#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
-#include <simgear/misc/fgpath.hxx>
+#include <simgear/misc/sg_path.hxx>
+
#include <Main/globals.hxx>
-#include <Main/options.hxx>
+#include <Main/fg_props.hxx>
+#include <Main/viewmgr.hxx>
#include <Objects/texload.h>
+#include <Time/light.hxx>
#include "hud.hxx"
#include "panel.hxx"
+#define WIN_X 0
+#define WIN_Y 0
+#define WIN_W 1024
+#define WIN_H 768
+
+#ifdef NONE
+#pragma warn A sloppy coder has defined NONE as a macro!!!
+#undef NONE
+#endif
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Local functions.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * Calculate the aspect adjustment for the panel.
+ */
+static float
+get_aspect_adjust (int xsize, int ysize)
+{
+ float ideal_aspect = float(WIN_W) / float(WIN_H);
+ float real_aspect = float(xsize) / float(ysize);
+ return (real_aspect / ideal_aspect);
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Global functions.
+////////////////////////////////////////////////////////////////////////
bool
fgPanelVisible ()
{
- return ((globals->get_options()->get_panel_status()) &&
- (globals->get_options()->get_view_mode() == FGOptions::FG_VIEW_PILOT) &&
+ return ((current_panel != 0) &&
+ (current_panel->getVisibility()) &&
+ (globals->get_viewmgr()->get_current() == 0) &&
(globals->get_current_view()->get_view_offset() == 0.0));
}
{
ssgTexture * texture = _textureMap[relativePath];
if (texture == 0) {
- cerr << "Texture " << relativePath << " does not yet exist" << endl;
- FGPath tpath(globals->get_options()->get_fg_root());
+ 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)
- cerr << "Texture *still* doesn't exist" << endl;
- cerr << "Created texture " << relativePath
- << " handle=" << texture->getHandle() << endl;
+ SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
+ SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
+ << " handle=" << texture->getHandle() );
}
return texture;
/**
* Constructor.
*/
-FGPanel::FGPanel (int window_x, int window_y, int window_w, int window_h)
+FGPanel::FGPanel ()
: _mouseDown(false),
_mouseInstrument(0),
- _winx(window_x), _winy(window_y), _winw(window_w), _winh(window_h),
- _width(_winw), _height(int(_winh * 0.5768 + 1)),
- _x_offset(0), _y_offset(0), _view_height(int(_winh * 0.4232))
+ _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),
+ _xsize_node(fgGetNode("/sim/startup/xsize", true)),
+ _ysize_node(fgGetNode("/sim/startup/ysize", true))
{
setVisibility(fgPanelVisible());
}
*/
FGPanel::~FGPanel ()
{
+ if (_bound)
+ unbind();
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
}
+/**
+ * Initialize the panel.
+ */
+void
+FGPanel::init ()
+{
+ // NO-OP
+}
+
+
+/**
+ * Bind panel properties.
+ */
+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");
+ _bound = true;
+}
+
+
+/**
+ * Unbind panel properties.
+ */
+void
+FGPanel::unbind ()
+{
+ fgUntie("/sim/panel/visibility");
+ fgUntie("/sim/panel/x-offset");
+ fgUntie("/sim/panel/y-offset");
+ _bound = false;
+}
+
+
/**
* Update the panel.
*/
void
-FGPanel::update () const
+FGPanel::update ()
{
// Do nothing if the panel isn't visible.
- if (!fgPanelVisible())
- return;
+ if (!fgPanelVisible())
+ return;
// If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
}
- }
// 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::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
+{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- gluOrtho2D(_winx, _winx + _winw, _winy, _winy + _winh);
+ gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
+ // gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
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 ) {
+ 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);
}
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);
+ // 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(_winx, _winy, 0);
- glTexCoord2f(1.0, 0.0); glVertex3f(_winx + _width, _winy, 0);
- glTexCoord2f(1.0, 1.0); glVertex3f(_winx + _width, _winy + _height, 0);
- glTexCoord2f(0.0, 1.0); glVertex3f(_winx, _winy + _height, 0);
+ 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();
// Draw the instruments.
void
FGPanel::setXOffset (int offset)
{
- if (offset <= 0 && offset >= -_width + _winw)
+ if (offset <= 0 && offset >= -_width + WIN_W)
_x_offset = offset;
}
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);
// Note a released button and return
// cerr << "Doing mouse action\n";
}
// Scale for the real window size.
