# include <windows.h>
#endif
+#include <stdio.h> // sprintf
#include <string.h>
-#include <plib/ssg.h>
+#include <GL/glu.h>
+
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
-#include <Objects/texload.h>
#include <Time/light.hxx>
#include "hud.hxx"
#define WIN_W 1024
#define WIN_H 768
-#if defined( NONE ) && defined( _MSC_VER )
-# pragma message( "A sloppy coder has defined NONE as a macro!!!" )
-# undef NONE
-#elif defined( NONE )
-# pragma warn A sloppy coder has defined NONE as a macro!!!
-# undef NONE
-#endif
-
+// 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 4
-\f
////////////////////////////////////////////////////////////////////////
// Local 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 FGPanel.
////////////////////////////////////////////////////////////////////////
-FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
-
+static fntTexFont *default_font = 0;
+static fntTexFont *led_font = 0;
/**
* Constructor.
: _mouseDown(false),
_mouseInstrument(0),
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
- _x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
- _bound(false),
- _jitter(0.0),
+ _view_height(int(WIN_H * 0.4232)),
+ _visibility(fgGetNode("/sim/panel/visibility", true)),
+ _x_offset(fgGetNode("/sim/panel/x-offset", true)),
+ _y_offset(fgGetNode("/sim/panel/y-offset", true)),
+ _jitter(fgGetNode("/sim/panel/jitter", true)),
+ _flipx(fgGetNode("/sim/panel/flip-x", true)),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true))
{
- setVisibility(fgPanelVisible());
}
*/
FGPanel::~FGPanel ()
{
- if (_bound)
- unbind();
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
void
FGPanel::init ()
{
- // NO-OP
+ SGPath base_path;
+ char* envp = ::getenv( "FG_FONTS" );
+ if ( envp != NULL ) {
+ base_path.set( envp );
+ } else {
+ base_path.set( globals->get_fg_root() );
+ base_path.append( "Fonts" );
+ }
+
+ SGPath fntpath;
+
+ // Install the default font
+ fntpath = base_path;
+ fntpath.append( "typewriter.txf" );
+ default_font = new fntTexFont ;
+ default_font -> load ( (char *)fntpath.c_str() ) ;
+
+ // Install the LED font
+ fntpath = base_path;
+ fntpath.append( "led.txf" );
+ led_font = new fntTexFont ;
+ led_font -> load ( (char *)fntpath.c_str() ) ;
}
void
FGPanel::bind ()
{
- fgTie("/sim/panel/visibility", &_visibility);
fgSetArchivable("/sim/panel/visibility");
- fgTie("/sim/panel/x-offset", &_x_offset);
fgSetArchivable("/sim/panel/x-offset");
- fgTie("/sim/panel/y-offset", &_y_offset);
fgSetArchivable("/sim/panel/y-offset");
- fgTie("/sim/panel/jitter", &_jitter);
fgSetArchivable("/sim/panel/jitter");
- _bound = true;
}
void
FGPanel::unbind ()
{
- fgUntie("/sim/panel/visibility");
- fgUntie("/sim/panel/x-offset");
- fgUntie("/sim/panel/y-offset");
- _bound = false;
}
* Update the panel.
*/
void
-FGPanel::update ()
+FGPanel::update (double dt)
{
// Do nothing if the panel isn't visible.
- if (!fgPanelVisible())
+ if ( !fgPanelVisible() ) {
return;
-
- // If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
- }
}
+ updateMouseDelay();
+
// Now, draw the panel
float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
_ysize_node->getIntValue());
update(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::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
// The factors and bounds are just
// initial guesses; using sqrt smooths
// out the spikes.
- double x_offset = _x_offset;
- double y_offset = _y_offset;
+ double x_offset = _x_offset->getIntValue();
+ double y_offset = _y_offset->getIntValue();
- if (_jitter != 0.0) {
+#if 0
+ if (_jitter->getFloatValue() != 0.0) {
double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
double a_zx_pilot = a_z_pilot - a_x_pilot;
- int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter)) *
+ int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter->getFloatValue())) *
(a_y_pilot < 0 ? -1 : 1);
- int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
+ int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter->getFloatValue())) *
(a_zx_pilot < 0 ? -1 : 1);
// adjustments in screen coordinates
x_offset += x_adjust;
y_offset += y_adjust;
}
+#endif
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
- // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
-
+ 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();
- // Draw the background
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ ssgForceBasicState();
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+}
+
+void
+FGPanel::draw()
+{
+ // 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.
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1, -POFF_UNITS);
+
+ // save some state
+ glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
+ | GL_DEPTH_BUFFER_BIT );
+
+ // 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 * SGD_RADIANS_TO_DEGREES < 95.0 ) {
- glColor4fv( cur_light_params.scene_diffuse );
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ glDisable(GL_DEPTH_TEST);
+ sgVec4 panel_color;
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse());
+ if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
+ if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
+ if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
+ if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
+ }
+ glColor4fv( panel_color );
+ if (_bg != 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); 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();
} 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)
+ glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ 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();
+ // bottom row of textures...(2,4,6,8)
+ glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ 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();
+ }
}
- 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(WIN_X, WIN_Y, 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
- glEnd();
-
- // Draw the instruments.
+
+ // Draw the instruments.
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
- glLoadIdentity();
- glTranslated(x_offset, y_offset, 0);
+ glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
+ glPopMatrix();
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- ssgForceBasicState();
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
-}
+ // 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") ) {
+ glDisable(GL_TEXTURE_2D);
+ glColor3f(1, 1, 0);
+
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
+ _instruments[i]->drawHotspots();
+ }
+ // restore some original state
+ glPopAttrib();
+ glPolygonOffset(0, 0);
+ glDisable(GL_POLYGON_OFFSET_FILL);
+}
+
/**
* Set the panel's visibility.
