# 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 <simgear/misc/sg_path.hxx>
+
+#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewmgr.hxx>
#include <Objects/texload.h>
-#include <Time/fg_time.hxx>
+#include <Time/light.hxx>
-#include "cockpit.hxx"
-#include "panel.hxx"
#include "hud.hxx"
-#include "steam.hxx"
-
-#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"
+#define WIN_X 0
+#define WIN_Y 0
+#define WIN_W 1024
+#define WIN_H 768
+
+#if defined( NONE ) && defined( _MSC_VER )
+# pragma message( "A sloppy coder has defined NONE as a macro!!!" )
+# undef NONE
+#elif defined( NONE )
+# pragma warn A sloppy coder has defined NONE as a macro!!!
+# undef NONE
+#endif
\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;
+ return (fgGetBool("/sim/virtual-cockpit") ||
+ ((current_panel != 0) &&
+ (current_panel->getVisibility()) &&
+ (globals->get_viewmgr()->get_current() == 0) &&
+ (globals->get_current_view()->get_view_offset() == 0.0)));
}
-/**
- * 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.
+////////////////////////////////////////////////////////////////////////
+FGPanel * current_panel = NULL;
+static fntRenderer text_renderer;
+static fntTexFont *default_font;
+static fntTexFont *led_font;
/**
- * 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)),
+ _x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
+ _bound(false),
+ _jitter(0.0),
+ _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;
+ setVisibility(fgPanelVisible());
}
/**
- * 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;
+ if (_bound)
+ unbind();
+ 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 ()
+{
+ fgTie("/sim/panel/visibility", &_visibility);
+ fgSetArchivable("/sim/panel/visibility");
+ fgTie("/sim/panel/x-offset", &_x_offset);
+ fgSetArchivable("/sim/panel/x-offset");
+ fgTie("/sim/panel/y-offset", &_y_offset);
+ fgSetArchivable("/sim/panel/y-offset");
+ fgTie("/sim/panel/jitter", &_jitter);
+ fgSetArchivable("/sim/panel/jitter");
+ _bound = true;
}
/**
- * 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;
+ fgUntie("/sim/panel/visibility");
+ fgUntie("/sim/panel/x-offset");
+ fgUntie("/sim/panel/y-offset");
+ _bound = false;
}
/**
- * 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)
-{
- 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 FGPanel.
-////////////////////////////////////////////////////////////////////////
-
-FGPanel current_panel;
-
-FGPanel::FGPanel ()
- : _initialized(false),
- _visibility(false)
+void
+FGPanel::update (int dt)
{
-}
+ // Do nothing if the panel isn't visible.
+ if ( !fgPanelVisible() ) {
+ return;
+ }
-FGPanel::~FGPanel ()
-{
- instrument_list_type::iterator current = _instruments.begin();
- instrument_list_type::iterator last = _instruments.end();
-
- for ( ; current != last; ++current) {
- delete *current;
- *current = 0;
- }
-}
+ // If the mouse is down, do something
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
+ }
-void
-FGPanel::addInstrument (FGPanelInstrument * instrument)
-{
- _instruments.push_back(instrument);
+ // Now, draw the panel
+ float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
+ _ysize_node->getIntValue());
+ if (aspect_adjust <1.0)
+ update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
+ else
+ update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
}
-void
-FGPanel::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);
-
- // Don't reconstruct all of the
- // instruments.
- if (_initialized)
- return;
-
- 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));
-}
void
-FGPanel::update () const
+FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
{
- // Do nothing if the panel isn't visible.
- if (!_visibility)
- return;
-
- glMatrixMode(GL_PROJECTION);
- glPushMatrix();
- glLoadIdentity();
- gluOrtho2D(_x, _x + _w, _y, _y + _h);
-
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glLoadIdentity();
+ // Calculate accelerations
+ // and jiggle the panel accordingly
+ // The factors and bounds are just
+ // initial guesses; using sqrt smooths
+ // out the spikes.
