#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/bfi.hxx>
+#include <Main/views.hxx>
#include <Objects/texload.h>
-#include <Autopilot/autopilot.hxx>
-#include <Time/fg_time.hxx>
-#include "cockpit.hxx"
-#include "panel.hxx"
#include "hud.hxx"
-#include "steam.hxx"
-
-extern fgAPDataPtr APDataGlobal;
-
-#define SIX_X 200
-#define SIX_Y 345
-#define SIX_W 128
-#define SIX_SPACING (SIX_W + 5)
-#define SMALL_W 112
+#include "panel.hxx"
\f
////////////////////////////////////////////////////////////////////////
-// Static functions for obtaining settings.
-//
-// These should be replaced with functions from a global facade,
-// or BFI (Big Friendly Interface).
+// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
-static char * panelGetTime (char * buf)
+map<string,ssgTexture *> FGTextureManager::_textureMap;
+
+ssgTexture *
+FGTextureManager::createTexture (const string &relativePath)
{
- struct tm * t = FGTime::cur_time_params->getGmt();
- sprintf(buf, " %.2d:%.2d:%.2d",
- t->tm_hour, t->tm_min, t->tm_sec);
- return buf;
+ ssgTexture * texture = _textureMap[relativePath];
+ if (texture == 0) {
+ cerr << "Texture " << relativePath << " does not yet exist" << endl;
+ FGPath tpath(current_options.get_fg_root());
+ tpath.append(relativePath);
+ texture = new ssgTexture((char *)tpath.c_str(), false, false);
+ _textureMap[relativePath] = texture;
+ if (_textureMap[relativePath] == 0)
+ cerr << "Texture *still* doesn't exist" << endl;
+ cerr << "Created texture " << relativePath
+ << " handle=" << texture->getHandle() << endl;
+ }
+
+ return texture;
}
\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.
+// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
-static ssgTexture *
-createTexture (const char * relativePath)
+FGPanel * current_panel = NULL;
+
+FGPanel::FGPanel (int x, int y, int w, int h)
+ : _mouseDown(false),
+ _mouseInstrument(0),
+ _x(x), _y(y), _w(w), _h(h)
{
- return FGPanel::OurPanel->createTexture(relativePath);
+ setVisibility(current_options.get_panel_status());
+ _panel_h = (int)(h * 0.5768 + 1);
}
-
-/**
- * Construct an airspeed indicator for a single-engine prop.
- */
-static FGPanelInstrument *
-createAirspeedIndicator (int x, int y)
+FGPanel::~FGPanel ()
{
- 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;
+ for (instrument_list_type::iterator it = _instruments.begin();
+ it != _instruments.end();
+ it++) {
+ delete *it;
+ *it = 0;
+ }
}
-
-/**
- * Construct an artificial horizon.
- */
-static FGPanelInstrument *
-createHorizon (int x, int y)
+void
+FGPanel::addInstrument (FGPanelInstrument * instrument)
{
- 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;
+ _instruments.push_back(instrument);
}
+void
+FGPanel::update () const
+{
+ // Do nothing if the panel isn't visible.
+ if (!_visibility)
+ return;
+
+ // If the mouse is down, do something
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
+ }
-/**
- * Construct an altimeter.
- */
-static FGPanelInstrument *
-createAltimeter (int x, int y)
-{
- FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
+ // Now, draw the panel
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D(_x, _x + _w, _y, _y + _h);
- // Layer 0: gauge background
- inst->addLayer(0, createTexture("Textures/Panel/altimeter.rgb"));
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
- // 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);
+ // Draw the background
+ glEnable(GL_TEXTURE_2D);
+ glDisable(GL_LIGHTING);
+ glEnable(GL_BLEND);
+ glEnable(GL_ALPHA_TEST);
+ glEnable(GL_COLOR_MATERIAL);
+ // glColor4f(1.0, 1.0, 1.0, 1.0);
+ if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
+ glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBegin(GL_POLYGON);
+ glTexCoord2f(0.0, 0.0); glVertex3f(_x, _y, 0);
+ glTexCoord2f(10.0, 0.0); glVertex3f(_x + _w, _y, 0);
+ glTexCoord2f(10.0, 5.0); glVertex3f(_x + _w, _y + _panel_h, 0);
+ glTexCoord2f(0.0, 5.0); glVertex3f(_x, _y + _panel_h, 0);
+ glEnd();
- // 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);
+ // Draw the instruments.
