if (_mouseDown) {
_mouseDelay--;
if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
_mouseDelay = 2;
}
}
// 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(0, -POFF_UNITS);
+ glPolygonOffset(-1, -POFF_UNITS);
// save some state
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
{
// Note a released button and return
if (updown == 1) {
+ if (_mouseInstrument != 0)
+ _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
_mouseDown = false;
_mouseInstrument = 0;
return false;
_mouseX = x - ix;
_mouseY = y - iy;
// Always do the action once.
- return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ return _mouseInstrument->doMouseAction(_mouseButton, 0,
+ _mouseX, _mouseY);
}
}
return false;
// Having fixed up the coordinates, fall through to the local
// coordinate handler.
- doLocalMouseAction(button, updown, x, y);
+ return doLocalMouseAction(button, updown, x, y);
}
{
}
-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;
}
}
// 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;
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();
// 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 ()
+FGSwitchLayer::FGSwitchLayer ()
+ : FGGroupLayer()
{
- delete _layer1;
- delete _layer2;
}
void
{
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;
+ }
}
}
}