+ double x_offset = _x_offset;
+ double y_offset = _y_offset;
+
+ if (_jitter != 0.0) {
+ double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
+ double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
+ double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
+
+ double a_zx_pilot = a_z_pilot - a_x_pilot;
+
+ int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter)) *
+ (a_y_pilot < 0 ? -1 : 1);
+ int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
+ (a_zx_pilot < 0 ? -1 : 1);
+
+ // adjustments in screen coordinates
+ x_offset += x_adjust;
+ y_offset += y_adjust;
+ }
- // Draw the background
+ if(fgGetBool("/sim/virtual-cockpit")) {
+ setupVirtualCockpit();
+ } else {
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+ // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glTranslated(x_offset, y_offset, 0);
+ }
+
+ // Draw 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();
+ // glColor4f(1.0, 1.0, 1.0, 1.0);
+ if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
+ 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); glVertex3f(WIN_X, WIN_Y, 0);
+ glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
+ glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
+ 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); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
+ glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
+ glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + _height, 0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + _height, 0);
+ 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); glVertex3f(WIN_X + (_width/4) * i, WIN_Y, 0);
+ glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y, 0);
+ glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2), 0);
+ glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X + (_width/4) * i, WIN_Y + (_height/2), 0);
+ glEnd();
+ }
+
+ }
// Draw the instruments.
instrument_list_type::const_iterator current = _instruments.begin();
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
- glLoadIdentity();
+ glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
+ glPopMatrix();
+ }
+
+ if(fgGetBool("/sim/virtual-cockpit")) {
+ cleanupVirtualCockpit();
+ } else {
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
}
- glMatrixMode(GL_PROJECTION);
- glPopMatrix();
- glMatrixMode(GL_MODELVIEW);
- glPopMatrix();
ssgForceBasicState();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
+void
+FGPanel::setupVirtualCockpit()
+{
+ int i;
+ FGViewer* view = globals->get_current_view();
+
+ // Generate corners for the panel quad. Put the top edge of the
+ // panel 1m in and 6 degrees down from the forward direction, and
+ // make the whole thing 60 degrees wide. In principle, these
+ // should be settable per-panel, so that you can have lots of
+ // panel objects plastered about the cockpit in realistic
+ // positions and orientations.
+ float a[3], b[3], c[3];
+ float pw = tan(30*SGD_DEGREES_TO_RADIANS);
+ float ph = 2 * pw * (float)_height/(float)_width;
+ float ptop = -tan(6*SGD_DEGREES_TO_RADIANS);
+ a[0] = -pw; a[1] = ptop-ph; a[2] = -1; // bottom left
+ b[0] = pw; b[1] = ptop-ph; b[2] = -1; // bottom right
+ c[0] = -pw; c[1] = ptop; c[2] = -1; // top left
+
+ // A standard projection, in meters, with especially close clip
+ // planes.
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glLoadIdentity();
+ gluPerspective(view->get_v_fov(), 1/view->get_aspect_ratio(),
+ 0.01, 100);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ // Generate a "look at" matrix using OpenGL (!) coordinate
+ // conventions.
+ float lookat[3];
+ float pitch = view->get_view_tilt();
+ float rot = view->get_view_offset();
+ lookat[0] = -sin(rot);
+ lookat[1] = sin(pitch) / cos(pitch);
+ lookat[2] = -cos(rot);
+ if(fabs(lookat[1]) > 9999) lookat[1] = 9999; // FPU sanity
+ gluLookAt(0, 0, 0, lookat[0], lookat[1], lookat[2], 0, 1, 0);
+
+ // Translate the origin to the location of the panel quad
+ glTranslatef(a[0], a[1], a[2]);
+
+ // Generate a matrix to translate unit square coordinates from the
+ // panel to real world coordinates. Use a transposed basis for
+ // the panel quad. Note: this matrix is relatively expensive to
+ // compute, and is invariant. Consider precomputing and storing
+ // it. Also, consider using the plib vector math routines, so the
+ // reuse junkies don't yell at me. (Fine, I hard-coded a cross
+ // product. Just shoot me and be done with it.)
+ float u[3], v[3], w[3], m[16];
+ for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
+ for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
+ w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
+ w[1] = u[2]*v[0] - v[2]*u[0];
+ w[2] = u[0]*v[1] - v[0]*u[1];
+
+ m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = 0; // |Ux Vx Wx|
+ m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = 0; // m = |Uy Vy Wy|
+ m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = 0; // |Uz Vz Wz|
+ m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
+ glMultMatrixf(m);
+
+ // Finally, a scaling factor to map the panel's width and height
+ // to the unit square.
+ glScalef(1./_width, 1./_height, 1);
+
+ // Now, turn off the Z buffer. The panel code doesn't need
+ // it, and we're using different clip planes anyway (meaning we
+ // can't share it without glDepthRange() hackery or much
+ // framebuffer bandwidth wasteage)
+ glDisable(GL_DEPTH_TEST);
+}
+
+void
+FGPanel::cleanupVirtualCockpit()
+{
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glEnable(GL_DEPTH_TEST);
+}
+
+
+/**
+ * Set the panel's visibility.
