-// panel.cxx -- routines to draw an instrument panel
+// panel.cxx - default, 2D single-engine prop instrument panel
//
-// Written by Friedemann Reinhard, started June 1998.
+// Written by David Megginson, started January 2000.
//
-// Copyright(C)1998 Friedemann Reinhard-reinhard@theorie2.physik.uni-erlangen.de
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License as
-// published by the Free Software Foundation; either version 2 of the
-// License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful, but
-// WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
-// General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
-//
-// $Id$
-
+// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
# include <windows.h>
#endif
-#define FILLED true
+#include <string.h>
+#include <plib/ssg.h>
+#include <plib/fnt.h>
#include <GL/glut.h>
-#include <XGL/xgl.h>
-#include <stdlib.h>
-#include <stdio.h>
-#include <string.h>
-#include <string>
-#include <math.h>
-
-#include <Debug/logstream.hxx>
-#include <Aircraft/aircraft.hxx>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/misc/fgpath.hxx>
#include <Main/options.hxx>
-#include <Main/views.hxx>
-#include <Misc/fgpath.hxx>
+#include <Main/bfi.hxx>
#include <Objects/texload.h>
+#include <Autopilot/autopilot.hxx>
+#include <Time/fg_time.hxx>
-#include "panel.hxx"
#include "cockpit.hxx"
+#include "panel.hxx"
#include "hud.hxx"
+#include "steam.hxx"
-GLubyte *imag;
-int imag_width, imag_height;
-
-GLubyte *img;
-int img_width, img_height;
-
-static float value[4];
-static GLuint panel_tex_id[2];
-static GLubyte tex[32][128][3];
-static float alphahist;
-static float Xzoom, Yzoom;
-static Pointer pointer[20];
-static int NumPoint = 4;
-static int i = 0;
-static GLdouble mvmatrix[16];
-static GLdouble matrix[16];
-static double var[20];
-static double offset;
-static float alpha;
-static int n1;
-static int n2;
-
-static GLfloat Wings[] = {
- -1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125};
-
-static GLfloat Elevator[] = {
- 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375};
-
-static GLfloat Rudder[] = {
- 2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55};
-
-FGPanel* FGPanel::OurPanel = 0;
-
-// FGPanel::FGPanel() - constructor to initialize the panel.
-FGPanel::FGPanel(void){
- int x, y;
- FILE *f;
- char line[256];
- GLint test;
- GLubyte *tex = new GLubyte[262144];
-
- if(OurPanel) {
- FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" );
- exit(-1);
- }
-
- OurPanel = this;
-
- Xzoom = (float)((float)(current_view.get_winWidth())/1024);
- Yzoom = (float)((float)(current_view.get_winHeight())/768);
-
- test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0,
- 260.0, -20.0, 360, 65, 193, 0);
- test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100,
- 440, 66.15, 66, 2);
- test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0,
- 360, 194, 191, 1);
- test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0,
- 1080, 194, 191, 1);
- test_instr[0] = new FGHorizon(251, 166.75);
- test_instr[1] = new FGTurnCoordinator(143.75, 51.75);
- //test_instr[2] = new FGRpmGauge(462.5, 133);
- test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0,
- -67, 180, 174, 83, 3);
-
- // FontList = glGenLists (256);
- // glListBase(FontList);
- // InitLists();
-
-#ifdef GL_VERSION_1_1
- xglGenTextures(2, panel_tex_id);
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglGenTexturesEXT(2, panel_tex_id);
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- xglViewport(0, 0, 640, 480);
- xglOrtho(0, 640, 0, 480, 1, -1);
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
- // load in the texture data
-
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- FGPath tpath( current_options.get_fg_root() );
- tpath.append( "Textures/gauges.rgb" );
- if((img = read_rgb_texture( (char *)tpath.c_str(), &img_width, &img_height ))==NULL){
- }
-
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- tpath.set( current_options.get_fg_root() );
- tpath.append( "Textures/gauges2.rgb" );
- if((imag = read_rgb_texture( (char *)tpath.c_str(), &imag_width, &imag_height ))==NULL){
- }
-
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
-
- tpath.set( current_options.get_fg_root() );
- tpath.append( "Textures/Fullone.rgb" );
- if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){
- }
-
- // for(y=0;y<256;y++){
- // for(x=0;x<256;x++){
- // tex[(y+x*256)*3] = imag[(y+x*256)*3];
- // tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1];
- // tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2];
- // tex[(y+x*256)*3 + 3] = (imag[(y+x*256)*3 + 1] + imag[(y+x*256)*3 + 2] // + imag[(y+x*256)*3 + 0])/3;
- //
- // if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){
- // tex[(y+x*256)*3 + 3] = 0x0;
- // }
- // else{
- // tex[(y+x*256)*3 + 3] = 0xff;
- // }
- // }
- // }
-
- xglPixelZoom(Xzoom, Yzoom);
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
- xglRasterPos2i(0,0);
- xglPixelZoom(Xzoom, Yzoom);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
- xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, imag);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[0]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[0]);
-#else
-# error port me
-#endif
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img));
-
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
+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;
}
-void FGPanel::ReInit( int x, int y, int finx, int finy){
- fgOPTIONS *o;
- FGView *v = ¤t_view;
- int i;
- GLint buffer;
-
- o = ¤t_options;
-
- xglDisable(GL_DEPTH_TEST);
-
- Xzoom = (float)((float)(current_view.get_winWidth())/1024);
- Yzoom = (float)((float)(current_view.get_winHeight())/768);
-
- // save the current buffer state
- xglGetIntegerv(GL_DRAW_BUFFER, &buffer);
-
- // and enable both buffers for writing
- xglDrawBuffer(GL_FRONT_AND_BACK);
-
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- xglViewport(0, 0, 640, 480);
- xglOrtho(0, 640, 0, 480, 1, -1);
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- xglPixelZoom(Xzoom, Yzoom);
- xglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024);
- xglPixelStorei(GL_UNPACK_SKIP_PIXELS, x);
- xglPixelStorei(GL_UNPACK_SKIP_ROWS, y);
- xglRasterPos2i(x, y);
- xglPixelZoom(Xzoom, Yzoom);
- xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE,
- (GLvoid *)(background));
-
- // restore original buffer state
- xglDrawBuffer( (GLenum)buffer );
- xglEnable(GL_DEPTH_TEST);
+
+\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.