+ instrument_list_type::const_iterator current = _instruments.begin();
+ instrument_list_type::const_iterator end = _instruments.end();
- // 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);
+ for ( ; current != end; current++) {
+ FGPanelInstrument * instr = *current;
+ glLoadIdentity();
+ glTranslated(instr->getXPos(), instr->getYPos(), 0);
+ instr->draw();
+ }
- return inst;
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ ssgForceBasicState();
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
-
-/**
- * Construct a turn coordinator.
- */
-static FGPanelInstrument *
-createTurnCoordinator (int x, int y)
+void
+FGPanel::setVisibility (bool visibility)
{
- 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;
+ _visibility = visibility;
}
-
-/**
- * Construct a gyro compass.
- */
-static FGPanelInstrument *
-createGyroCompass (int x, int y)
+bool
+FGPanel::getVisibility () const
{
- 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;
+ return _visibility;
}
-
-/**
- * Construct a vertical velocity indicator.
- */
-static FGPanelInstrument *
-createVerticalVelocity (int x, int y)
+void
+FGPanel::setBackground (ssgTexture * texture)
{
- 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;
+ _bg = texture;
}
-
-/**
- * Construct an RPM gauge.
- */
-static FGPanelInstrument *
-createRPMGauge (int x, int y)
+bool
+FGPanel::doMouseAction (int button, int updown, 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);
+ // Note a released button and return
+ // cerr << "Doing mouse action\n";
+ if (updown == 1) {
+ _mouseDown = false;
+ _mouseInstrument = 0;
+ return true;
+ }
- return inst;
+ x = (int)(((float)x / current_view.get_winWidth()) * _w);
+ y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
+
+ for (int i = 0; i < _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) {
+ _mouseDown = true;
+ _mouseDelay = 20;
+ _mouseInstrument = inst;
+ _mouseButton = button;
+ _mouseX = x - ix;
+ _mouseY = y - iy;
+ // Always do the action once.
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ return true;
+ }
+ }
+ return false;
}
-/**
- * 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);
+\f
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
+////////////////////////////////////////////////////////////////////////
- return inst;
+FGPanelAction::FGPanelAction ()
+{
}
-static FGPanelInstrument *
-createChronometer (int x, int y)
+FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
+ : _button(button), _x(x), _y(y), _w(w), _h(h)
{
- FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
-
- // Layer 0: gauge background
- inst->addLayer(0, createTexture("Textures/Panel/clock.rgb"));
-
- // Layer 1: text
- // displays current GMT
- FGCharInstrumentLayer * text =
- new FGCharInstrumentLayer(panelGetTime,
- SMALL_W, SMALL_W, 1);
- text->setPointSize(14);
- text->setColor(0.2, 0.2, 0.2);
- inst->addLayer(text);
- inst->addTransformation(1, FGInstrumentLayer::XSHIFT, SMALL_W * -0.38);
- inst->addTransformation(1, FGInstrumentLayer::YSHIFT, SMALL_W * -0.06);
-
- return inst;
}
-
-/**
- * Construct control-position indicators.
- */
-static FGPanelInstrument *
-createControls (int x, int y)
+FGPanelAction::~FGPanelAction ()
{
- 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);
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGAdjustAction.
+////////////////////////////////////////////////////////////////////////
- return inst;
+FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h,
+ SGValue * value, float increment,
+ float min, float max, bool wrap=false)
+ : FGPanelAction(button, x, y, w, h),
+ _value(value), _increment(increment), _min(min), _max(max), _wrap(wrap)
+{
}
-
-/**
- * Construct a NAV1 gauge (hardwired).
- */
-static FGPanelInstrument *
-createNAV1 (int x, int y)
+FGAdjustAction::~FGAdjustAction ()
{
- 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;
+
+void
+FGAdjustAction::doAction ()
+{
+ float val = _value->getFloatValue();
+ val += _increment;
+ if (val < _min) {
+ val = (_wrap ? _max : _min);
+ } else if (val > _max) {
+ val = (_wrap ? _min : _max);
+ }
+ _value->setDoubleValue(val);
}
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FGPanel.
+// Implementation of FGSwapAction.
////////////////////////////////////////////////////////////////////////
-FGPanel * FGPanel::OurPanel = 0;
-
-FGPanel::FGPanel ()
+FGSwapAction::FGSwapAction (int button, int x, int y, int w, int h,
+ SGValue * value1, SGValue * value2)
+ : FGPanelAction(button, x, y, w, h), _value1(value1), _value2(value2)
{
- 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 ()
+FGSwapAction::~FGSwapAction ()
{
- OurPanel = 0;
+}
- instrument_list_type::iterator current = _instruments.begin();
- instrument_list_type::iterator last = _instruments.end();
-
- for ( ; current != last; ++current) {
- delete *current;
- *current = 0;
- }
+void
+FGSwapAction::doAction ()
+{
+ float val = _value1->getFloatValue();
+ _value1->setDoubleValue(_value2->getFloatValue());
+ _value2->setDoubleValue(val);
}
-float
-FGPanel::get_height () const
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGToggleAction.