+ */
void
FGPanel::setVisibility (bool visibility)
{
_visibility = visibility;
}
+
+/**
+ * Return true if the panel is visible.
+ */
bool
FGPanel::getVisibility () const
{
return _visibility;
}
+
+/**
+ * Set the panel's background texture.
+ */
+void
+FGPanel::setBackground (ssgTexture * texture)
+{
+ _bg = texture;
+}
+
+/**
+ * Set the panel's multiple background textures.
+ */
+void
+FGPanel::setMultiBackground (ssgTexture * texture, int idx)
+{
+ _bg = 0;
+ _mbg[idx] = texture;
+}
+
+/**
+ * Set the panel's x-offset.
+ */
+void
+FGPanel::setXOffset (int offset)
+{
+ if (offset <= 0 && offset >= -_width + WIN_W)
+ _x_offset = offset;
+}
+
+
+/**
+ * Set the panel's y-offset.
+ */
+void
+FGPanel::setYOffset (int offset)
+{
+ if (offset <= 0 && offset >= -_height)
+ _y_offset = offset;
+}
+
+
+/**
+ * Perform a mouse action.
+ */
bool
FGPanel::doMouseAction (int button, int updown, int x, int y)
{
- // For now, ignore the release
- if (updown == 1)
+ // FIXME: this same code appears in update()
+ int xsize = _xsize_node->getIntValue();
+ int ysize = _ysize_node->getIntValue();
+ float aspect_adjust = get_aspect_adjust(xsize, ysize);
+
+ // Note a released button and return
+ // cerr << "Doing mouse action\n";
+ if (updown == 1) {
+ _mouseDown = false;
+ _mouseInstrument = 0;
return true;
+ }
- x = (int)(((float)x / current_view.get_winWidth()) * _w);
- y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
+ // Scale for the real window size.
+ if (aspect_adjust < 1.0) {
+ x = int(((float)x / xsize) * WIN_W * aspect_adjust);
+ y = int(WIN_H - ((float(y) / ysize) * WIN_H));
+ } else {
+ x = int(((float)x / xsize) * WIN_W);
+ y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
+ }
- for (int i = 0; i < _instruments.size(); i++) {
+ // Adjust for offsets.
+ x -= _x_offset;
+ y -= _y_offset;
+
+ // 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.
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ return true;
}
}
- cout << "Did not click on an instrument\n";
return false;
}
\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGAdjustAction.
+////////////////////////////////////////////////////////////////////////.
+// Implementation of FGPanelAction.
////////////////////////////////////////////////////////////////////////
-FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
- 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)
+ : _button(button), _x(x), _y(y), _w(w), _h(h)
+{
+ for (unsigned int i = 0; i < _bindings.size(); i++)
+ delete _bindings[i];
+}
+
+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)
+{
+ _bindings.push_back(binding);
+}
+
+void
+FGPanelAction::doAction ()
+{
+ if (test()) {
+ int nBindings = _bindings.size();
+ for (int i = 0; i < nBindings; i++) {
+ _bindings[i]->fire();
+ }
}
- cout << "New value is " << value << '\n';
- (*_setter)(value);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGPanelTransformation.
+////////////////////////////////////////////////////////////////////////
+
+FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
+{
+}
+
+FGPanelTransformation::~FGPanelTransformation ()
+{
+ delete table;
}
FGPanelInstrument::~FGPanelInstrument ()
{
- action_list_type::iterator it = _actions.begin();
- action_list_type::iterator last = _actions.end();
- for ( ; it != last; it++) {
- delete it->action;
+ for (action_list_type::iterator it = _actions.begin();
+ it != _actions.end();
+ it++) {
+ delete *it;
+ *it = 0;
}
}
}
void
-FGPanelInstrument::addAction (int 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)
+FGPanelInstrument::doMouseAction (int button, int x, int y)
{
- action_list_type::iterator it = _actions.begin();
- action_list_type::iterator last = _actions.end();
- cout << "Mouse action at " << x << ',' << y << '\n';
- for ( ; it != last; it++) {
- cout << "Trying action at " << it->x << ',' << it->y << ','
- << it->w <<',' << it->h << '\n';
- if (x >= it->x && x < it->x + it->w && y >= it->y && y < it->y + it->h) {
- it->action->doAction();
- return true;
+ if (test()) {
+ action_list_type::iterator it = _actions.begin();
+ action_list_type::iterator last = _actions.end();
+ for ( ; it != last; it++) {
+ if ((*it)->inArea(button, x, y)) {
+ (*it)->doAction();
+ return true;
+ }
}
}
return false;
FGLayeredInstrument::~FGLayeredInstrument ()
{
- // FIXME: free layers