+////////////////////////////////////////////////////////////////////////
+
+static ssgTexture *
+createTexture (const char * relativePath)
+{
+ return FGPanel::OurPanel->createTexture(relativePath);
}
-void FGPanel::Update ( void ) {
-
- float alpha;
- double pitch;
- double roll;
- float alpharad;
- double speed;
- int i;
-
- // static bool beech_drawn = false;
- // char *test = "ALM 100";
-
- var[0] = get_speed() /* * 1.4 */; // We have to multiply the airspeed by a
- // factor, to simulate flying a Bonanza
- var[1] = get_altitude();
- var[2] = get_climb_rate() / 1000.0;
- var[3] = get_throttleval();
-
- xglMatrixMode(GL_PROJECTION);
- xglPushMatrix();
- xglLoadIdentity();
- xglOrtho(0, 640, 0, 480, 10, -10);
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglDisable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglEnable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
-
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
- xglPushMatrix();
-
- xglDisable(GL_LIGHTING);
- test_instr[3]->Render();
- test_instr[4]->Render();
- test_instr[5]->Render();
- test_instr[6]->Render();
- xglPopMatrix();
- xglPushMatrix();
-
- test_instr[1]->Render();
- test_instr[2]->Render();
-
- // DrawBeechcraftLogo(230, 235, 30, 10);
- // DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0);
-
- xglEnable(GL_LIGHTING);
-
- test_instr[0]->Render();
-
-
- xglDisable(GL_TEXTURE_2D);
- xglPopMatrix();
- xglEnable(GL_DEPTH_TEST);
- xglEnable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglMatrixMode(GL_MODELVIEW);
- xglPopMatrix();
+
+/**
+ * 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;
}
-// horizon - Let's draw an artificial horizon using both texture mapping and
-// primitive drawing
-
-void FGHorizon::Render(void){
- double pitch;
- double roll;
- float shifted, alpha, theta;
- float epsi = 360 / 180;
- GLboolean Light;
- GLfloat normal[2];
-
- static int n, dn, rot, tmp1, tmp2;
- float a;
-
- GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0};
- GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0};
- GLfloat material3[] = {0.2, 0.2, 0.2, 1.0};
- GLfloat material4[] = {0.8, 0.8, 0.8, 1.0};
- GLfloat material5[] = {0.0, 0.0, 0.0, 1.0};
- GLfloat direction[] = {0.0, 0.0, 0.0};
- GLfloat light_position[4];
- GLfloat light_ambient[] = {0.7, 0.7, 0.7, 1.0};
- GLfloat light_ambient2[] = {0.7, 0.7, 0.7, 1.0};
- GLfloat light_diffuse[] = {1.0, 1.0, 1.0, 1.0};
- GLfloat light_specular[] = {1.0, 1.0, 1.0, 1.0};
-
- pitch = get_pitch() * RAD_TO_DEG;
- if(pitch > 45)
- pitch = 45;
-
- if(pitch < -45)
- pitch = -45;
-
- roll = get_roll() * RAD_TO_DEG;
-
- xglEnable(GL_NORMALIZE);
- xglEnable(GL_LIGHTING);
- xglEnable(GL_TEXTURE_2D);
- xglEnable(GL_LIGHT1);
- xglDisable(GL_LIGHT2);
- xglDisable(GL_LIGHT0);
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- xglMatrixMode(GL_TEXTURE);
- xglPushMatrix();
-
- // computations for the non-textured parts of the AH
-
- shifted = -((pitch / 10) * 7.0588235);
-
- if(shifted > (bottom - radius)){
- theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG));
- n = (int)(theta / epsi) - 1;
- n1 = n;
- n2 = (180 - n1) + 2;
- dn = n2 - n1;
- rot = (int)(roll / epsi);
- n1 += rot + 45;
- n2 += rot + 45;
- }
-
- if(shifted < (-top + radius)){
- theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG));
- n = (int)(theta / epsi) + 1;
- n1 = n;
- n2 = (180 - n1) + 2;
- dn = n2 - n1;
- rot = (int)(roll / epsi);
- n1 += rot - 45;
- n2 += rot - 45;
- if(n1 < 0){ n1 += 180; n2 +=180;}
- }
-
- // end of computations
-
- light_position[0] = 0.0;
- light_position[1] = 0.0;
- light_position[2] = 1.5;
- light_position[3] = 0.0;
- xglLightfv(GL_LIGHT1, GL_POSITION, light_position);
- xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient);
- xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_diffuse);
- xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular);
- xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- xglLoadIdentity();
- xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0);
