# include <windows.h>
#endif
+#include <stdio.h> // sprintf
#include <string.h>
#include <plib/ssg.h>
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/fgpath.hxx>
-#include <Main/options.hxx>
-#include <Main/views.hxx>
+#include <simgear/misc/sg_path.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"
#include "panel.hxx"
+#define WIN_X 0
+#define WIN_Y 0
+#define WIN_W 1024
+#define WIN_H 768
+
+// 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 40
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Local functions.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * Calculate the aspect adjustment for the panel.
+ */
+static float
+get_aspect_adjust (int xsize, int ysize)
+{
+ float ideal_aspect = float(WIN_W) / float(WIN_H);
+ float real_aspect = float(xsize) / float(ysize);
+ return (real_aspect / ideal_aspect);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
+
+bool
+fgPanelVisible ()
+{
+ if(current_panel == 0)
+ return false;
+ if(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;
+}
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
-map<const char *,ssgTexture *> FGTextureManager::_textureMap;
+map<string,ssgTexture *> FGTextureManager::_textureMap;
ssgTexture *
-FGTextureManager::createTexture (const char * relativePath)
+FGTextureManager::createTexture (const string &relativePath)
{
- ssgTexture *texture;
-
- texture = _textureMap[relativePath];
+ ssgTexture * texture = _textureMap[relativePath];
if (texture == 0) {
- FGPath tpath(current_options.get_fg_root());
+ SG_LOG( SG_COCKPIT, SG_DEBUG,
+ "Texture " << relativePath << " does not yet exist" );
+ SGPath tpath(globals->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 (_textureMap[relativePath] == 0)
+ SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
+ SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
+ << " handle=" << texture->getHandle() );
}
return texture;
}
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGCropped Texture.
+////////////////////////////////////////////////////////////////////////
+
+
+FGCroppedTexture::FGCroppedTexture ()
+ : _path(""), _texture(0),
+ _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
+{
+}
+
+
+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)
+{
+}
+
+
+FGCroppedTexture::~FGCroppedTexture ()
+{
+}
+
+
+ssgTexture *
+FGCroppedTexture::getTexture ()
+{
+ if (_texture == 0) {
+ _texture = FGTextureManager::createTexture(_path);
+ }
+ return _texture;
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
FGPanel * current_panel = NULL;
-
-FGPanel::FGPanel (int x, int y, int w, int h)
+static fntRenderer text_renderer;
+static fntTexFont *default_font;
+static fntTexFont *led_font;
+
+/**
+ * Constructor.
+ */
+FGPanel::FGPanel ()
: _mouseDown(false),
_mouseInstrument(0),
- _x(x), _y(y), _w(w), _h(h)
+ _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
+ _x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
+ _jitter(0.0),
+ _xsize_node(fgGetNode("/sim/startup/xsize", true)),
+ _ysize_node(fgGetNode("/sim/startup/ysize", true))
{
- setVisibility(current_options.get_panel_status());
- _panel_h = (int)(h * 0.5768 + 1);
+ setVisibility(fgPanelVisible());
}
+
+/**
+ * Destructor.
+ */
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;
}
}
+
+/**
+ * Add an instrument to the panel.
+ */
void
FGPanel::addInstrument (FGPanelInstrument * instrument)
{
_instruments.push_back(instrument);
}
+
+/**
+ * Initialize the panel.
+ */
+void
+FGPanel::init ()
+{
+ 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() ) ;
+}
+
+
+/**
+ * Bind panel properties.
+ */
+void
+FGPanel::bind ()
+{
+ fgSetArchivable("/sim/panel/visibility");
+ fgSetArchivable("/sim/panel/x-offset");
+ fgSetArchivable("/sim/panel/y-offset");
+ fgSetArchivable("/sim/panel/jitter");
+}
+
+
+/**
+ * Unbind panel properties.
+ */
void
-FGPanel::update () const
+FGPanel::unbind ()
{
+}
+
+
+/**
+ * Update the panel.
+ */
+void
+FGPanel::update (double dt)
+{
+ // TODO: cache the nodes
+ _visibility = fgGetBool("/sim/panel/visibility");
+ _x_offset = fgGetInt("/sim/panel/x-offset");
+ _y_offset = fgGetInt("/sim/panel/y-offset");
+ _jitter = fgGetFloat("/sim/panel/jitter");
+
// Do nothing if the panel isn't visible.
