# include <config.h>
#endif
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#include <stdio.h> // sprintf
#include <string.h>
+#include <iostream>
#include <osg/CullFace>
#include <osg/Depth>
#include <simgear/compiler.h>
-#include SG_GLU_H
-
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/scene/model/model.hxx>
+#include <osg/GLU>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
bool
fgPanelVisible ()
{
- if (globals->get_current_panel() == 0)
+ const FGPanel* current = globals->get_current_panel();
+ if (current == 0)
return false;
- if (globals->get_current_panel()->getVisibility() == 0)
+ if (current->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)
+ if (current->getAutohide() && globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
return false;
return true;
}
-
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextureManager.
map<string,osg::ref_ptr<osg::Texture2D> > FGTextureManager::_textureMap;
osg::Texture2D*
-FGTextureManager::createTexture (const string &relativePath)
+FGTextureManager::createTexture (const string &relativePath, bool staticTexture)
{
osg::Texture2D* texture = _textureMap[relativePath].get();
if (texture == 0) {
SGPath tpath(globals->get_fg_root());
tpath.append(relativePath);
- texture = SGLoadTexture2D(tpath);
+ texture = SGLoadTexture2D(staticTexture, tpath);
_textureMap[relativePath] = texture;
if (!_textureMap[relativePath].valid())