(1, FGInstrumentLayer::YSHIFT,
-//                       -SIX_W / 4.4 );
-
-                               // Layer 2: face with markings.
-  inst->addLayer(2, createTexture("Textures/Panel/nav-face.rgb"));
-
-                               // Layer 3: heading knob
-                               // rotates with selected radial
-  inst->addLayer(3, createTexture("Textures/Panel/heading-knob.rgb"));
-  inst->addTransformation(3, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10); 
-  inst->addTransformation(3, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10); 
-  inst->addTransformation(3, FGInstrumentLayer::ROTATION,
-                         FGBFI::getNAV2SelRadial,
-                         -360.0, 360.0, -1.0, 0.0);
-
-  return inst;
-}
-
-
-/**
- * Construct an ADF gauge (hardwired).
- */
-static FGPanelInstrument *
-createADF (int x, int y)
-{
-  FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
-
-                               // Action: increase selected rotation
-  inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getADFRotation,
-                                    FGBFI::setADFRotation,
-                                    1.0, 0.0, 360.0, true));
-
-                               // Action: decrease selected rotation
-  inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
-                 new FGAdjustAction(FGBFI::getADFRotation,
-                                    FGBFI::setADFRotation,
-                                    -1.0, 0.0, 360.0, true));
-
-                               // Layer 0: background
-  inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
-  inst->addTransformation(0, FGInstrumentLayer::ROTATION,
-                         FGBFI::getADFRotation,
-                         0.0, 360.0, 1.0, 0.0);
-
-                               // Layer 1: Direction needle.
-  inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
-  inst->addTransformation(1, FGInstrumentLayer::ROTATION,
-                         FGSteam::get_HackADF_deg,
-                         -720.0, 720.0, 1.0, 0.0);
-
-                               // Layer 2: heading knob
-                               // rotates with selected radial
-  inst->addLayer(2, createTexture("Textures/Panel/heading-knob.rgb"));
-  inst->addTransformation(2, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10); 
-  inst->addTransformation(2, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10); 
-  inst->addTransformation(2, FGInstrumentLayer::ROTATION,
-                         FGBFI::getADFRotation,
-                         -360.0, 360.0, -1.0, 0.0);
-  return inst;
 }
 
 
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGTextureManager.
-////////////////////////////////////////////////////////////////////////
-
-map<const char *,ssgTexture *> FGTextureManager::_textureMap;
-
 ssgTexture *
-FGTextureManager::createTexture (const char * relativePath)
+FGCroppedTexture::getTexture ()
 {
-  ssgTexture *texture;
-
-  texture = _textureMap[relativePath];
-  if (texture == 0) {
-    FGPath tpath(current_options.get_fg_root());
-    tpath.append(relativePath);
-    texture = new ssgTexture((char *)tpath.c_str(), false, false);
-    _textureMap[relativePath] = texture;
-    cerr << "Created texture " << relativePath
-        << " handle=" << texture->getHandle() << endl;
+  if (_texture == 0) {
+    _texture = FGTextureManager::createTexture(_path);
   }
-
-  return texture;
+  return _texture;
 }
 
 
@@ -577,22 +111,24 @@ FGTextureManager::createTexture (const char * relativePath)
 // Implementation of FGPanel.
 ////////////////////////////////////////////////////////////////////////
 
-FGPanel current_panel;
+FGPanel * current_panel = NULL;
 
-FGPanel::FGPanel ()
-  : _initialized(false),
-    _visibility(false)
+FGPanel::FGPanel (int x, int y, int w, int h)
+  : _mouseDown(false),
+    _mouseInstrument(0),
+    _x(x), _y(y), _w(w), _h(h)
 {
+  setVisibility(current_options.get_panel_status());
+  _panel_h = (int)(h * 0.5768 + 1);
 }
 
 FGPanel::~FGPanel ()
 {
-  instrument_list_type::iterator current = _instruments.begin();
-  instrument_list_type::iterator last = _instruments.end();
-  
-  for ( ; current != last; ++current) {
-    delete *current;
-    *current = 0;
+  for (instrument_list_type::iterator it = _instruments.begin();
+       it != _instruments.end();
+       it++) {
+    delete *it;
+    *it = 0;
   }
 }
 