- if (!_visibility)
- return;
+ if ( !fgPanelVisible() ) {
+ return;
+ }
// If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
}
- }
// Now, draw the panel
+ float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
+ _ysize_node->getIntValue());
+ if (aspect_adjust <1.0)
+ update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
+ else
+ update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
+}
+
+
+void
+FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
+{
+ // Calculate accelerations
+ // and jiggle the panel accordingly
+ // The factors and bounds are just
+ // initial guesses; using sqrt smooths
+ // out the spikes.
+ double x_offset = _x_offset;
+ double y_offset = _y_offset;
+
+#if 0
+ if (_jitter != 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)) *
+ (a_y_pilot < 0 ? -1 : 1);
+ int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
+ (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(_x, _x + _w, _y, _y + _h);
-
+ gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+ // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
+
+ glTranslated(x_offset, y_offset, 0);
+
+ draw();
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+
+ ssgForceBasicState();
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+}
- // Draw the background
+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(0, -POFF_UNITS);
+
+ // 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 * RAD_TO_DEG < 95.0 ) {
+ 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);
}
- 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(_x, _y, 0);
- glTexCoord2f(10.0, 0.0); glVertex3f(_x + _w, _y, 0);
- glTexCoord2f(10.0, 5.0); glVertex3f(_x + _w, _y + _panel_h, 0);
- glTexCoord2f(0.0, 5.0); glVertex3f(_x, _y + _panel_h, 0);
- glEnd();
-
- // Draw the instruments.
+ 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 {
+ 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();
+ }
+ }
+
+ // 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();
+ 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);
+ glDisable(GL_POLYGON_OFFSET_FILL);
}
+/**
+ * Set the panel's visibility.
+ */
void
FGPanel::setVisibility (bool visibility)
{
_visibility = visibility;
}
+
+/**
+ * Return true if the panel is visible.
+ */
bool
FGPanel::getVisibility () const
{
return _visibility;
}
+
+/**
+ * Set the panel's background texture.
+ */
void
FGPanel::setBackground (ssgTexture * texture)
{
_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.
+ */
+void
+FGPanel::setXOffset (int offset)
+{
+ if (offset <= 0 && offset >= -_width + WIN_W)
+ _x_offset = offset;
+}
+
+
+/**
+ * Set the panel's y-offset.
+ */
+void
+FGPanel::setYOffset (int offset)
+{
+ if (offset <= 0 && offset >= -_height)
+ _y_offset = offset;
+}
+
+/**
+ * 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);
+
// Note a released button and return
// cerr << "Doing mouse action\n";
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
- return true;
+ return false;
}
- x = (int)(((float)x / current_view.get_winWidth()) * _w);
- y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
+ // 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;
- for (int i = 0; i < _instruments.size(); i++) {
+ // Search for a matching instrument.
+ 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';
_mouseDown = true;
_mouseDelay = 20;
_mouseInstrument = inst;
_mouseX = x - ix;
_mouseY = y - iy;
// Always do the action once.
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- return true;
+ return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
}
}
-// cout << "Did not click on an instrument\n";
return false;
}
\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGAdjustAction.
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
////////////////////////////////////////////////////////////////////////
-FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
- float increment, float min, float max,
- bool wrap=false)
- : _getter(getter), _setter(setter), _increment(increment),
- _min(min), _max(max), _wrap(wrap)
+FGPanelAction::FGPanelAction ()
{
}
-FGAdjustAction::~FGAdjustAction ()
+FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
+ : _button(button), _x(x), _y(y), _w(w), _h(h)
{
+ for (unsigned int i = 0; i < _bindings.size(); i++)
+ delete _bindings[i];
}
-void
-FGAdjustAction::doAction ()
-{
- float 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);
- }
-// cout << "New value is " << value << '\n';
- (*_setter)(value);
-}
-
-
-\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)
+FGPanelAction::~FGPanelAction ()
{
}
-FGSwapAction::~FGSwapAction ()
+void
+FGPanelAction::addBinding (FGBinding * binding)
{
+ _bindings.push_back(binding);
}
void
-FGSwapAction::doAction ()
+FGPanelAction::doAction ()
{
- float value = (*_getter1)();
- (*_setter1)((*_getter2)());
- (*_setter2)(value);
+ if (test()) {
+ int nBindings = _bindings.size();
+ for (int i = 0; i < nBindings; i++) {
+ _bindings[i]->fire();
+ }
+ }
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FGToggleAction.
+// Implementation of FGPanelTransformation.