+////////////////////////////////////////////////////////////////////////
+
+FGToggleAction::FGToggleAction (int button, int x, int y, int w, int h,
+ SGValue * value)
+ : FGPanelAction(button, x, y, w, h), _value(value)
{
- return _panel_h;
}
-void
-FGPanel::ReInit (int x, int y, int finx, int finy)
+FGToggleAction::~FGToggleAction ()
{
- _x = x;
- _y = y;
- _w = finx - x;
- _h = finy - y;
- _panel_h = (int)((finy - y) * 0.5768 + 1);
}
void
-FGPanel::Update () const
+FGToggleAction::doAction ()
{
- 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();
+ _value->setBoolValue(!(_value->getBoolValue()));
+}
- // 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();
- }
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelTransformation.
+////////////////////////////////////////////////////////////////////////
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
- ssgForceBasicState();
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+FGPanelTransformation::FGPanelTransformation ()
+{
}
-ssgTexture *
-FGPanel::createTexture (const char * relativePath)
+FGPanelTransformation::FGPanelTransformation (Type _type,
+ const SGValue * _value,
+ float _min, float _max,
+ float _factor, float _offset)
+ : type(_type), value(_value), min(_min), max(_max),
+ factor(_factor), offset(_offset)
{
- 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;
+FGPanelTransformation::~FGPanelTransformation ()
+{
}
FGPanelInstrument::~FGPanelInstrument ()
{
+ for (action_list_type::iterator it = _actions.begin();
+ it != _actions.end();
+ it++) {
+ delete *it;
+ *it = 0;
+ }
}
void
return _y;
}
+int
+FGPanelInstrument::getWidth () const
+{
+ return _w;
+}
+
+int
+FGPanelInstrument::getHeight () const
+{
+ return _h;
+}
+
+void
+FGPanelInstrument::addAction (FGPanelAction * action)
+{
+ _actions.push_back(action);
+}
+
+ // Coordinates relative to centre.
+bool
+FGPanelInstrument::doMouseAction (int button, int x, int y)
+{
+ action_list_type::iterator it = _actions.begin();
+ action_list_type::iterator last = _actions.end();
+ for ( ; it != last; it++) {
+ if ((*it)->inArea(button, x, y)) {
+ (*it)->doAction();
+ return true;
+ }
+ }
+ return false;
+}
+
\f
////////////////////////////////////////////////////////////////////////
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++;
+ for (int i = 0; i < _layers.size(); i++) {
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+ _layers[i]->draw();
+ glPopMatrix();
}
}
-void
+int
FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
{
+ int n = _layers.size();
+ 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 (CroppedTexture &texture,
+ int w = -1, int h = -1)
{
- 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);
}
// 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;
+ FGPanelTransformation *t = *it;
+ float val = (t->value == 0 ? 0.0 : t->value->getFloatValue());
+ if (val < t->min) {
+ val = t->min;
+ } else if (val > t->max) {
+ val = t->max;
}
- value = value * t->factor + t->offset;
+ val = val * t->factor + t->offset;
switch (t->type) {
- case XSHIFT:
- glTranslatef(value, 0.0, 0.0);
+ case FGPanelTransformation::XSHIFT:
+ glTranslatef(val, 0.0, 0.0);
break;
- case YSHIFT:
- glTranslatef(0.0, value, 0.0);
+ case FGPanelTransformation::YSHIFT:
+ glTranslatef(0.0, val, 0.0);
break;
- case ROTATION:
- glRotatef(-value, 0.0, 0.0, 1.0);
+ 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 FGTexturedLayer.