*/
void
FGPanel::setVisibility (bool visibility)
{
- _visibility = visibility;
+ _visibility->setBoolValue( visibility );
}
bool
FGPanel::getVisibility () const
{
- return _visibility;
+ return _visibility->getBoolValue();
}
_bg = texture;
}
+/**
+ * Set the panel's multiple background textures.
+ */
+void
+FGPanel::setMultiBackground (ssgTexture * texture, int idx)
+{
+ _bg = 0;
+ _mbg[idx] = texture;
+}
/**
* Set the panel's x-offset.
FGPanel::setXOffset (int offset)
{
if (offset <= 0 && offset >= -_width + WIN_W)
- _x_offset = offset;
+ _x_offset->setIntValue( offset );
}
FGPanel::setYOffset (int offset)
{
if (offset <= 0 && offset >= -_height)
- _y_offset = offset;
+ _y_offset->setIntValue( offset );
}
-
/**
- * 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)
{
- // 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);
-
- // 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.
- 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);
- }
-
- // 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);
+
+ // 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);
+ }
+
+ // Adjust for offsets.
+ x -= _x_offset->getIntValue();
+ y -= _y_offset->getIntValue();
+
+ // Having fixed up the coordinates, fall through to the local
+ // coordinate handler.
+ return doLocalMouseAction(button, updown, x, y);
+}
+
\f
////////////////////////////////////////////////////////////////////////.
{
}
-FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
- : _button(button), _x(x), _y(y), _w(w), _h(h)
+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)
{
- for (unsigned int i = 0; i < _bindings.size(); i++)
- delete _bindings[i];
+ for (unsigned int i = 0; i < 2; i++) {
+ for (unsigned int j = 0; j < _bindings[i].size(); j++)
+ delete _bindings[i][j];
+ }
}
FGPanelAction::~FGPanelAction ()
}
void
-FGPanelAction::addBinding (FGBinding * binding)
+FGPanelAction::addBinding (FGBinding * binding, int updown)
{
- _bindings.push_back(binding);
+ _bindings[updown].push_back(binding);
}
-void
-FGPanelAction::doAction ()
+bool
+FGPanelAction::doAction (int updown)
{
if (test()) {
- int nBindings = _bindings.size();
- for (int i = 0; i < nBindings; i++) {
- _bindings[i]->fire();
+ 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 ()
{
+ delete table;
}
}
}
+void
+FGPanelInstrument::drawHotspots()
+{
+ 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)
+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();
- return true;
- }
+ if ((*it)->inArea(button, x, y) &&
+ (*it)->doAction(updown))
+ return true;
}
}
return false;
void
FGLayeredInstrument::draw ()
{
- if (test()) {
- for (int i = 0; i < (int)_layers.size(); i++) {
- glPushMatrix();
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
- _layers[i]->draw();
- glPopMatrix();
- }
+ if (!test())
+ return;
+
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ _layers[i]->draw();
+ glPopMatrix();
}
}
FGPanelTransformation *t = *it;
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 {
FGGroupLayer::draw ()
{
if (test()) {
+ transform();
int nLayers = _layers.size();
for (int i = 0; i < nLayers; i++)
_layers[i]->draw();
// From Curt: turn on the panel
// lights after sundown.
- if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
- glColor4fv( cur_light_params.scene_diffuse );
- } else {
- glColor4f(0.7, 0.2, 0.2, 1.0);
+ sgVec4 panel_color;
+
+ FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+ sgCopyVec4( panel_color, l->scene_diffuse());
+ if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
+ if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
+ if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
+ if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
}
-
+ glColor4fv( panel_color );
glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
////////////////////////////////////////////////////////////////////////
FGTextLayer::FGTextLayer (int w, int h)
- : FGInstrumentLayer(w, h), _pointSize(14.0)
+ : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
{
_then.stamp();
_color[0] = _color[1] = _color[2] = 0.0;
FGTextLayer::draw ()
{
if (test()) {
- glPushMatrix();
glColor4fv(_color);
transform();
- text_renderer.setFont(guiFntHandle);
+ if ( _font_name == "led" && led_font != 0) {
+ text_renderer.setFont(led_font);
+ } else {
+ text_renderer.setFont(guiFntHandle);
+ }
text_renderer.setPointSize(_pointSize);
text_renderer.begin();
text_renderer.start3f(0, 0, 0);
_now.stamp();
- if (_now - _then > 100000) {
+ 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;
}
+
+ // 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
- glPopMatrix();
}
}
_pointSize = size;
}
+void
+FGTextLayer::setFontName(const string &name)
+{
+ _font_name = name;
+}
+
+
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 SGPropertyNode * node,
- const string &fmt, float mult)
- : _type(type), _fmt(fmt), _mult(mult)
+ 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
FGTextLayer::Chunk::getValue () const
{
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().c_str());
+ sprintf(_buf, _fmt.c_str(), _node->getStringValue());
break;
case DOUBLE_VALUE:
- sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+ double d = _offs + _node->getFloatValue() * _mult;
+ if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
+ sprintf(_buf, _fmt.c_str(), d);
break;
}
return _buf;
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
- FGInstrumentLayer * layer1,
- FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
+FGSwitchLayer::FGSwitchLayer ()
+ : FGGroupLayer()
{
}
-FGSwitchLayer::~FGSwitchLayer ()
-{
- delete _layer1;
- delete _layer2;
-}
-
void
FGSwitchLayer::draw ()
{
if (test()) {
transform();
- if (_node->getBoolValue()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++) {
+ if (_layers[i]->test()) {
+ _layers[i]->draw();
+ return;
+ }
}
}
}
\f
// end of panel.cxx
+
+
+