- xglTranslatef((texXPos/256), (texYPos/256), 0.0);
- xglRotatef(-roll, 0.0, 0.0, 1.0);
- xglScalef(1.7, 1.7, 0.0);
-
- // the following loop draws the textured part of the AH
-
- xglMaterialf(GL_FRONT, GL_SHININESS, 85.0);
-
- xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4);
- xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5);
- xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3);
-
- xglMatrixMode(GL_MODELVIEW);
- xglBegin(GL_TRIANGLES);
- for(i=45;i<225;i++){
- xglTexCoord2f(0.0, 0.0);
- xglNormal3f(0.0, 0.0, 0.6);
- xglVertex3f(0.0, 0.0, 0.0);
- xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]);
- xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6);
- xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0);
- n = (i + 1) % 180;
- xglTexCoord2f(texCoord[n][0], texCoord[n][1]);
- xglNormal3f(normals[n][0], normals[n][1], 0.6);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
- }
- xglEnd();
-
-
- if((shifted > (bottom - radius)) && (n1 < 1000) && (n1 > 0)){
-
- a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
- light_ambient2[0] = a;
- light_ambient2[1] = a;
- light_ambient2[2] = a;
-
- xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
-
- xglBegin(GL_TRIANGLES);
-
- tmp1 = n1; tmp2 = n2;
-
- for(i = tmp1; i < tmp2 + 1; i++){
- n = i % 180;
- xglNormal3f(0.0, 0.0, 1.5);
- xglTexCoord2f((56 / 256), (140 / 256));
- xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
-
- xglTexCoord2f((57 / 256), (139 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
-
- n = (i + 1) % 180;
- xglTexCoord2f((57 / 256), (139 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][3]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
- }
- xglEnd();
- }
-
- if((shifted < (-top + radius)) && (n1 < 1000) && (n1 > 0)){
- a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD);
- light_ambient2[0] = a;
- light_ambient2[1] = a;
- light_ambient2[2] = a;
-
- xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2);
- xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2);
- xglMaterialf(GL_FRONT, GL_SHININESS, a * 85);
- xglBegin(GL_TRIANGLES);
- tmp1 = n1; tmp2 = n2;
- for(i = tmp1; i <= tmp2; i++){
- n = i % 180;
- xglNormal3f(0.0, 0.0, 1.5);
- xglTexCoord2f((73 / 256), (237 / 256));
- xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0);
-
- xglTexCoord2f((73 / 256), (236 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
-
- n = (i + 1) % 180;
- xglTexCoord2f((73 / 256), (236 / 256));
- xglNormal3f(normals[n][0], normals[n][1], normals[n][2]);
- xglVertex3f(vertices[n][0], vertices[n][1], 0.0);
- }
- xglEnd();
- }
-
- // Now we will have to draw the small triangle indicating the roll value
-
- xglDisable(GL_LIGHTING);
- xglDisable(GL_TEXTURE_2D);
-
- xglRotatef(roll, 0.0, 0.0, 1.0);
-
- xglBegin(GL_TRIANGLES);
- xglColor3f(1.0, 1.0, 1.0);
- xglVertex3f(0.0, radius, 0.0);
- xglVertex3f(-3.0, (radius - 7.0), 0.0);
- xglVertex3f(3.0, (radius - 7.0), 0.0);
- xglEnd();
-
- xglLoadIdentity();
-
- xglBegin(GL_POLYGON);
- xglColor3f(0.2109375, 0.23046875, 0.203125);
- xglVertex2f(275.625, 138.0);
- xglVertex2f(275.625, 148.125);
- xglVertex2f(258.125, 151.25);
- xglVertex2f(246.875, 151.25);
- xglVertex2f(226.875, 147.5);
- xglVertex2f(226.875, 138.0);
- xglVertex2f(275.625, 138.0);
- xglEnd();
-
- xglLoadIdentity();
-
- xglMatrixMode(GL_TEXTURE);
- xglPopMatrix();
- xglMatrixMode(GL_PROJECTION);
- xglPopMatrix();
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_NORMALIZE);
- xglDisable(GL_LIGHTING);
- xglDisable(GL_LIGHT1);
- xglEnable(GL_LIGHT0);
+
+/**
+ * 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;
}
-// fgHorizonInit - initialize values for the AH
-
-void FGHorizon::Init(void){
- radius = 28.9;
- texXPos = 56;
- texYPos = 174;
- bottom = 36.5;
- top = 36.5;
- int n;
-
- float step = (360*DEG_TO_RAD)/180;
-
- for(n=0;n<180;n++){
- vertices[n][0] = cos(n * step) * radius;
- vertices[n][1] = sin(n * step) * radius;
- texCoord[n][0] = (cos(n * step) * radius)/256;
- texCoord[n][1] = (sin(n * step) * radius)/256;
