]> git.mxchange.org Git - flightgear.git/blobdiff - src/Cockpit/panel.cxx
Moved src/Model/loader.[ch]xx and src/Model/model.[ch]xx to
[flightgear.git] / src / Cockpit / panel.cxx
index 0774e63e0c09945e85a396f041c983cc22611eaa..d593223181b9eac8e1227b511b1ae999b58f3bc6 100644 (file)
 #  include <windows.h>
 #endif
 
+#include <stdio.h>     // sprintf
 #include <string.h>
 
 #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"
+#include <simgear/misc/sg_path.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewmgr.hxx>
+#include <Time/light.hxx>
 
-extern fgAPDataPtr APDataGlobal;
+#include "hud.hxx"
+#include "panel.hxx"
 
-#define SIX_X 200
-#define SIX_Y 345
-#define SIX_W 128
-#define SIX_SPACING (SIX_W + 5)
-#define SMALL_W 112
+#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 4
 
 \f
 ////////////////////////////////////////////////////////////////////////
-// Static functions for obtaining settings.
-//
-// These should be replaced with functions from a global facade,
-// or BFI (Big Friendly Interface).
+// Local functions.
 ////////////////////////////////////////////////////////////////////////
 
-static char * panelGetTime (char * buf)
+
+/**
+ * Calculate the aspect adjustment for the panel.
+ */
+static float
+get_aspect_adjust (int xsize, int ysize)
 {
-  struct tm * t = FGTime::cur_time_params->getGmt();
-  sprintf(buf, " %.2d:%.2d:%.2d",
-         t->tm_hour, t->tm_min, t->tm_sec);
-  return buf;
+  float ideal_aspect = float(WIN_W) / float(WIN_H);
+  float real_aspect = float(xsize) / float(ysize);
+  return (real_aspect / ideal_aspect);
 }
 
 
 \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.
+// Global functions.
 ////////////////////////////////////////////////////////////////////////
 
-
-#define createTexture(a) FGTextureManager::createTexture(a)
-
-/**
- * Construct an airspeed indicator for a single-engine prop.
- */
-static FGPanelInstrument *
-createAirspeedIndicator (int x, int y)
+bool
+fgPanelVisible ()
 {
-  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;
+     if(globals->get_current_panel() == 0)
+       return false;
+     if(globals->get_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;
 }
 
 
-/**
- * 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);
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextureManager.
+////////////////////////////////////////////////////////////////////////
 
-                               // 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);
+map<string,ssgTexture *> FGTextureManager::_textureMap;
 
-                               // Layer 3: glass front of gauge
-                               // fixed, with markings
-  inst->addLayer(3, createTexture("Textures/Panel/horizon-fg.rgb"));
+ssgTexture *
+FGTextureManager::createTexture (const string &relativePath)
+{
+  ssgTexture * texture = _textureMap[relativePath];
+  if (texture == 0) {
+    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;
+    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 inst;
+  return texture;
 }
 
 
-/**
- * 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);
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGCropped Texture.
+////////////////////////////////////////////////////////////////////////
 
-                               // 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;
+FGCroppedTexture::FGCroppedTexture ()
+  : _path(""), _texture(0),
+    _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
+{
 }
 
 
-/**
- * Construct a turn coordinator.
- */
-static FGPanelInstrument *
-createTurnCoordinator (int x, int y)
+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)
 {
-  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);
+FGCroppedTexture::~FGCroppedTexture ()
+{
+}
 
-                               // 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;
+ssgTexture *
+FGCroppedTexture::getTexture ()
+{
+  if (_texture == 0) {
+    _texture = FGTextureManager::createTexture(_path);
+  }
+  return _texture;
 }
 
 
-/**
- * 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;
-}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanel.
+////////////////////////////////////////////////////////////////////////
 
+static fntRenderer text_renderer;
+static fntTexFont *default_font = 0;
+static fntTexFont *led_font = 0;
 