+ for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) {
+ delete *it;
+ *it = 0;
+ }
}
void
-FGLayeredInstrument::draw () const
+FGLayeredInstrument::draw ()
{
- layer_list::const_iterator it = _layers.begin();
- layer_list::const_iterator last = _layers.end();
- while (it != last) {
- (*it)->draw();
- it++;
+ if (test()) {
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ if(!fgGetBool("/sim/virtual-cockpit"))
+ 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 (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);
}
// 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 (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)
+{
+ _transformations.push_back(transformation);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGGroupLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGGroupLayer::FGGroupLayer ()
+{
+}
+
+FGGroupLayer::~FGGroupLayer ()
+{
+ for (unsigned int i = 0; i < _layers.size(); i++)
+ delete _layers[i];
+}
+
+void
+FGGroupLayer::draw ()
+{
+ if (test()) {
+ int nLayers = _layers.size();
+ for (int i = 0; i < nLayers; i++)
+ _layers[i]->draw();
+ }
+}
+
+void
+FGGroupLayer::addLayer (FGInstrumentLayer * layer)
{
- 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);
+ _layers.push_back(layer);
}
\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 (const FGCroppedTexture &texture, int w, int h)
+ : FGInstrumentLayer(w, h)
{
setTexture(texture);
}
-FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
+
+FGTexturedLayer::~FGTexturedLayer ()
{
}
+
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
-// 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::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.
+ if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
+ glColor4fv( cur_light_params.scene_diffuse );
+ } else {
+ glColor4f(0.7, 0.2, 0.2, 1.0);
+ }
+
+
+ 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()) {
+ glPushMatrix();
+ glColor4fv(_color);
+ transform();
+ if ( _font_name == "led" ) {
+ text_renderer.setFont(led_font);
+ } else {
+ text_renderer.setFont(guiFntHandle);
+ }
+ text_renderer.setPointSize(_pointSize);
+ text_renderer.begin();
+ text_renderer.start3f(0, 0, 0);
+
+ _now.stamp();
+ if (_now - _then > 100000) {
+ recalc_value();
+ _then = _now;
+ }
+ text_renderer.puts((char *)(_value.c_str()));
+
+ text_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 (float size)
+{
+ _pointSize = size;
+}
+
+void
+FGTextLayer::setFontName(const string &name)
{
- _renderer.setPointSize(size);
+ _font_name = name;
}
+
void
-FGCharInstrumentLayer::setFont(fntFont * font)
+FGTextLayer::setFont(fntFont * font)
{
- _renderer.setFont(font);
+ text_renderer.setFont(font);
+}
+
+
+void
+FGTextLayer::recalc_value () const
+{
+ _value = "";
+ chunk_list::const_iterator it = _chunks.begin();
+ chunk_list::const_iterator last = _chunks.end();
+ for ( ; it != last; it++) {
+ _value += (*it)->getValue();
+ }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGTextLayer::Chunk.
+////////////////////////////////////////////////////////////////////////
+
+FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
+ : _type(FGTextLayer::TEXT), _fmt(fmt)
+{
+ _text = text;
+ if (_fmt == "")
+ _fmt = "%s";
+}
+
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
+ const string &fmt, float mult)
+ : _type(type), _fmt(fmt), _mult(mult)
+{
+ if (_fmt == "") {
+ if (type == TEXT_VALUE)
+ _fmt = "%s";
+ else
+ _fmt = "%.2f";
+ }
+ _node = node;
+}
+
+const char *
+FGTextLayer::Chunk::getValue () const
+{
+ if (test()) {
+ switch (_type) {
+ case TEXT:
+ sprintf(_buf, _fmt.c_str(), _text.c_str());
+ return _buf;
+ case TEXT_VALUE:
+ sprintf(_buf, _fmt.c_str(), _node->getStringValue().c_str());
+ break;
+ case DOUBLE_VALUE:
+ sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
+ break;
+ }
+ return _buf;
+ } else {
+ return "";
+ }
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGSwitchLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
+ FGInstrumentLayer * layer1,
+ FGInstrumentLayer * layer2)
+ : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
+{
+}
+
+FGSwitchLayer::~FGSwitchLayer ()
+{
+ delete _layer1;
+ delete _layer2;
+}
+
+void
+FGSwitchLayer::draw ()
+{
+ if (test()) {
+ transform();
+ if (_node->getBoolValue()) {
+ _layer1->draw();
+ } else {
+ _layer2->draw();
+ }
+ }
+}
+
\f
// end of panel.cxx
+
+