#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 <Autopilot/autopilot.hxx>
-#include <Time/fg_time.hxx>
-#include "cockpit.hxx"
-#include "panel.hxx"
#include "hud.hxx"
-#include "steam.hxx"
-
-extern fgAPDataPtr APDataGlobal;
-
-#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;
-}
-
-
-\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.
-////////////////////////////////////////////////////////////////////////
-
-
-#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)
-{
- 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);
-
- return inst;
-}
-
-
-/**
- * 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;
-}
-
-
-/**
- * Construct an RPM gauge.
- */
-static FGPanelInstrument *
-createRPMGauge (int x, int y)
-{
- 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)
-{
- 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)
-{
- 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;
-}
+#include "panel.hxx"
\f
// 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 ()
_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
{
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();
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
+ 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));
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";
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwapAction.
+////////////////////////////////////////////////////////////////////////
+
+FGSwapAction::FGSwapAction (getter_type getter1, setter_type setter1,
+ getter_type getter2, setter_type setter2)
+ : _getter1(getter1), _setter1(setter1),
+ _getter2(getter2), _setter2(setter2)
+{
+}
+
+FGSwapAction::~FGSwapAction ()
+{
+}
+
+void
+FGSwapAction::doAction ()
+{
+ double value = (*_getter1)();
+ (*_setter1)((*_getter2)());
+ (*_setter2)(value);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGToggleAction.
+////////////////////////////////////////////////////////////////////////
+
+FGToggleAction::FGToggleAction (getter_type getter, setter_type setter)
+ : _getter(getter), _setter(setter)
+{
+}
+
+FGToggleAction::~FGToggleAction ()
+{
+}
+
+void
+FGToggleAction::doAction ()
+{
+ (*_setter)(!((*_getter)()));
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanelInstrument.
}
void
-FGPanelInstrument::addAction (int x, int y, int w, int h,
+FGPanelInstrument::addAction (int button, int x, int y, int w, int h,
FGPanelAction * action)
{
FGPanelInstrument::inst_action act;
+ act.button = button;
act.x = x;
act.y = y;
act.w = w;
// 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();
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) {
+ if (button == it->button &&
+ x >= it->x && x < it->x + it->w && y >= it->y && y < it->y + it->h) {
it->action->doAction();
return true;
}
void
FGLayeredInstrument::draw () const
{
- 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 < _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();
_layers.push_back(layer);
+ return n;
}
-void
-FGLayeredInstrument::addLayer (int layer, ssgTexture * texture)
+int
+FGLayeredInstrument::addLayer (ssgTexture * texture)
{
- addLayer(new FGTexturedInstrumentLayer(texture, _w, _h, layer));
+ return addLayer(new FGTexturedLayer(texture, _w, _h));
}
void
-FGLayeredInstrument::addTransformation (int layer,
- FGInstrumentLayer::transform_type type,
+FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
FGInstrumentLayer::transform_func func,
double min, double max,
double factor, double offset)
{
+ int layer = _layers.size() - 1;
_layers[layer]->addTransformation(type, func, min, max, factor, offset);
}
+void
+FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
+ double offset)
+{
+ addTransformation(type, 0, 0.0, 0.0, 1.0, offset);
+}
+
\f
////////////////////////////////////////////////////////////////////////
// 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)
{
}
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) {
\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 (ssgTexture * texture, int w, int h,
+ double texX1 = 0.0, double texY1 = 0.0,
+ double texX2 = 1.0, double texY2 = 1.0)
+ : FGInstrumentLayer(w, h),
+ _texX1(texX1), _texY1(texY1), _texX2(texX2), _texY2(texY2)
{
setTexture(texture);
}
-FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
+FGTexturedLayer::~FGTexturedLayer ()
{
}
void
-FGTexturedInstrumentLayer::draw () const
+FGTexturedLayer::draw () const
{
int w2 = _w / 2;
int h2 = _h / 2;
- glPushMatrix();
transform();
glBindTexture(GL_TEXTURE_2D, _texture->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);
+
+ glTexCoord2f(_texX1, _texY1); glVertex2f(-w2, -h2);
+ glTexCoord2f(_texX2, _texY1); glVertex2f(w2, -h2);
+ glTexCoord2f(_texX2, _texY2); glVertex2f(w2, h2);
+ glTexCoord2f(_texX1, _texY2); 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 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)
+ : FGInstrumentLayer(w, h)
{
- _renderer.setFont(guiFntHandle);
- _renderer.setPointSize(14);
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
}
-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 () const
{
glPushMatrix();
glColor4fv(_color);
transform();
+ _renderer.setFont(guiFntHandle);
+ _renderer.setPointSize(14);
_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((*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;
}
void
-FGCharInstrumentLayer::setPointSize (const float size)
+FGTextLayer::setPointSize (const float size)
{
_renderer.setPointSize(size);
}
void
-FGCharInstrumentLayer::setFont(fntFont * font)
+FGTextLayer::setFont(fntFont * font)
{
_renderer.setFont(font);
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (char * text, char * fmt = "%s")
+ : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+ _value._text = text;
+}
+
+FGTextLayer::Chunk::Chunk (text_func func, char * fmt = "%s")
+ : _type(FGTextLayer::TEXT_FUNC), _fmt(fmt)
+{
+ _value._tfunc = func;
+}
+
+FGTextLayer::Chunk::Chunk (double_func func, char * fmt = "%.2f",
+ double mult = 1.0)
+ : _type(FGTextLayer::DOUBLE_FUNC), _fmt(fmt), _mult(mult)
+{
+ _value._dfunc = func;
+}
+
+char *
+FGTextLayer::Chunk::getValue () const
+{
+ switch (_type) {
+ case TEXT:
+ sprintf(_buf, _fmt, _value._text);
+ return _buf;
+ case TEXT_FUNC:
+ sprintf(_buf, _fmt, (*(_value._tfunc))());
+ break;
+ case DOUBLE_FUNC:
+ sprintf(_buf, _fmt, (*(_value._dfunc))() * _mult);
+ break;
+ }
+ return _buf;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwitchLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGSwitchLayer::FGSwitchLayer (int w, int h, switch_func func,
+ FGInstrumentLayer * layer1,
+ FGInstrumentLayer * layer2)
+ : FGInstrumentLayer(w, h), _func(func), _layer1(layer1), _layer2(layer2)
+{
+}
+
+FGSwitchLayer::~FGSwitchLayer ()
+{
+ delete _layer1;
+ delete _layer2;
+}
+
+void
+FGSwitchLayer::draw () const
+{
+ transform();
+ if ((*_func)()) {
+ _layer1->draw();
+ } else {
+ _layer2->draw();
+ }
+}
+
\f
// end of panel.cxx