//
// $Id$
+//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
#include <stdio.h> // sprintf
#include <string.h>
+#include <simgear/compiler.h>
+
+#include SG_GLU_H
+
#include <plib/ssg.h>
#include <plib/fnt.h>
// my hardware/driver requires many more.
#define POFF_UNITS 4
-\f
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
static fntRenderer text_renderer;
static fntTexFont *default_font = 0;
static fntTexFont *led_font = 0;
+static sgVec4 panel_color;
+static sgVec4 emissive_panel_color = {1,1,1,1};
/**
* Constructor.
_mouseInstrument(0),
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
_view_height(int(WIN_H * 0.4232)),
- _xsize_node(fgGetNode("/sim/startup/xsize", true)),
- _ysize_node(fgGetNode("/sim/startup/ysize", true)),
_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))
+ _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)
{
}
// save some state
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
- | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT );
+ | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
+ | GL_DEPTH_BUFFER_BIT );
// Draw the background
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
- sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ if( _enable_depth_test )
+ glDepthFunc(GL_ALWAYS);
+ else
+ glDisable(GL_DEPTH_TEST);
+
+ 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;
// 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")) {
- glPushAttrib(GL_ALL_ATTRIB_BITS);
- glDisable(GL_DEPTH_TEST);
+ if ( fgGetBool("/sim/panel-hotspots") ) {
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 0);
- for(int i=0; i<_instruments.size(); i++)
+ for ( unsigned int i = 0; i < _instruments.size(); i++ )
_instruments[i]->drawHotspots();
-
- glPopAttrib();
}
// restore some original state
+ if( _enable_depth_test )
+ glDepthFunc(GL_LESS);
glPopAttrib();
glPolygonOffset(0, 0);
glDisable(GL_POLYGON_OFFSET_FILL);
return doLocalMouseAction(button, updown, x, y);
}
+void FGPanel::setDepthTest (bool enable) {
+ _enable_depth_test = enable;
+}
+
\f
////////////////////////////////////////////////////////////////////////.
bool repeatable)
: _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
{
- for (unsigned int i = 0; i < 2; i++) {
- for (unsigned int j = 0; j < _bindings[i].size(); j++)
- delete _bindings[i][j];
- }
}
FGPanelAction::~FGPanelAction ()
{
+ for (unsigned int i = 0; i < 2; i++) {
+ for (unsigned int j = 0; j < _bindings[i].size(); j++)
+ delete _bindings[i][j];
+ }
}
void
void
FGPanelInstrument::drawHotspots()
{
- for(int i=0; i<_actions.size(); i++) {
+ for ( unsigned int i = 0; i < _actions.size(); i++ ) {
FGPanelAction* a = _actions[i];
float x1 = getXPos() + a->getX();
float x2 = x1 + a->getWidth();
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- glPolygonOffset(-1, -POFF_UNITS*(i+2));
_layers[i]->draw();
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 ()
+{
+ complex->draw();
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
- : FGInstrumentLayer(w, h)
+ : FGInstrumentLayer(w, h),
+ _emissive(false)
{
setTexture(texture);
}
transform();
glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
glBegin(GL_POLYGON);
-
+
+ if (_emissive) {
+ glColor4fv( emissive_panel_color );
+ } else {
// From Curt: turn on the panel
// lights after sundown.
- sgVec4 panel_color;
- sgCopyVec4( panel_color, cur_light_params.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 );
}
- glColor4fv( panel_color );
glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
}
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.empty()) {
if (type == TEXT_VALUE)
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;