- normals[n][0] = cos(n * step) * radius + sin(n * step);
- normals[n][1] = sin(n * step) * radius + cos(n * step);
- normals[n][2] = 0.0;
- }
+
+/**
+ * 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;
}
-void FGTexInstrument::UpdatePointer(void){
- double pitch;
- double roll;
- float alpharad;
- double speed;
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertices);
-
- alpha=((((float)((var[variable]) - (value1))) /
- (value2 - value1))* (alpha2 - alpha1) + alpha1);
-
- if (alpha < alpha1)
- alpha = alpha1;
- if (alpha > alpha2)
- alpha -= alpha2;
- xglMatrixMode(GL_MODELVIEW);
- xglPushMatrix();
- xglLoadIdentity();
- xglDisable(GL_TEXTURE_2D);
- xglTranslatef(XPos, YPos, 0);
- xglRotatef(-alpha, 0.0, 0.0, 1.0);
- xglColor4f(1.0, 1.0, 1.0, 1.0);
- glDrawArrays(GL_POLYGON, 0, 10);
- tape[0] = tape[1];
- tape[1] = alpha;
- xglEnable(GL_TEXTURE_2D);
- glDisableClientState(GL_VERTEX_ARRAY);
+
+/**
+ * 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;
}
-// fgEraseArea - 'Erases' a drawn Polygon by overlaying it with a textured
-// area. Shall be a method of a panel class once.
-
-void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor){
- int i, j;
- int n;
- float a;
- float ififth;
-
- xglEnable(GL_TEXTURE_2D);
- xglEnable(GL_TEXTURE_GEN_S);
- xglEnable(GL_TEXTURE_GEN_T);
- glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
- xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
- xglMatrixMode(GL_TEXTURE);
- xglLoadIdentity();
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[Texid]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[Texid]);
-#else
-# error port me
-#endif
-
- xglMatrixMode(GL_TEXTURE);
- xglLoadIdentity();
- xglTranslatef(-((float)((XPos/0.625)/256)), -((float)((YPos/0.625)/256)), 0.0);
- xglTranslatef(texXPos/256 , texYPos/256, 0.0);
- xglScalef(0.00625, 0.00625, 1.0);
-
- xglBegin(GL_POLYGON);
- for(n=0;n<NumVerti;n += 2){
- xglVertex2f(array[n] * ScaleFactor, array[n + 1] * ScaleFactor);
- }
- xglEnd();
-
- xglLoadIdentity();
- xglMatrixMode(GL_MODELVIEW);
- xglPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
- xglPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_TEXTURE_GEN_S);
- xglDisable(GL_TEXTURE_GEN_T);
-
+
+/**
+ * Construct a gyro compass.
+ */
+static FGPanelInstrument *
+createGyroCompass (int x, int y)
+{
+ FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
+
+ // 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"));
+
+ return inst;
}
-// CreatePointer - calculate the vertices of a pointer
-
-void FGTexInstrument::CreatePointer(void){
- int i;
- float alpha;
- float alphastep;
- float r = radius;
-
- vertices[0] = 0;
- vertices[1] = length;
- vertices[2] = -(width/2);
- vertices[3] = length - ((width/2)/(tan(angle*DEG_TO_RAD/2)));
- vertices[4] = -(width/2);
- vertices[5] = cos(asin((width/2)/r))*r;
-
- alphastep = (asin((width/2)/r)+asin((width/2)/r))/5;
- alpha = asin(-(width/2)/r);
-
- for(i=0;i<5;i++){
- alpha += alphastep;
- vertices[(i*2)+6] = sin(alpha)*r;
- }
-
- alpha = asin(-(width/2)/r);
-
- for(i=0;i<5;i++){
- alpha +=alphastep;
- vertices[(i*2)+7]= cos(alpha)*r;
- }
-
- vertices[16] = - vertices[4];
- vertices[17] = vertices[5];
- vertices[18] = - vertices[2];
- vertices[19] = vertices[3];
-
+
+/**
+ * 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;
}
-// fgUpdateTurnCoordinator - draws turn coordinator related stuff
-
-void FGTurnCoordinator::Render(void){
- int n;
-
- xglDisable(GL_LIGHTING);
- xglDisable(GL_BLEND);
- xglEnable(GL_TEXTURE_2D);
-
- alpha = (get_sideslip() / 1.5) * 560;
- if(alpha > 56){
- alpha = 56;
- }
- if(alpha < -56){
- alpha = -56;
- }
-
- PlaneAlpha = get_roll();
-
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(BallXPos, BallYPos, 0.0);
- xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0);
- fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1);
- xglDisable(GL_TEXTURE_2D);
- xglEnable(GL_BLEND);
- xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE);
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(BallXPos, BallYPos, 0.0);
- xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0);
- xglBegin(GL_POLYGON);
- xglColor3f(0.8, 0.8, 0.8);
- for(i=0;i<36;i++){
- xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]);
- }
- xglEnd();
-
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
-
- fgEraseArea(Wings, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
- fgEraseArea(Elevator, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
- fgEraseArea(Rudder, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1);
-
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0);
-
- xglBegin(GL_POLYGON);
- xglColor3f(1.0, 1.0, 1.0);
- for(i=0;i<90;i++){
- xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5);
- }
- xglEnd();
-
- xglBegin(GL_POLYGON);
- xglVertex2f(Wings[0], Wings[1]);
- xglVertex2f(Wings[2], Wings[3]);
- xglVertex2f(Wings[4], Wings[5]);
- xglVertex2f(Wings[6], Wings[7]);
- xglVertex2f(Wings[0], Wings[1]);
- xglEnd();
-
- xglBegin(GL_POLYGON);
- xglVertex2f(Elevator[0], Elevator[1]);
- xglVertex2f(Elevator[2], Elevator[3]);
- xglVertex2f(Elevator[4], Elevator[5]);
- xglVertex2f(Elevator[6], Elevator[7]);
- xglVertex2f(Elevator[0], Elevator[1]);
- xglEnd();
-
- xglBegin(GL_POLYGON);
- xglVertex2f(Rudder[0], Rudder[1]);
- xglVertex2f(Rudder[2], Rudder[3]);
- xglVertex2f(Rudder[4], Rudder[5]);
- xglVertex2f(Rudder[6], Rudder[7]);
- xglVertex2f(Rudder[0], Rudder[1]);
- xglEnd();
-
-
- alphahist[0] = alphahist[1];
- alphahist[1] = alpha;
- rollhist[0] = rollhist[1];
- rollhist[1] = -get_roll();
-
- xglDisable(GL_BLEND);
+
+/**
+ * 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;
}
-void FGTurnCoordinator::Init(void){
- int n;
- PlaneTexXPos = 49;
- PlaneTexYPos = 59.75;
- BallXPos = 145;
- BallYPos = 24;
- BallTexXPos = 49;
- BallTexYPos = 16;
- BallRadius = 3.5;
-
- for(n=0;n<36;n++){
- vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius;
- vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius;
- }
+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;
}
-void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius, float alpha1, float alpha2, int steps, float LineWidth,
- float red, float green, float blue, bool filled){
- int i;
- float diff = (alpha2 - alpha1) / (float)(steps - 1);
-
-#define ANTIALIASED_INSTRUMENTS
-
-#ifdef ANTIALIASED_INSTRUMENTS
- xglEnable(GL_LINE_SMOOTH);
- xglEnable(GL_BLEND);
- xglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
-#endif
-
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
-
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(-alpha1, 0.0, 0.0, 1.0);
-
- xglLineWidth(LineWidth);
- xglColor3f(red, green, blue);
-
- if(!filled){
- xglBegin(GL_LINES);
- }
- else{
- xglBegin(GL_QUAD_STRIP);
+
+/**
+ * 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);
+
+ // Layer 0: background
+ inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
+ inst->addTransformation(0, FGInstrumentLayer::ROTATION,
+ FGSteam::get_HackOBS1_deg,
+ -360.0, 360.0, -1.0, 0.0);
+ // Layer 1: long needle
+ inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
+ inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
+ FGSteam::get_HackVOR1_deg,
+ -10.0, 10.0, SIX_W / 40.0, 0.0);
+ inst->addTransformation(1, FGInstrumentLayer::YSHIFT,
+ -SIX_W / 4.4 );
+ inst->addLayer(2, createTexture("Textures/Panel/long-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::XSHIFT,
+ -SIX_W / 4.4 );
+ inst->addTransformation(2, FGInstrumentLayer::ROTATION,
+ 90 );
+
+ return inst;
+}
+
+
+/**
+ * Construct a NAV2 gauge (hardwired).
+ */
+static FGPanelInstrument *
+createNAV2 (int x, int y)
+{
+ FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
+
+ // Layer 0: background
+ inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
+ inst->addTransformation(0, FGInstrumentLayer::ROTATION,
+ FGSteam::get_HackOBS2_deg,
+ -360.0, 360.0, -1.0, 0.0);
+ inst->addLayer(1, createTexture("Textures/Panel/long-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 );
+
+ return inst;
+}
+
+
+/**
+ * Construct an ADF gauge (hardwired).
