#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/fg_props.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
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Local functions.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * Calculate the aspect adjustment for the panel.
+ */
+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);
+ fgTie("/sim/panel/x-offset", &_x_offset);
+ fgTie("/sim/panel/y-offset", &_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 ()
{
+ float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
+ _ysize_node->getIntValue());
+
// Do nothing if the panel isn't visible.
if (!fgPanelVisible())
return;
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
- gluOrtho2D(_winx, _winx + _winw, _winy, _winy + _winh);
+ if (aspect_adjust <1.0)
+ gluOrtho2D(WIN_X, WIN_X + int(WIN_W * aspect_adjust),
+ WIN_Y, WIN_Y + WIN_H);
+ else
+ gluOrtho2D(WIN_X, WIN_X + WIN_W,
+ WIN_Y, WIN_Y + int(WIN_H / aspect_adjust));
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_options()->get_xsize()) * _winw);
- y = int(_winh - (((float)y / globals->get_options()->get_ysize())
- * _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;
////////////////////////////////////////////////////////////////////////
FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h,
- SGValue * value, float increment,
+ SGPropertyNode * node, float increment,
float min, float max, bool wrap)
: FGPanelAction(button, x, y, w, h),
- _value(value), _increment(increment), _min(min), _max(max), _wrap(wrap)
+ _node(node), _increment(increment), _min(min), _max(max), _wrap(wrap)
{
}
void
FGAdjustAction::doAction ()
{
- float val = _value->getFloatValue();
+ float val = _node->getFloatValue();
val += _increment;
if (val < _min) {
val = (_wrap ? _max : _min);
} else if (val > _max) {
val = (_wrap ? _min : _max);
}
- _value->setDoubleValue(val);
+ _node->setDoubleValue(val);
}
////////////////////////////////////////////////////////////////////////
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)
+ SGPropertyNode * node1, SGPropertyNode * node2)
+ : FGPanelAction(button, x, y, w, h), _node1(node1), _node2(node2)
{
}
void
FGSwapAction::doAction ()
{
- float val = _value1->getFloatValue();
- _value1->setDoubleValue(_value2->getFloatValue());
- _value2->setDoubleValue(val);
+ float val = _node1->getFloatValue();
+ _node1->setDoubleValue(_node2->getFloatValue());
+ _node2->setDoubleValue(val);
}
////////////////////////////////////////////////////////////////////////
FGToggleAction::FGToggleAction (int button, int x, int y, int w, int h,
- SGValue * value)
- : FGPanelAction(button, x, y, w, h), _value(value)
+ SGPropertyNode * node)
+ : FGPanelAction(button, x, y, w, h), _node(node)
{
}
void
FGToggleAction::doAction ()
{
- _value->setBoolValue(!(_value->getBoolValue()));
+ _node->setBoolValue(!(_node->getBoolValue()));
}
////////////////////////////////////////////////////////////////////////
FGPanelTransformation::FGPanelTransformation ()
+ : table(0)
{
}
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
FGPanelTransformation *t = *it;
- float val = (t->value == 0 ? 0.0 : t->value->getFloatValue());
+ 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;
}
- val = val * t->factor + t->offset;
+ 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:
// 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 {
glColor4f(0.7, 0.2, 0.2, 1.0);
_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 *
sprintf(_buf, _fmt.c_str(), _text.c_str());
return _buf;
case TEXT_VALUE:
- sprintf(_buf, _fmt.c_str(), _value->getStringValue().c_str());
+ sprintf(_buf, _fmt.c_str(), _node->getStringValue().c_str());
break;
case DOUBLE_VALUE:
- sprintf(_buf, _fmt.c_str(), _value->getFloatValue() * _mult);
+ sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
break;
}
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)
{
}
FGSwitchLayer::draw ()
{
transform();
- if (_value->getBoolValue()) {
+ if (_node->getBoolValue()) {
_layer1->draw();
} else {
_layer2->draw();