////////////////////////////////////////////////////////////////////////
-FGToggleAction::FGToggleAction (getter_type getter, setter_type setter)
- : _getter(getter), _setter(setter)
-{
-}
-
-FGToggleAction::~FGToggleAction ()
+FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
{
}
-void
-FGToggleAction::doAction ()
+FGPanelTransformation::~FGPanelTransformation ()
{
- (*_setter)(!((*_getter)()));
+ delete table;
}
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;
}
}
}
void
-FGPanelInstrument::addAction (int button, int x, int y, int w, int h,
- FGPanelAction * action)
+FGPanelInstrument::addAction (FGPanelAction * action)
{
- FGPanelInstrument::inst_action act;
- act.button = button;
- 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 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 (button == it->button &&
- x >= it->x && x < it->x + it->w && y >= it->y && y < it->y + it->h) {
- it->action->doAction();
- return true;
+ 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;
+ }
}
}
return false;
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 ()
{
- for (int i = 0; i < _layers.size(); i++) {
+ if (!test())
+ return;
+
+ for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+ glPolygonOffset(-1, -POFF_UNITS*(i+2));
_layers[i]->draw();
glPopMatrix();
}
}
int
-FGLayeredInstrument::addLayer (CroppedTexture &texture,
- int w = -1, int h = -1)
+FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+ int w, int h)
{
return addLayer(new FGTexturedLayer(texture, w, h));
}
void
-FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
- FGInstrumentLayer::transform_func func,
- float min, float max,
- float factor, float offset)
+FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
{
int layer = _layers.size() - 1;
- _layers[layer]->addTransformation(type, func, min, max, factor, offset);
-}
-
-void
-FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
- float offset)
-{
- addTransformation(type, 0, 0.0, 0.0, 1.0, offset);
+ _layers[layer]->addTransformation(transformation);
}
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;
}
}
transformation_list::const_iterator it = _transformations.begin();
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
- transformation *t = *it;
- float value = (t->func == 0 ? 0.0 : (*(t->func))());
- if (value < t->min) {
- value = t->min;
- } else if (value > t->max) {
- value = t->max;
- }
- value = value * t->factor + t->offset;
-
- switch (t->type) {
- case XSHIFT:
- glTranslatef(value, 0.0, 0.0);
- break;
- case YSHIFT:
- glTranslatef(0.0, value, 0.0);
- break;
- case ROTATION:
- glRotatef(-value, 0.0, 0.0, 1.0);
- break;
+ FGPanelTransformation *t = *it;
+ if (t->test()) {
+ float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
+ 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 {
+ val = t->table->interpolate(val) * t->factor + t->offset;
+ }
+
+ switch (t->type) {
+ case FGPanelTransformation::XSHIFT:
+ glTranslatef(val, 0.0, 0.0);
+ break;
+ case FGPanelTransformation::YSHIFT:
+ glTranslatef(0.0, val, 0.0);
+ break;
+ case FGPanelTransformation::ROTATION:
+ glRotatef(-val, 0.0, 0.0, 1.0);
+ break;
+ }
}
it++;
}
}
void
-FGInstrumentLayer::addTransformation (transform_type type,
- transform_func func,
- float min, float max,
- float factor, float 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 FGGroupLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGGroupLayer::FGGroupLayer ()
+{
+}
+
+FGGroupLayer::~FGGroupLayer ()
+{
+ for (unsigned int i = 0; i < _layers.size(); i++)
+ delete _layers[i];
+}
+
+void
+FGGroupLayer::draw ()
+{
+ if (test()) {
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++)
+ _layers[i]->draw();
+ }
+}
+
+void
+FGGroupLayer::addLayer (FGInstrumentLayer * layer)
+{
+ _layers.push_back(layer);
}
// Implementation of FGTexturedLayer.