@@ -602,63 +138,6 @@ FGPanel::addInstrument (FGPanelInstrument * instrument)
   _instruments.push_back(instrument);
 }
 
-void
-FGPanel::init (int x, int y, int finx, int finy)
-{
-  _x = x;
-  _y = y;
-  _w = finx - x;
-  _h = finy - y;
-  _panel_h = (int)((finy - y) * 0.5768 + 1);
-
-                               // Don't reconstruct all of the
-                               // instruments.
-  if (_initialized)
-    return;
-
-  x = SIX_X;
-  y = SIX_Y;
-
-  _bg = createTexture("Textures/Panel/panel-bg.rgb");
-
-                               // Chronometer alone at side
-  x = SIX_X - SIX_SPACING - 8;
-  addInstrument(createChronometer(x, y));
-
-                               // Top row
-  x = SIX_X;
-  addInstrument(createAirspeedIndicator(x, y));
-  x += SIX_SPACING;
-  addInstrument(createHorizon(x, y));
-  x += SIX_SPACING;
-  addInstrument(createAltimeter(x, y));
-  x += SIX_SPACING + 20;
-  addInstrument(createNAV1(x, y));
-
-                               // Middle row
-  x = SIX_X;
-  y -= SIX_SPACING;
-  addInstrument(createTurnCoordinator(x, y));
-  x += SIX_SPACING;
-  addInstrument(createGyroCompass(x, y));
-  x += SIX_SPACING;
-  addInstrument(createVerticalVelocity(x, y));
-  x += SIX_SPACING + 20;
-  addInstrument(createNAV2(x, y));
-
-                               // Bottom row
-  x = SIX_X;
-  y -= SIX_SPACING + 10;
-  addInstrument(createControls(x, y));
-  x += SIX_SPACING;
-  addInstrument(createFlapIndicator(x, y));
-  x += SIX_SPACING;
-  addInstrument(createRPMGauge(x, y));
-  x += SIX_SPACING + 20;
-  y += 10;
-  addInstrument(createADF(x, y));
-}
-
 void
 FGPanel::update () const
 {
@@ -666,6 +145,16 @@ FGPanel::update () const
   if (!_visibility)
     return;
 
+                               // 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();
@@ -681,7 +170,12 @@ FGPanel::update () const
   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);
@@ -724,42 +218,77 @@ FGPanel::getVisibility () const
   return _visibility;
 }
 
+void
+FGPanel::setBackground (ssgTexture * texture)
+{
+  _bg = texture;
+}
+
 bool
 FGPanel::doMouseAction (int button, int updown, int x, int y)
 {
-                               // For now, ignore the release
-  if (updown == 1) 
+                               // Note a released button and return
+  // cerr << "Doing mouse action\n";
+  if (updown == 1) {
+    _mouseDown = false;
+    _mouseInstrument = 0;
     return true;
+  }
 
   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();
     int iw = inst->getWidth() / 2;
     int ih = inst->getHeight() / 2;
     if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) {
-      cout << "Do mouse action for component " << i << '\n';
-      return inst->doMouseAction(button, updown, x - ix, y - iy);
+      _mouseDown = true;
+      _mouseDelay = 20;
+      _mouseInstrument = inst;
+      _mouseButton = button;
+      _mouseX = x - ix;
+      _mouseY = y - iy;
+                               // Always do the action once.
+      _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+      return true;
     }
   }
-  cout << "Did not click on an instrument\n";
   return false;
 }
 
 
+\f
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
+////////////////////////////////////////////////////////////////////////
+
+FGPanelAction::FGPanelAction ()
+{
+}
+
+FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
+  : _button(button), _x(x), _y(y), _w(w), _h(h)
+{
+}
+
+FGPanelAction::~FGPanelAction ()
+{
+}
+
+
 \f
 ////////////////////////////////////////////////////////////////////////
 // Implementation of FGAdjustAction.
 ////////////////////////////////////////////////////////////////////////
 
-FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
-                               double increment, double min, double max,
-                               bool wrap=false)
-  : _getter(getter), _setter(setter), _increment(increment),
-    _min(min), _max(max), _wrap(wrap)
+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)
 {
 }
 