 /**
- * Construct a vertical velocity indicator.
+ * Constructor.
  */
-static FGPanelInstrument *
-createVerticalVelocity (int x, int y)
+FGPanel::FGPanel ()
+  : _mouseDown(false),
+    _mouseInstrument(0),
+    _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
+    _view_height(int(WIN_H * 0.4232)),
+    _visibility(fgGetNode("/sim/panel/visibility", true)),
+    _x_offset(fgGetNode("/sim/panel/x-offset", true)),
+    _y_offset(fgGetNode("/sim/panel/y-offset", true)),
+    _jitter(fgGetNode("/sim/panel/jitter", true)),
+    _flipx(fgGetNode("/sim/panel/flip-x", true)),
+    _xsize_node(fgGetNode("/sim/startup/xsize", true)),
+    _ysize_node(fgGetNode("/sim/startup/ysize", true))
 {
-  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.
+ * Destructor.
  */
-static FGPanelInstrument *
-createRPMGauge (int x, int y)
+FGPanel::~FGPanel ()
 {
-  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;
+  for (instrument_list_type::iterator it = _instruments.begin();
+       it != _instruments.end();
+       it++) {
+    delete *it;
+    *it = 0;
+  }
 }
 
 
 /**
- * Construct a flap position indicator.
+ * Add an instrument to the panel.
  */
-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)
+void
+FGPanel::addInstrument (FGPanelInstrument * instrument)
 {
-  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;
+  _instruments.push_back(instrument);
 }
 
 
 /**
- * Construct control-position indicators.
+ * Initialize the panel.
  */
-static FGPanelInstrument *
-createControls (int x, int y)
+void
+FGPanel::init ()
 {
-  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);
+    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" );
+    }
 
-                               // 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);
+    SGPath fntpath;
 
-                               // 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);
+    // Install the default font
+    fntpath = base_path;
+    fntpath.append( "typewriter.txf" );
+    default_font = new fntTexFont ;
+    default_font -> load ( (char *)fntpath.c_str() ) ;
 
-  return inst;
+    // Install the LED font
+    fntpath = base_path;
+    fntpath.append( "led.txf" );
+    led_font = new fntTexFont ;
+    led_font -> load ( (char *)fntpath.c_str() ) ;
 }
 
 
 /**
- * Construct a NAV1 gauge (hardwired).
+ * Bind panel properties.
  */
-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;
+void
+FGPanel::bind ()
+{
+  fgSetArchivable("/sim/panel/visibility");
+  fgSetArchivable("/sim/panel/x-offset");
+  fgSetArchivable("/sim/panel/y-offset");
+  fgSetArchivable("/sim/panel/jitter");
 }
 
 
 /**
- * Construct a NAV2 gauge.
+ * Unbind panel properties.
  */
-static FGPanelInstrument *
-createNAV2 (int x, int y)
+void
+FGPanel::unbind ()
 {
-  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).
+ * Update the panel.
  */
-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;
-}
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGTextureManager.
-////////////////////////////////////////////////////////////////////////
-
-map<const char *,ssgTexture *> FGTextureManager::_textureMap;
-
-ssgTexture *
-FGTextureManager::createTexture (const char * relativePath)
+void
+FGPanel::update (double dt)
 {
-  ssgTexture *texture;
+                               // Do nothing if the panel isn't visible.
+    if ( !fgPanelVisible() ) {
+        return;
+    }
 
-  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;
-  }
+    updateMouseDelay();
 
-  return texture;
+                               // 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));
 }
 
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGPanel.
-////////////////////////////////////////////////////////////////////////
-
-FGPanel current_panel;
-
-FGPanel::FGPanel ()
-  : _initialized(false),
-    _visibility(false)
+/**
+ * Handle repeatable mouse events.  Called from update() and from
+ * fgUpdate3DPanels().  This functionality needs to move into the
+ * input subsystem.  Counting a tick every two frames is clumsy...
+ */
+void FGPanel::updateMouseDelay()
 {
+    if (_mouseDown) {
+        _mouseDelay--;
+        if (_mouseDelay < 0) {
+            _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
+            _mouseDelay = 2;
+        }
+    }
 }
 
-FGPanel::~FGPanel ()
-{
-  instrument_list_type::iterator current = _instruments.begin();
-  instrument_list_type::iterator last = _instruments.end();
-  
-  for ( ; current != last; ++current) {
-    delete *current;
-    *current = 0;
-  }
-}
 
 void
-FGPanel::addInstrument (FGPanelInstrument * instrument)
+FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
 {
-  _instruments.push_back(instrument);
-}
+                               // 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->getIntValue();
+  double y_offset = _y_offset->getIntValue();
+
+#if 0
+  if (_jitter->getFloatValue() != 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->getFloatValue())) *
+                  (a_y_pilot < 0 ? -1 : 1);
+    int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter->getFloatValue())) *
+                  (a_zx_pilot < 0 ? -1 : 1);
+
+                               // adjustments in screen coordinates
+    x_offset += x_adjust;
+    y_offset += y_adjust;
+  }
+#endif
 