+ */
+static FGPanelInstrument *
+createADF (int x, int y)
+{
+ FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
+
+ // Layer 0: background
+ inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
+ 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);
+
+ return inst;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanel.
+////////////////////////////////////////////////////////////////////////
+
+FGPanel * FGPanel::OurPanel = 0;
+
+FGPanel::FGPanel ()
+{
+ if (OurPanel == 0) {
+ OurPanel = this;
+ } else {
+ FG_LOG(FG_GENERAL, FG_ALERT, "Multiple panels");
+ exit(-1);
+ }
+
+ int x = SIX_X;
+ int y = SIX_Y;
+
+ _bg = createTexture("Textures/Panel/panel-bg.rgb");
+
+ // Chronometer alone at side
+ x = SIX_X - SIX_SPACING - 8;
+ _instruments.push_back(createChronometer(x, y));
+
+ // Top row
+ x = SIX_X;
+ _instruments.push_back(createAirspeedIndicator(x, y));
+ x += SIX_SPACING;
+ _instruments.push_back(createHorizon(x, y));
+ x += SIX_SPACING;
+ _instruments.push_back(createAltimeter(x, y));
+ x += SIX_SPACING + 20;
+ _instruments.push_back(createNAV1(x, y));
+
+ // Middle row
+ x = SIX_X;
+ y -= SIX_SPACING;
+ _instruments.push_back(createTurnCoordinator(x, y));
+ x += SIX_SPACING;
+ _instruments.push_back(createGyroCompass(x, y));
+ x += SIX_SPACING;
+ _instruments.push_back(createVerticalVelocity(x, y));
+ x += SIX_SPACING + 20;
+ _instruments.push_back(createNAV2(x, y));
+
+ // Bottom row
+ x = SIX_X;
+ y -= SIX_SPACING + 10;
+ _instruments.push_back(createControls(x, y));
+ x += SIX_SPACING;
+ _instruments.push_back(createFlapIndicator(x, y));
+ x += SIX_SPACING;
+ _instruments.push_back(createRPMGauge(x, y));
+ x += SIX_SPACING + 20;
+ y += 10;
+ _instruments.push_back(createADF(x, y));
+}
+
+FGPanel::~FGPanel ()
+{
+ OurPanel = 0;
+
+ instrument_list_type::iterator current = _instruments.begin();
+ instrument_list_type::iterator last = _instruments.end();
+
+ for ( ; current != last; ++current) {
+ delete *current;
+ *current = 0;
+ }
+}
+
+float
+FGPanel::get_height () const
+{
+ return _panel_h;
+}
+
+void
+FGPanel::ReInit (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);
+}
+
+void
+FGPanel::Update () const
+{
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D(_x, _x + _w, _y, _y + _h);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ // 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);
+ 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.
+ instrument_list_type::const_iterator current = _instruments.begin();
+ instrument_list_type::const_iterator end = _instruments.end();
+
+ for ( ; current != end; current++) {
+ FGPanelInstrument * instr = *current;
+ glLoadIdentity();
+ glTranslated(instr->getXPos(), instr->getYPos(), 0);
+ instr->draw();
+ }
+
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ ssgForceBasicState();
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+}
+
+ssgTexture *
+FGPanel::createTexture (const char * relativePath)
+{
+ ssgTexture *texture;
+
+ texture = _textureMap[relativePath];
+ if (texture == 0) {
+ FGPath tpath(current_options.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;
+ }
+
+ return texture;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelInstrument.
+////////////////////////////////////////////////////////////////////////
+
+
+FGPanelInstrument::FGPanelInstrument ()
+{
+ setPosition(0, 0);
+ setSize(0, 0);
+}
+
+FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
+{
+ setPosition(x, y);
+ setSize(w, h);
+}
+
+FGPanelInstrument::~FGPanelInstrument ()
+{
+}
+
+void
+FGPanelInstrument::setPosition (int x, int y)
+{
+ _x = x;
+ _y = y;
+}
+
+void
+FGPanelInstrument::setSize (int w, int h)
+{
+ _w = w;
+ _h = h;
+}
+
+int
+FGPanelInstrument::getXPos () const
+{
+ return _x;
+}
+
+int
+FGPanelInstrument::getYPos () const
+{
+ return _y;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGLayeredInstrument.