////////////////////////////////////////////////////////////////////////
-// FGTexturedLayer::FGTexturedLayer (ssgTexture * texture, int w, int h,
-// float texX1 = 0.0, float texY1 = 0.0,
-// float texX2 = 1.0, float texY2 = 1.0)
-// : FGInstrumentLayer(w, h),
-// _texX1(texX1), _texY1(texY1), _texX2(texX2), _texY2(texY2)
-// {
-// setTexture(texture);
-// }
-FGTexturedLayer::FGTexturedLayer (CroppedTexture &texture, int w, int h)
- : FGInstrumentLayer(w, h),
- _texX1(texture.minX), _texY1(texture.minY),
- _texX2(texture.maxX), _texY2(texture.maxY)
+FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
+ : FGInstrumentLayer(w, h)
{
- setTexture(texture.texture);
+ setTexture(texture);
}
+
FGTexturedLayer::~FGTexturedLayer ()
{
}
+
void
-FGTexturedLayer::draw () const
+FGTexturedLayer::draw ()
{
- int w2 = _w / 2;
- int h2 = _h / 2;
-
- transform();
- glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
- glBegin(GL_POLYGON);
- if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ if (test()) {
+ int w2 = _w / 2;
+ int h2 = _h / 2;
+
+ transform();
+ glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
+ glBegin(GL_POLYGON);
+
+ // 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 {
+ } 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();
}
- 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();
}
// Implementation of FGTextLayer.
////////////////////////////////////////////////////////////////////////
-FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
- Chunk * chunk3)
- : FGInstrumentLayer(w, h)
+FGTextLayer::FGTextLayer (int w, int h)
+ : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
{
+ _then.stamp();
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
- if (chunk1)
- addChunk(chunk1);
- if (chunk2)
- addChunk(chunk2);
- if (chunk3)
- addChunk(chunk3);
}
FGTextLayer::~FGTextLayer ()
}
void
-FGTextLayer::draw () const
+FGTextLayer::draw ()
{
- glPushMatrix();
- glColor4fv(_color);
- transform();
- _renderer.setFont(guiFntHandle);
- _renderer.setPointSize(14);
- _renderer.begin();
- _renderer.start3f(0, 0, 0);
-
- // 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());
- }
+ if (test()) {
+ glColor4fv(_color);
+ transform();
+ if ( _font_name == "led" ) {
+ 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();
+ 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;
+ }
- _renderer.end();
- glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
- glPopMatrix();
+ // 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
+ }
}
void
}
void
-FGTextLayer::setPointSize (const float size)
+FGTextLayer::setPointSize (float size)
{
- _renderer.setPointSize(size);
+ _pointSize = size;
}
+void
+FGTextLayer::setFontName(const string &name)
+{
+ _font_name = name;
+}
+
+
void
FGTextLayer::setFont(fntFont * font)
{
- _renderer.setFont(font);
+ text_renderer.setFont(font);
+}
+
+
+void
+FGTextLayer::recalc_value () const
+{
+ _value = "";
+ chunk_list::const_iterator it = _chunks.begin();
+ chunk_list::const_iterator last = _chunks.end();
+ for ( ; it != last; it++) {
+ _value += (*it)->getValue();
+ }
}
// Implementation of FGTextLayer::Chunk.
////////////////////////////////////////////////////////////////////////
-FGTextLayer::Chunk::Chunk (char * text, char * fmt = "%s")
+FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
: _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;
+ _text = text;
+ if (_fmt.empty())
+ _fmt = "%s";
}
-FGTextLayer::Chunk::Chunk (double_func func, char * fmt = "%.2f",
- float mult = 1.0)
- : _type(FGTextLayer::DOUBLE_FUNC), _fmt(fmt), _mult(mult)
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
+ const string &fmt, float mult)
+ : _type(type), _fmt(fmt), _mult(mult)
{
- _value._dfunc = func;
+ if (_fmt.empty()) {
+ if (type == TEXT_VALUE)
+ _fmt = "%s";
+ else
+ _fmt = "%.2f";
+ }
+ _node = node;
}
-char *
+const char *
FGTextLayer::Chunk::getValue () const
{
- switch (_type) {
- case TEXT:
- sprintf(_buf, _fmt, _value._text);
+ 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());
+ break;
+ case DOUBLE_VALUE:
+ sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+ break;
+ }
return _buf;
- case TEXT_FUNC:
- sprintf(_buf, _fmt, (*(_value._tfunc))());
- break;
- case DOUBLE_FUNC:
- sprintf(_buf, _fmt, (*(_value._dfunc))() * _mult);
- break;
+ } else {
+ return "";
}
- return _buf;
}
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, switch_func func,
+FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _func(func), _layer1(layer1), _layer2(layer2)
+ : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
{
}
}
void
-FGSwitchLayer::draw () const
+FGSwitchLayer::draw ()
{
- transform();
- if ((*_func)()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+ if (test()) {
+ transform();
+ if (_node->getBoolValue()) {
+ _layer1->draw();
+ } else {
+ _layer2->draw();
+ }
}
}
\f
// end of panel.cxx
+
+
+