-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);
+  glMatrixMode(GL_PROJECTION);
+  glPushMatrix();
+  glLoadIdentity();
+  if ( _flipx->getBoolValue() ) {
+    gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+  } else {
+    gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+  }
+  
+  glMatrixMode(GL_MODELVIEW);
+  glPushMatrix();
+  glLoadIdentity();
+  
+  glTranslated(x_offset, y_offset, 0);
+  
+  draw();
 
-                               // Don't reconstruct all of the
-                               // instruments.
-  if (_initialized)
-    return;
+  glMatrixMode(GL_PROJECTION);
+  glPopMatrix();
+  glMatrixMode(GL_MODELVIEW);
+  glPopMatrix();
 
-  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));
+  ssgForceBasicState();
+  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
 }
 
 void
-FGPanel::update () const
+FGPanel::draw()
 {
-                               // Do nothing if the panel isn't visible.
-  if (!_visibility)
-    return;
+  // 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(-1, -POFF_UNITS);
 
-  glMatrixMode(GL_PROJECTION);
-  glPushMatrix();
-  glLoadIdentity();
-  gluOrtho2D(_x, _x + _w, _y, _y + _h);
-
-  glMatrixMode(GL_MODELVIEW);
-  glPushMatrix();
-  glLoadIdentity();
+  // save some state
+  glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
+                | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT );
 
-                               // Draw the background
+  // 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.
+  sgVec4 panel_color;
+  sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+  if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
+      if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
+      if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
+      if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
+  }
+  glColor4fv( panel_color );
+  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);
+  // Draw yellow "hotspots" if directed to.  This is a panel authoring
+  // feature; not intended to be high performance or to look good.
+  if ( fgGetBool("/sim/panel-hotspots") ) {
+    glPushAttrib(GL_ALL_ATTRIB_BITS);
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_TEXTURE_2D);
+    glColor3f(1, 1, 0);
+    
+    for ( unsigned int i = 0; i < _instruments.size(); i++ )
+      _instruments[i]->drawHotspots();
+
+    glPopAttrib();
+  }
+
+
+  // restore some original state
+  glPopAttrib();
+  glPolygonOffset(0, 0);
+  glDisable(GL_POLYGON_OFFSET_FILL);
 }
 
+/**
+ * Set the panel's visibility.
+ */
 void
 FGPanel::setVisibility (bool visibility)
 {
-  _visibility = visibility;
+  _visibility->setBoolValue( visibility );
 }
 
+
+/**
+ * Return true if the panel is visible.
+ */
 bool
 FGPanel::getVisibility () const
 {
-  return _visibility;
+  return _visibility->getBoolValue();
 }
 
-bool
-FGPanel::doMouseAction (int button, int updown, int x, int y)
+
+/**
+ * Set the panel's background texture.
+ */
+void
+FGPanel::setBackground (ssgTexture * texture)
 {
-                               // For now, ignore the release
-  if (updown == 1) 
-    return true;
+  _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->setIntValue( offset );
+}
+
 
-  x = (int)(((float)x / current_view.get_winWidth()) * _w);
-  y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
+/**
+ * Set the panel's y-offset.
+ */
+void
+FGPanel::setYOffset (int offset)
+{
+  if (offset <= 0 && offset >= -_height)
+    _y_offset->setIntValue( offset );
+}
+
+/**
+ * Handle a mouse action in panel-local (not screen) coordinates.
+ * Used by the 3D panel code in Model/panelnode.cxx, in situations
+ * where the panel doesn't control its own screen location.
+ */
+bool
+FGPanel::doLocalMouseAction(int button, int updown, int x, int y)
+{
+  // Note a released button and return
+  if (updown == 1) {
+    if (_mouseInstrument != 0)
+        _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
+    _mouseDown = false;
+    _mouseInstrument = 0;
+    return false;
+  }
 
-  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';
-      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.
+      return _mouseInstrument->doMouseAction(_mouseButton, 0,
+                                             _mouseX, _mouseY);
     }
   }
-  cout << "Did not click on an instrument\n";
   return false;
 }
 
+/**
+ * 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);
+
+                               // 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->getIntValue();
+  y -= _y_offset->getIntValue();
+
+  // Having fixed up the coordinates, fall through to the local
+  // coordinate handler.
+  return doLocalMouseAction(button, updown, x, y);
+} 
+
 