+////////////////////////////////////////////////////////////////////////
+
+FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
+ : FGPanelInstrument(x, y, w, h)
+{
+}
+
+FGLayeredInstrument::~FGLayeredInstrument ()
+{
+ // FIXME: free layers
+}
+
+void
+FGLayeredInstrument::draw () const
+{
+ layer_list::const_iterator it = _layers.begin();
+ layer_list::const_iterator last = _layers.end();
+ while (it != last) {
+ (*it)->draw();
+ it++;
+ }
+}
+
+void
+FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
+{
+ _layers.push_back(layer);
+}
+
+void
+FGLayeredInstrument::addLayer (int layer, ssgTexture * texture)
+{
+ addLayer(new FGTexturedInstrumentLayer(texture, _w, _h, layer));
+}
+
+void
+FGLayeredInstrument::addTransformation (int layer,
+ FGInstrumentLayer::transform_type type,
+ FGInstrumentLayer::transform_func func,
+ double min, double max,
+ double factor, double offset)
+{
+ _layers[layer]->addTransformation(type, func, min, max, factor, offset);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGInstrumentLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGInstrumentLayer::FGInstrumentLayer (int w, int h, int z)
+ : _w(w),
+ _h(h),
+ _z(z)
+{
+}
+
+FGInstrumentLayer::~FGInstrumentLayer ()
+{
+ transformation_list::iterator it = _transformations.begin();
+ transformation_list::iterator end = _transformations.end();
+ while (it != end) {
+ delete *it;
+ it++;
+ }
+}
+
+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) {
+ transformation *t = *it;
+ double value = (t->func == 0 ? 0.0 : (*(t->func))());
+ if (value < t->min) {
+ value = t->min;
+ } else if (value > t->max) {
+ value = t->max;
}
-
- for(i=0;i < steps; i++){
- xglVertex3f(sin(i * diff * DEG_TO_RAD) * OuterRadius,
- cos(i * diff * DEG_TO_RAD) * OuterRadius,
- 0.0);
- xglVertex3f(sin(i * diff * DEG_TO_RAD) * InnerRadius,
- cos(i * diff * DEG_TO_RAD) * InnerRadius,
- 0.0);
+ 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;
}
- xglEnd();
-
- xglLoadIdentity();
- xglDisable(GL_LINE_SMOOTH);
- xglDisable(GL_BLEND);
+ it++;
+ }
}
-void DrawBeechcraftLogo(float XPos, float YPos, float width, float height){
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglEnable(GL_BLEND);
- xglEnable(GL_TEXTURE_2D);
- // xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND);
- // xglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- xglBegin(GL_POLYGON);
-
- xglTexCoord2f(.39844, .01953);
- xglVertex2f(0.0, 0.0);
- xglTexCoord2f(.58594, .01953);
- xglVertex2f(width, 0.0);
- xglTexCoord2f(.58594, .074219);
- xglVertex2f(width, height);
- xglTexCoord2f(.39844, .074219);
- xglVertex2f(0.0, height);
-
- xglEnd();
-
- xglDisable(GL_BLEND);
- xglDisable(GL_TEXTURE_2D);
+void
+FGInstrumentLayer::addTransformation (transform_type type,
+ transform_func func,
+ double min, double max,
+ double factor, double offset)
+{
+ 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);
}
-// PrintMatrix - routine to print the current modelview matrix.
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTexturedInstrumentLayer.
+////////////////////////////////////////////////////////////////////////
-void PrintMatrix( void){
- xglGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
- printf("matrix2 = %f %f %f %f \n",
- mvmatrix[0], mvmatrix[1], mvmatrix[2], mvmatrix[3]);
- printf(" %f %f %f %f \n",
- mvmatrix[4], mvmatrix[5], mvmatrix[6], mvmatrix[7]);
- printf(" %f %f %f %f \n",
- mvmatrix[8], mvmatrix[9], mvmatrix[10], mvmatrix[11]);
- printf(" %f %f %f %f \n",
- mvmatrix[12], mvmatrix[13], mvmatrix[14], mvmatrix[15]);
+// 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)
+{
+ setTexture(texture);
}
-void FGRpmGauge::Init(void){
- list = xglGenLists (1);
- int n;
-
- xglNewList(list, GL_COMPILE);
-
- xglColor3f(.26, .289, .3281);
- xglBegin(GL_POLYGON);
- for(n = 0; n < 180; n++){
- xglVertex2f(cos(n * 0.0349066) * 24.5, sin(n * 0.0349066) * 24.5);
- }
- xglEnd();
-
- DrawScale(XPos, YPos, 22.5, 25.625, 50, 135, 10, 1.0, 0.0, 0.7, 0.0,FILLED);
- DrawScale(XPos, YPos, 21.0, 25.625, -70, 180, 8, 1.8, 0.88, 0.88, 0.88, false);
- DrawScale(XPos, YPos, 22.5, 25.0, -70, 180, 40, 0.6, 0.5, 0.5, 0.5, false);
-
- xglEndList();
+FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
+{
}
-void FGRpmGauge::Render(void){
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
-
- xglCallList(list);
-
+void
+FGTexturedInstrumentLayer::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);
+ glEnd();
+ glPopMatrix();
}
-void FGPanel::DrawTestLetter(float X, float Y){
- xglEnable(GL_TEXTURE_2D);
- xglEnable(GL_BLEND);
-
- xglMatrixMode(GL_TEXTURE);
- xglLoadIdentity();
- xglTranslatef(X, Y, 0.0);
-
- DrawLetter();
-
- xglMatrixMode(GL_MODELVIEW);
- xglTranslatef(6.0, 0.0, 0.0);
- xglDisable(GL_TEXTURE_2D);
- xglDisable(GL_BLEND);
+// 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.