@@ -770,16 +299,83 @@ FGAdjustAction::~FGAdjustAction ()
 void
 FGAdjustAction::doAction ()
 {
-  double value = (*_getter)();
-  cout << "Do action; value=" << value << '\n';
-  value += _increment;
-  if (value < _min) {
-    value = (_wrap ? _max : _min);
-  } else if (value > _max) {
-    value = (_wrap ? _min : _max);
+  float val = _value->getFloatValue();
+  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);
+}
+
+
+\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 ()
+{
+}
+
+void
+FGToggleAction::doAction ()
+{
+  _value->setBoolValue(!(_value->getBoolValue()));
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelTransformation.
+////////////////////////////////////////////////////////////////////////
+
+FGPanelTransformation::FGPanelTransformation ()
+{
+}
+
+FGPanelTransformation::FGPanelTransformation (Type _type,
+                                             const SGValue * _value,
+                                             float _min, float _max,
+                                             float _factor, float _offset)
+  : type(_type), value(_value), min(_min), max(_max),
+    factor(_factor), offset(_offset)
+{
+}
+
+FGPanelTransformation::~FGPanelTransformation ()
+{
 }
 
 
@@ -803,10 +399,11 @@ FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
 
 FGPanelInstrument::~FGPanelInstrument ()
 {
-  action_list_type::iterator it = _actions.begin();
-  action_list_type::iterator last = _actions.end();
-  for ( ; it != last; it++) {
-    delete it->action;
+  for (action_list_type::iterator it = _actions.begin();
+       it != _actions.end();
+       it++) {
+    delete *it;
+    *it = 0;
   }
 }
 
@@ -849,30 +446,20 @@ FGPanelInstrument::getHeight () const
 }
 
 void
-FGPanelInstrument::addAction (int x, int y, int w, int h,
-                             FGPanelAction * action)
+FGPanelInstrument::addAction (FGPanelAction * action)
 {
-  FGPanelInstrument::inst_action act;
-  act.x = x;
-  act.y = y;
-  act.w = w;
-  act.h = h;
-  act.action = action;
-  _actions.push_back(act);
+  _actions.push_back(action);
 }
 
                                // Coordinates relative to centre.
 bool
-FGPanelInstrument::doMouseAction (int button, int updown, int x, int y)
+FGPanelInstrument::doMouseAction (int button, int x, int y)
 {
   action_list_type::iterator it = _actions.begin();
   action_list_type::iterator last = _actions.end();
-  cout << "Mouse action at " << x << ',' << y << '\n';
   for ( ; it != last; it++) {
-    cout << "Trying action at " << it->x << ',' << it->y << ','
-        << it->w <<',' << it->h << '\n';
-    if (x >= it->x && x < it->x + it->w && y >= it->y && y < it->y + it->h) {
-      it->action->doAction();
+    if ((*it)->inArea(button, x, y)) {
+      (*it)->doAction();
       return true;
     }
   }
@@ -892,40 +479,49 @@ FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
 
 FGLayeredInstrument::~FGLayeredInstrument ()
 {
-  // FIXME: free layers
+  for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) {
+    delete *it;
+    *it = 0;
+  }
 }
 
 void
-FGLayeredInstrument::draw () const
+FGLayeredInstrument::draw ()
 {
-  layer_list::const_iterator it = _layers.begin();
-  layer_list::const_iterator last = _layers.end();
-  while (it != last) {
-    (*it)->draw();
-    it++;
+  for (int i = 0; i < (int)_layers.size(); i++) {
+    glPushMatrix();
+    glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+    _layers[i]->draw();
+    glPopMatrix();
   }
 }
 
-void
+int
 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;
 }
 
-void
-FGLayeredInstrument::addLayer (int layer, ssgTexture * texture)
+int
+FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+                              int w, int h)
 {
-  addLayer(new FGTexturedInstrumentLayer(texture, _w, _h, layer));
+  return addLayer(new FGTexturedLayer(texture, w, h));
 }
 
 void
-FGLayeredInstrument::addTransformation (int layer,
-                                       FGInstrumentLayer::transform_type type,
-                                       FGInstrumentLayer::transform_func func,
-                                       double min, double max,
-                                       double factor, double offset)
+FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
 {
-  _layers[layer]->addTransformation(type, func, min, max, factor, offset);
+  int layer = _layers.size() - 1;
+  _layers[layer]->addTransformation(transformation);
 }
 