 \f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGAdjustAction.
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
 ////////////////////////////////////////////////////////////////////////
 
-FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
-                               double increment, double min, double 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,
+                              bool repeatable)
+    : _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
+{
+  for (unsigned int i = 0; i < 2; i++) {
+      for (unsigned int j = 0; j < _bindings[i].size(); j++)
+          delete _bindings[i][j];
+  }
+}
+
+FGPanelAction::~FGPanelAction ()
 {
 }
 
 void
-FGAdjustAction::doAction ()
-{
-  double 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);
+FGPanelAction::addBinding (FGBinding * binding, int updown)
+{
+  _bindings[updown].push_back(binding);
+}
+
+bool
+FGPanelAction::doAction (int updown)
+{
+  if (test()) {
+    if ((updown != _last_state) || (updown == 0 && _repeatable)) {
+        int nBindings = _bindings[updown].size();
+        for (int i = 0; i < nBindings; i++)
+            _bindings[updown][i]->fire();
+    }
+    _last_state = updown;
+    return true;
+  } else {
+    return false;
   }
-  cout << "New value is " << value << '\n';
-  (*_setter)(value);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelTransformation.
+////////////////////////////////////////////////////////////////////////
+
+FGPanelTransformation::FGPanelTransformation ()
+  : table(0)
+{
+}
+
+FGPanelTransformation::~FGPanelTransformation ()
+{
+  delete table;
 }
 
 
@@ -806,10 +662,30 @@ FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
 
 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::drawHotspots()
+{
+  for ( unsigned int i = 0; i < _actions.size(); i++ ) {
+    FGPanelAction* a = _actions[i];
+    float x1 = getXPos() + a->getX();
+    float x2 = x1 + a->getWidth();
+    float y1 = getYPos() + a->getY();
+    float y2 = y1 + a->getHeight();
+
+    glBegin(GL_LINE_LOOP);
+    glVertex2f(x1, y1);
+    glVertex2f(x1, y2);
+    glVertex2f(x2, y2);
+    glVertex2f(x2, y1);
+    glEnd();
   }
 }
 
@@ -852,31 +728,22 @@ FGPanelInstrument::getHeight () const
 }
 
 void
-FGPanelInstrument::addAction (int x, int y, int w, int h,
-                             FGPanelAction * action)
+FGPanelInstrument::addAction (FGPanelAction * action)
 {
-  FGPanelInstrument::inst_action act;
-  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 updown, 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 (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(updown))
+        return true;
     }
   }
   return false;
@@ -895,40 +762,52 @@ FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
 
 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 ()
 {
-  layer_list::const_iterator it = _layers.begin();
-  layer_list::const_iterator last = _layers.end();
-  while (it != last) {
-    (*it)->draw();
-    it++;
+  if (!test())
+    return;
+  
+  for (int i = 0; i < (int)_layers.size(); i++) {
+    glPushMatrix();
+    glPolygonOffset(-1, -POFF_UNITS*(i+2));
+    _layers[i]->draw();
+    glPopMatrix();
   }
 }
 
-void
+int
 FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
 {
+  int n = _layers.size();
+  if (layer->getWidth() == -1) {
+    layer->setWidth(getWidth());
+  }
+  if (layer->getHeight() == -1) {
+    layer->setHeight(getHeight());
+  }
   _layers.push_back(layer);
+  return n;
 }
 
-void
-FGLayeredInstrument::addLayer (int layer, ssgTexture * texture)
+int
+FGLayeredInstrument::addLayer (FGCroppedTexture &texture,
+                              int w, int h)
 {
-  addLayer(new FGTexturedInstrumentLayer(texture, _w, _h, layer));
+  return addLayer(new FGTexturedLayer(texture, w, h));
 }
 
 void
-FGLayeredInstrument::addTransformation (int layer,
-                                       FGInstrumentLayer::transform_type type,
-                                       FGInstrumentLayer::transform_func func,
-                                       double min, double max,
-                                       double factor, double offset)
+FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
 {
-  _layers[layer]->addTransformation(type, func, min, max, factor, offset);
+  int layer = _layers.size() - 1;
+  _layers[layer]->addTransformation(transformation);
 }
 
 
@@ -937,161 +816,226 @@ FGLayeredInstrument::addTransformation (int layer,
 // 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)
 {
 }
 