+////////////////////////////////////////////////////////////////////////
+
+FGCharInstrumentLayer::FGCharInstrumentLayer (text_func func,
+ int w, int h, int z)
+ : FGInstrumentLayer(w, h, z),
+ _func(func)
+{
+ _renderer.setFont(guiFntHandle);
+ _renderer.setPointSize(14);
+ _color[0] = _color[1] = _color[2] = 0.0;
+ _color[3] = 1.0;
}
-void FGPanel::InitLists(void){
- xglNewList(FontList + 'A', GL_COMPILE);
- DrawTestLetter(0.391625, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'B', GL_COMPILE);
- DrawTestLetter(0.391625 + 1 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'C', GL_COMPILE);
- DrawTestLetter(0.391625 + 2 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'D', GL_COMPILE);
- DrawTestLetter(0.391625 + 3 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'E', GL_COMPILE);
- DrawTestLetter(0.391625 + 4 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'F', GL_COMPILE);
- DrawTestLetter(0.391625 + 5 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'G', GL_COMPILE);
- DrawTestLetter(0.391625 + 6 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'H', GL_COMPILE);
- DrawTestLetter(0.391625 + 7 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'I', GL_COMPILE);
- DrawTestLetter(0.391625 + 8 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'J', GL_COMPILE);
- DrawTestLetter(0.391625 + 9 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'K', GL_COMPILE);
- DrawTestLetter(0.391625 + 9.7 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'L', GL_COMPILE);
- DrawTestLetter(0.399625 + 10.6 * LETTER_OFFSET, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'M', GL_COMPILE);
- DrawTestLetter(0.80459375, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'N', GL_COMPILE);
- DrawTestLetter(0.83975, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'O', GL_COMPILE);
- DrawTestLetter(0.871, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'P', GL_COMPILE);
- DrawTestLetter(0.90715625, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + 'Q', GL_COMPILE);
- DrawTestLetter(0.9413125, 0.29296875);
- xglEndList();
-
- xglNewList(FontList + '1', GL_COMPILE);
- DrawTestLetter(0.390625, 0.35546875);
- xglEndList();
-
- xglNewList(FontList + '2', GL_COMPILE);
- DrawTestLetter(0.390625 + 1*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '3', GL_COMPILE);
- DrawTestLetter(0.390625 + 2*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '4', GL_COMPILE);
- DrawTestLetter(0.390625 + 3*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '5', GL_COMPILE);
- DrawTestLetter(0.390625 + 4*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '6', GL_COMPILE);
- DrawTestLetter(0.390625 + 5*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '7', GL_COMPILE);
- DrawTestLetter(0.390625 + 6*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '8', GL_COMPILE);
- DrawTestLetter(0.390625 + 7*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '9', GL_COMPILE);
- DrawTestLetter(0.390625 + 8*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + '0', GL_COMPILE);
- DrawTestLetter(0.383625 + 9*LETTER_OFFSET, 0.3515625);
- xglEndList();
-
- xglNewList(FontList + ' ', GL_COMPILE);
- xglTranslatef(8.0, 0.0, 0.0);
- xglEndList();
+FGCharInstrumentLayer::~FGCharInstrumentLayer ()
+{
}
-void FGPanel::TexString(char *s, float XPos, float YPos, float size){
- xglMatrixMode(GL_MODELVIEW);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglScalef(size, size, 1.0);
-
-#ifdef GL_VERSION_1_1
- xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]);
-#elif GL_EXT_texture_object
- xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]);
-#else
-# error port me
-#endif
-
- while((*s) != '\0'){
- xglCallList(FontList + (*s));
- s++;
- }
- xglLoadIdentity();
+void
+FGCharInstrumentLayer::draw () const
+{
+ glPushMatrix();
+ glColor4fv(_color);
+ transform();
+ _renderer.begin();
+ _renderer.start3f(0, 0, 0);
+ _renderer.puts((*_func)(_buf));
+ _renderer.end();
+ glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
+ glPopMatrix();
}
-void FGTexInstrument::Init(void){
- CreatePointer();
+void
+FGCharInstrumentLayer::setColor (float r, float g, float b)
+{
+ _color[0] = r;
+ _color[1] = g;
+ _color[2] = b;
+ _color[3] = 1.0;
}
-void FGTexInstrument::Render(void){
- xglEnable(GL_TEXTURE_2D);
- xglLoadIdentity();
- xglTranslatef(XPos, YPos, 0.0);
- xglRotatef(-tape[0], 0.0, 0.0, 1.0);
- fgEraseArea(vertices, 20, (GLfloat)(teXpos), (GLfloat)(texYpos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1);
-
- UpdatePointer();
-
- xglDisable(GL_TEXTURE_2D);
+void
+FGCharInstrumentLayer::setPointSize (const float size)
+{
+ _renderer.setPointSize(size);
}
+
+void
+FGCharInstrumentLayer::setFont(fntFont * font)
+{
+ _renderer.setFont(font);
+}
+
+
+\f
+// end of panel.cxx