 
@@ -934,49 +530,46 @@ FGLayeredInstrument::addTransformation (int layer,
 // Implementation of FGInstrumentLayer.
 ////////////////////////////////////////////////////////////////////////
 
-FGInstrumentLayer::FGInstrumentLayer (int w, int h, int z)
+FGInstrumentLayer::FGInstrumentLayer (int w, int h)
   : _w(w),
-    _h(h),
-    _z(z)
+    _h(h)
 {
 }
 
 FGInstrumentLayer::~FGInstrumentLayer ()
 {
-  transformation_list::iterator it = _transformations.begin();
-  transformation_list::iterator end = _transformations.end();
-  while (it != end) {
+  for (transformation_list::iterator it = _transformations.begin();
+       it != _transformations.end();
+       it++) {
     delete *it;
-    it++;
+    *it = 0;
   }
 }
 
 void
 FGInstrumentLayer::transform () const
 {
-  glTranslatef(0.0, 0.0, (_z / 100.0) + 0.1);
-
   transformation_list::const_iterator it = _transformations.begin();
   transformation_list::const_iterator last = _transformations.end();
   while (it != last) {
-    transformation *t = *it;
-    double value = (t->func == 0 ? 0.0 : (*(t->func))());
-    if (value < t->min) {
-      value = t->min;
-    } else if (value > t->max) {
-      value = t->max;
+    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;
     }
-    value = value * t->factor + t->offset;
+    val = val * t->factor + t->offset;
 
     switch (t->type) {
-    case XSHIFT:
-      glTranslatef(value, 0.0, 0.0);
+    case FGPanelTransformation::XSHIFT:
+      glTranslatef(val, 0.0, 0.0);
       break;
-    case YSHIFT:
-      glTranslatef(0.0, value, 0.0);
+    case FGPanelTransformation::YSHIFT:
+      glTranslatef(0.0, val, 0.0);
       break;
-    case ROTATION:
-      glRotatef(-value, 0.0, 0.0, 1.0);
+    case FGPanelTransformation::ROTATION:
+      glRotatef(-val, 0.0, 0.0, 1.0);
       break;
     }
     it++;
@@ -984,111 +577,143 @@ FGInstrumentLayer::transform () const
 }
 
 void
-FGInstrumentLayer::addTransformation (transform_type type,
-                                     transform_func func,
-                                     double min, double max,
-                                     double factor, double offset)
+FGInstrumentLayer::addTransformation (FGPanelTransformation * transformation)
 {
-  transformation *t = new transformation;
-  t->type = type;
-  t->func = func;
-  t->min = min;
-  t->max = max;
-  t->factor = factor;
-  t->offset = offset;
-  _transformations.push_back(t);
+  _transformations.push_back(transformation);
 }
 
 
 \f
 ////////////////////////////////////////////////////////////////////////
-// Implementation of FGTexturedInstrumentLayer.
+// Implementation of FGTexturedLayer.
 ////////////////////////////////////////////////////////////////////////
 
-// FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (const char *tname,
-//                                                   int w, int h, int z)
-//   : FGInstrumentLayer(w, h, z)
-// {
-//   setTexture(tname);
-// }
 
-FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (ssgTexture * texture,
-                                                     int w, int h, int z)
-  : FGInstrumentLayer(w, h, z)
+FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
+  : FGInstrumentLayer(w, h)
 {
   setTexture(texture);
 }
 
-FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
+
+FGTexturedLayer::~FGTexturedLayer ()
 {
 }
 
+
 void
-FGTexturedInstrumentLayer::draw () const
+FGTexturedLayer::draw ()
 {
   int w2 = _w / 2;
   int h2 = _h / 2;
 
-  glPushMatrix();
   transform();
-  glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
+  glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
   glBegin(GL_POLYGON);
-                               // FIXME: is this really correct
-                               // for layering?
-  glTexCoord2f(0.0, 0.0); glVertex2f(-w2, -h2);
-  glTexCoord2f(1.0, 0.0); glVertex2f(w2, -h2);
-  glTexCoord2f(1.0, 1.0); glVertex2f(w2, h2);
-  glTexCoord2f(0.0, 1.0); glVertex2f(-w2, h2);
+
+                               // 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.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();
-  glPopMatrix();
 }
 