////////////////////////////////////////////////////////////////////////
-// FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (const char *tname,
-// int w, int h, int z)
-// : FGInstrumentLayer(w, h, z)
-// {
-// setTexture(tname);
-// }
-FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (ssgTexture * texture,
- int w, int h, int z)
- : FGInstrumentLayer(w, h, z)
+FGTexturedLayer::FGTexturedLayer (CroppedTexture &texture, int w, int h)
+ : FGInstrumentLayer(w, h)
{
setTexture(texture);
}
-FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
+
+FGTexturedLayer::~FGTexturedLayer ()
{
}
+
void
-FGTexturedInstrumentLayer::draw () const
+FGTexturedLayer::draw ()
{
int w2 = _w / 2;
int h2 = _h / 2;
- glPushMatrix();
transform();
- glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
+ glBindTexture(GL_TEXTURE_2D, _texture.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);
+ if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
+ glTexCoord2f(_texture.minX, _texture.minY); glVertex2f(-w2, -h2);
+ glTexCoord2f(_texture.maxX, _texture.minY); glVertex2f(w2, -h2);
+ glTexCoord2f(_texture.maxX, _texture.maxY); glVertex2f(w2, h2);
+ glTexCoord2f(_texture.minX, _texture.maxY); glVertex2f(-w2, h2);
glEnd();
- glPopMatrix();
}
-// void
-// FGTexturedInstrumentLayer::setTexture (const char *textureName)
-// {
-// FGPath tpath(current_options.get_fg_root());
-// tpath.append(textureName);
-// ssgTexture * texture = new ssgTexture((char *)tpath.c_str(), false, false);
-// setTexture(texture);
-// }
-
\f
////////////////////////////////////////////////////////////////////////
-// Implementation of FGCharInstrumentLayer.
+// Implementation of FGTextLayer.
////////////////////////////////////////////////////////////////////////
-FGCharInstrumentLayer::FGCharInstrumentLayer (text_func func,
- int w, int h, int z)
- : FGInstrumentLayer(w, h, z),
- _func(func)
+FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
+ Chunk * chunk3)
+ : FGInstrumentLayer(w, h)
{
- _renderer.setFont(guiFntHandle);
- _renderer.setPointSize(14);
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
+ if (chunk1)
+ addChunk(chunk1);
+ if (chunk2)
+ addChunk(chunk2);
+ if (chunk3)
+ addChunk(chunk3);
}
-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.setFont(guiFntHandle);
+ _renderer.setPointSize(14);
_renderer.begin();
_renderer.start3f(0, 0, 0);
- _renderer.puts((*_func)(_buf));
+
+ // Render each of the chunks.
+ chunk_list::const_iterator it = _chunks.begin();
+ chunk_list::const_iterator last = _chunks.end();
+ for ( ; it != last; it++) {
+ _renderer.puts((*it)->getValue());
+ }
+
_renderer.end();
glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
glPopMatrix();
}
void
-FGCharInstrumentLayer::setColor (float r, float g, float b)
+FGTextLayer::addChunk (FGTextLayer::Chunk * chunk)
+{
+ _chunks.push_back(chunk);
+}
+
+void
+FGTextLayer::setColor (float r, float g, float b)
{
_color[0] = r;
_color[1] = g;
}
void
-FGCharInstrumentLayer::setPointSize (const float size)
+FGTextLayer::setPointSize (const float size)
{
_renderer.setPointSize(size);
}
void
-FGCharInstrumentLayer::setFont(fntFont * font)
+FGTextLayer::setFont(fntFont * font)
{
_renderer.setFont(font);
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (char * text, char * fmt = "%s")
+ : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+ _value._text = text;
+}
+
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value,
+ char * fmt = 0, float mult = 1.0)
+ : _type(type), _fmt(fmt), _mult(mult)
+{
+ if (_fmt == 0) {
+ if (type == TEXT_VALUE)
+ _fmt = "%s";
+ else
+ _fmt = "%.2f";
+ }
+ _value._value = value;
+}
+
+char *
+FGTextLayer::Chunk::getValue () const
+{
+ switch (_type) {
+ case TEXT:
+ sprintf(_buf, _fmt, _value._text);
+ return _buf;
+ case TEXT_VALUE:
+ sprintf(_buf, _fmt, _value._value->getStringValue().c_str());
+ break;
+ case DOUBLE_VALUE:
+ sprintf(_buf, _fmt, _value._value->getFloatValue() * _mult);
+ break;
+ }
+ return _buf;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwitchLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGSwitchLayer::FGSwitchLayer (int w, int h, const SGValue * value,
+ FGInstrumentLayer * layer1,
+ FGInstrumentLayer * layer2)
+ : FGInstrumentLayer(w, h), _value(value), _layer1(layer1), _layer2(layer2)
+{
+}
+
+FGSwitchLayer::~FGSwitchLayer ()
+{
+ delete _layer1;
+ delete _layer2;
+}
+
+void
+FGSwitchLayer::draw ()
+{
+ transform();
+ if (_value->getBoolValue()) {
+ _layer1->draw();
+ } else {
+ _layer2->draw();
+ }
+}
+
\f
// end of panel.cxx