- x = int(((float)x / globals->get_current_view()->get_winWidth()) * _winw);
- y = int(_winh - (((float)y / globals->get_current_view()->get_winHeight())
- * _winh));
+ 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;
{
}
-
-\f
-////////////////////////////////////////////////////////////////////////
-// Implementation of FGAdjustAction.
-////////////////////////////////////////////////////////////////////////
-
-FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h,
- SGValue * value, float increment,
- float min, float max, bool wrap)
- : FGPanelAction(button, x, y, w, h),
- _value(value), _increment(increment), _min(min), _max(max), _wrap(wrap)
-{
-}
-
-FGAdjustAction::~FGAdjustAction ()
-{
-}
-
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 FGSwapAction.
-////////////////////////////////////////////////////////////////////////
-
-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)
-{
-}
-
-FGSwapAction::~FGSwapAction ()
-{
-}
-
-void
-FGSwapAction::doAction ()
-{
- float val = _value1->getFloatValue();
- _value1->setDoubleValue(_value2->getFloatValue());
- _value2->setDoubleValue(val);
-}
-
-
-\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)
-{
-}
-
-FGToggleAction::~FGToggleAction ()
+FGPanelAction::addBinding (const FGBinding &binding)
{
+ _bindings.push_back(binding);
}
void
-FGToggleAction::doAction ()
+FGPanelAction::doAction ()
{
- _value->setBoolValue(!(_value->getBoolValue()));
+ if (test()) {
+ int nBindings = _bindings.size();
+ for (int i = 0; i < nBindings; i++) {
+ _bindings[i].fire();
+ }
+ }
}
////////////////////////////////////////////////////////////////////////
FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
{
}
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;
+ 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;
void
FGLayeredInstrument::draw ()
{
- for (int i = 0; i < (int)_layers.size(); i++) {
- glPushMatrix();
- glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
- _layers[i]->draw();
- glPopMatrix();
+ if (test()) {
+ for (int i = 0; i < (int)_layers.size(); i++) {
+ glPushMatrix();
+ glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
+ _layers[i]->draw();
+ glPopMatrix();
+ }
}
}
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
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;
- }
- val = 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;
+ 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++;
}
}
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGGroupLayer.
+////////////////////////////////////////////////////////////////////////
+
+FGGroupLayer::FGGroupLayer ()
+{
+}
+
+FGGroupLayer::~FGGroupLayer ()
+{
+ for (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)
+{
+ _layers.push_back(layer);
+}
+
+
\f
////////////////////////////////////////////////////////////////////////
// Implementation of FGTexturedLayer.
void
FGTexturedLayer::draw ()
{
- int w2 = _w / 2;
- int h2 = _h / 2;
-
- transform();
- glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
- glBegin(GL_POLYGON);
-
+ 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 * RAD_TO_DEG < 95.0 ) {
+ if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
glColor4fv( cur_light_params.scene_diffuse );
- } else {
+ } 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();
+ 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();
+ }
}
void
FGTextLayer::draw ()
{
- glPushMatrix();
- glColor4fv(_color);
- transform();
- 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()));
+ if (test()) {
+ glPushMatrix();
+ glColor4fv(_color);
+ transform();
+ 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();
+ text_renderer.end();
+ glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
+ glPopMatrix();
+ }
}
void
_fmt = "%s";
}
-FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value,
+FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
const string &fmt, float mult)
: _type(type), _fmt(fmt), _mult(mult)
{
else
_fmt = "%.2f";
}
- _value = value;
+ _node = node;
}
const char *
FGTextLayer::Chunk::getValue () const
{
- switch (_type) {
- case TEXT:
- sprintf(_buf, _fmt.c_str(), _text.c_str());
+ 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;
- case TEXT_VALUE:
- sprintf(_buf, _fmt.c_str(), _value->getStringValue().c_str());
- break;
- case DOUBLE_VALUE:
- sprintf(_buf, _fmt.c_str(), _value->getFloatValue() * _mult);
- break;
+ } else {
+ return "";
}
- return _buf;
}
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
-FGSwitchLayer::FGSwitchLayer (int w, int h, const SGValue * value,
+FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2)
- : FGInstrumentLayer(w, h), _value(value), _layer1(layer1), _layer2(layer2)
+ : FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
{
}
void
FGSwitchLayer::draw ()
{
- transform();
- if (_value->getBoolValue()) {
- _layer1->draw();
- } else {
- _layer2->draw();
+ if (test()) {
+ transform();
+ if (_node->getBoolValue()) {
+ _layer1->draw();
+ } else {
+ _layer2->draw();
+ }
}
}