 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;
   }
 }
 
 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;
-    }
-    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 (t->has_mod)
+          val = fmod(val, t->mod);
+      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,
-                                     double min, double max,
-                                     double factor, double 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 FGTexturedInstrumentLayer.
+// Implementation of FGGroupLayer.
 ////////////////////////////////////////////////////////////////////////
 
-// FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (const char *tname,
-//                                                   int w, int h, int z)
-//   : FGInstrumentLayer(w, h, z)
-// {
-//   setTexture(tname);
-// }
+FGGroupLayer::FGGroupLayer ()
+{
+}
 
-FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (ssgTexture * texture,
-                                                     int w, int h, int z)
-  : FGInstrumentLayer(w, h, z)
+FGGroupLayer::~FGGroupLayer ()
 {
-  setTexture(texture);
+  for (unsigned int i = 0; i < _layers.size(); i++)
+    delete _layers[i];
 }
 
-FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
+void
+FGGroupLayer::draw ()
 {
+  if (test()) {
+    transform();
+    int nLayers = _layers.size();
+    for (int i = 0; i < nLayers; i++)
+      _layers[i]->draw();
+  }
 }
 
 void
-FGTexturedInstrumentLayer::draw () const
+FGGroupLayer::addLayer (FGInstrumentLayer * layer)
 {
-  int w2 = _w / 2;
-  int h2 = _h / 2;
+  _layers.push_back(layer);
+}
 
-  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();
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTexturedLayer.
+////////////////////////////////////////////////////////////////////////
+
+
+FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
+  : FGInstrumentLayer(w, h)
+{
+  setTexture(texture);
 }
 
-// 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);
-// }
+
+FGTexturedLayer::~FGTexturedLayer ()
+{
+}
+
+
+void
+FGTexturedLayer::draw ()
+{
+  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.
+    sgVec4 panel_color;
+    sgCopyVec4( panel_color, cur_light_params.scene_diffuse );
+    if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
+        if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
+        if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
+        if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
+    }
+    glColor4fv( panel_color );
+
+    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();
+  }
+}
 
 
 \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), _pointSize(14.0), _font_name("default")
 {
-  _renderer.setFont(guiFntHandle);
-  _renderer.setPointSize(14);
+  _then.stamp();
   _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 ()
 {
-  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();
+  if (test()) {
+    glColor4fv(_color);
+    transform();
+    if ( _font_name == "led" && led_font != 0) {
+       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;
+    }
+
+    // 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
-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;
@@ -1100,17 +1044,113 @@ FGCharInstrumentLayer::setColor (float r, float g, float b)
 }
 
 void
-FGCharInstrumentLayer::setPointSize (const float size)
+FGTextLayer::setPointSize (float size)
+{
+  _pointSize = size;
+}
+
+void
+FGTextLayer::setFontName(const string &name)
+{
+  _font_name = name;
+}
+
+
+void
+FGTextLayer::setFont(fntFont * font)
 {
-  _renderer.setPointSize(size);
+  text_renderer.setFont(font);
 }
 
+
 void
-FGCharInstrumentLayer::setFont(fntFont * font)
+FGTextLayer::recalc_value () const
 {
-  _renderer.setFont(font);
+  _value = "";
+  chunk_list::const_iterator it = _chunks.begin();
+  chunk_list::const_iterator last = _chunks.end();
+  for ( ; it != last; it++) {
+    _value += (*it)->getValue();
+  }
 }
 
 
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
+  : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+  _text = text;
+  if (_fmt.empty()) 
+    _fmt = "%s";
+}
+
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
+                          const string &fmt, float mult)
+  : _type(type), _fmt(fmt), _mult(mult)
+{
+  if (_fmt.empty()) {
+    if (type == TEXT_VALUE)
+      _fmt = "%s";
+    else
+      _fmt = "%.2f";
+  }
+  _node = node;
+}
+
+const char *
+FGTextLayer::Chunk::getValue () const
+{
+  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;
+  } else {
+    return "";
+  }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwitchLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGSwitchLayer::FGSwitchLayer ()
+  : FGGroupLayer()
+{
+}
+
+void
+FGSwitchLayer::draw ()
+{
+  if (test()) {
+    transform();
+    int nLayers = _layers.size();
+    for (int i = 0; i < nLayers; i++) {
+      if (_layers[i]->test()) {
+          _layers[i]->draw();
+          return;
+      }
+    }
+  }
+}
+
 \f
 // end of panel.cxx
+
+
+