-// void
-// FGTexturedInstrumentLayer::setTexture (const char *textureName)
-// {
-//   FGPath tpath(current_options.get_fg_root());
-//   tpath.append(textureName);
-//   ssgTexture * texture = new ssgTexture((char *)tpath.c_str(), false, false);
-//   setTexture(texture);
-// }
+
+\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 FGCharInstrumentLayer.
+// Implementation of FGTextLayer.
 ////////////////////////////////////////////////////////////////////////
 
-FGCharInstrumentLayer::FGCharInstrumentLayer (text_func func,
-                                             int w, int h, int z)
-  : FGInstrumentLayer(w, h, z),
-    _func(func)
+FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
+                         Chunk * chunk3)
+  : FGInstrumentLayer(w, h), _pointSize(14.0)
 {
-  _renderer.setFont(guiFntHandle);
-  _renderer.setPointSize(14);
   _color[0] = _color[1] = _color[2] = 0.0;
   _color[3] = 1.0;
+  if (chunk1)
+    addChunk(chunk1);
+  if (chunk2)
+    addChunk(chunk2);
+  if (chunk3)
+    addChunk(chunk3);
 }
 
-FGCharInstrumentLayer::~FGCharInstrumentLayer ()
+FGTextLayer::~FGTextLayer ()
 {
+  chunk_list::iterator it = _chunks.begin();
+  chunk_list::iterator last = _chunks.end();
+  for ( ; it != last; it++) {
+    delete *it;
+  }
 }
 
 void
-FGCharInstrumentLayer::draw () const
+FGTextLayer::draw ()
 {
   glPushMatrix();
   glColor4fv(_color);
   transform();
+  _renderer.setFont(guiFntHandle);
+  _renderer.setPointSize(_pointSize);
   _renderer.begin();
   _renderer.start3f(0, 0, 0);
-  _renderer.puts((*_func)(_buf));
+
+                               // Render each of the chunks.
+  chunk_list::const_iterator it = _chunks.begin();
+  chunk_list::const_iterator last = _chunks.end();
+  for ( ; it != last; it++) {
+    _renderer.puts((char *)((*it)->getValue()));
+  }
+
   _renderer.end();
   glColor4f(1.0, 1.0, 1.0, 1.0);       // FIXME
   glPopMatrix();
 }
 
 void
-FGCharInstrumentLayer::setColor (float r, float g, float b)
+FGTextLayer::addChunk (FGTextLayer::Chunk * chunk)
+{
+  _chunks.push_back(chunk);
+}
+
+void
+FGTextLayer::setColor (float r, float g, float b)
 {
   _color[0] = r;
   _color[1] = g;
@@ -1097,17 +722,90 @@ FGCharInstrumentLayer::setColor (float r, float g, float b)
 }
 
 void
-FGCharInstrumentLayer::setPointSize (const float size)
+FGTextLayer::setPointSize (float size)
 {
-  _renderer.setPointSize(size);
+  _pointSize = size;
 }
 
 void
-FGCharInstrumentLayer::setFont(fntFont * font)
+FGTextLayer::setFont(fntFont * font)
 {
   _renderer.setFont(font);
 }
 
 
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
+  : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+  _text = text;
+  if (_fmt == "") 
+    _fmt = "%s";
+}
+
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value,
+                          const string &fmt, float mult)
+  : _type(type), _fmt(fmt), _mult(mult)
+{
+  if (_fmt == "") {
+    if (type == TEXT_VALUE)
+      _fmt = "%s";
+    else
+      _fmt = "%.2f";
+  }
+  _value = value;
+}
+
+const char *
+FGTextLayer::Chunk::getValue () const
+{
+  switch (_type) {
+  case TEXT:
+    sprintf(_buf, _fmt.c_str(), _text.c_str());
+    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;
+  }
+  return _buf;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// 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 ()
+{
+  delete _layer1;
+  delete _layer2;
+}
+
+void
+FGSwitchLayer::draw ()
+{
+  transform();
+  if (_value->getBoolValue()) {
+    _layer1->draw();
+  } else {
+    _layer2->draw();
+  }
+}
+
 \f
 // end of panel.cxx