-// panel.hxx -- instrument panel defines and prototypes
-//
-// Written by Friedemann Reinhard, started June 1998.
-//
+// panel.hxx - generic support classes for a 2D panel.
+//
+// Written by David Megginson, started January 2000.
+//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
//
// $Id$
-#define LETTER_OFFSET 0.03515625
-
-#ifndef _PANEL_HXX
-#define _PANEL_HXX
-
+#ifndef __PANEL_HXX
+#define __PANEL_HXX
#ifndef __cplusplus
# error This library requires C++
# include <config.h>
#endif
+#include <simgear/compiler.h>
+
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
-#include <XGL/xgl.h>
-
-class FGInstrument;
-
-class FGPanel{
-
- private:
- int height, width;
- GLuint FontList;
-
- GLubyte *background;
-
- // FGInstrument **instr_list;
- FGInstrument *test_instr[7];
-
- void GetData(void);
-
- public:
- static FGPanel *OurPanel;
-
- FGPanel(void);
-
- float get_height(void){
- return height;
- }
-
- void ReInit( int x, int y, int finx, int finy);
- void Update(void);
-
- void DrawLetter(void){
- glBegin(GL_POLYGON);
- glTexCoord2f(0.0, 0.0);
- glVertex2f(0.0, 0.0);
- glTexCoord2f(LETTER_OFFSET + 0.004, 0.0);
- glVertex2f(7.0, 0.0);
- glTexCoord2f(LETTER_OFFSET + 0.004, 0.0390625);
- glVertex2f(7.0, 9.0);
- glTexCoord2f(0.0, 0.0390625);
- glVertex2f(0.0, 9.0);
- glEnd();
- }
-
- void DrawTestLetter(float X, float Y);
- void InitLists(void);
- void TexString(char *s, float XPos, float YPos, float size);
-
+#include <plib/ssg.h>
+
+#include <simgear/misc/props.hxx>
+#include <simgear/timing/timestamp.hxx>
+
+#include <vector>
+#include <map>
+#include <plib/fnt.h>
+
+#include <Main/fgfs.hxx>
+
+
+FG_USING_STD(vector);
+FG_USING_STD(map);
+
+class FGPanelInstrument;
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Texture manager (should migrate out into FGFS).
+//
+// This class ensures that no texture is loaded more than once.
+////////////////////////////////////////////////////////////////////////
+
+class FGTextureManager
+{
+public:
+ static ssgTexture * createTexture(const string &relativePath);
+private:
+ static map<string,ssgTexture *> _textureMap;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Cropped texture (should migrate out into FGFS).
+//
+// This structure wraps an SSG texture with cropping information.
+////////////////////////////////////////////////////////////////////////
+
+class FGCroppedTexture
+{
+public:
+
+ FGCroppedTexture ();
+ FGCroppedTexture (const string &path,
+ float _minX = 0.0, float _minY = 0.0,
+ float _maxX = 1.0, float _maxY = 1.0);
+ virtual ~FGCroppedTexture ();
+
+ virtual void setPath (const string &path) { _path = path; }
+
+ virtual const string &getPath () const { return _path; }
+
+ virtual ssgTexture * getTexture ();
+
+ virtual void setCrop (float minX, float minY, float maxX, float maxY) {
+ _minX = minX; _minY = minY; _maxX = maxX; _maxY = maxY;
+ }
+
+ virtual float getMinX () const { return _minX; }
+ virtual float getMinY () const { return _minY; }
+ virtual float getMaxX () const { return _maxX; }
+ virtual float getMaxY () const { return _maxY; }
+
+
+private:
+ string _path;
+ ssgTexture * _texture;
+ float _minX, _minY, _maxX, _maxY;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Instrument panel class.
+//
+// The panel is a container that has a background texture and holds
+// zero or more instruments. The panel will order the instruments to
+// redraw themselves when necessary, and will pass mouse clicks on to
+// the appropriate instruments for processing.
+////////////////////////////////////////////////////////////////////////
+
+class FGPanel : public FGSubsystem
+{
+public:
+
+ FGPanel (int window_x, int window_y, int window_w, int window_h);
+ virtual ~FGPanel ();
+
+ // Update the panel (every frame).
+ virtual void init ();
+ virtual void bind ();
+ virtual void unbind ();
+ virtual void update ();
+
+ // transfer pointer ownership!!!
+ virtual void addInstrument (FGPanelInstrument * instrument);
+
+ // Background texture.
+ virtual void setBackground (ssgTexture * texture);
+
+ // Make the panel visible or invisible.
+ virtual bool getVisibility () const;
+ virtual void setVisibility (bool visibility);
+
+ // Full width of panel.
+ virtual void setWidth (int width) { _width = width; }
+ virtual int getWidth () const { return _width; }
+
+ // Full height of panel.
+ virtual void setHeight (int height) { _height = height; }
+ virtual int getHeight () const { return _height; }
+
+ // X-offset
+ virtual void setXOffset (int offset);
+ virtual int getXOffset () const { return _x_offset; }
+
+ // Y-offset.
+ virtual void setYOffset (int offset);
+ virtual int getYOffset () const { return _y_offset; }
+
+ // View height.
+ virtual void setViewHeight (int height) { _view_height = height; }
+ virtual int getViewHeight () const { return _view_height; }
+
+ // Handle a mouse click.
+ virtual bool doMouseAction (int button, int updown, int x, int y);
+
+private:
+ mutable bool _visibility;
+ mutable bool _mouseDown;
+ mutable int _mouseButton, _mouseX, _mouseY;
+ mutable int _mouseDelay;
+ mutable FGPanelInstrument * _mouseInstrument;
+ typedef vector<FGPanelInstrument *> instrument_list_type;
+ int _winx, _winy, _winw, _winh;
+ int _width;
+ int _height;
+ int _x_offset;
+ int _y_offset;
+ int _view_height;
+
+ ssgTexture * _bg;
+ // List of instruments in panel.
+ instrument_list_type _instruments;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Base class for user action types.
+//
+// Individual instruments can have actions associated with a mouse
+// click in a rectangular area. Current concrete classes include
+// FGAdjustAction, FGSwapAction, and FGToggleAction.
+////////////////////////////////////////////////////////////////////////
+
+class FGPanelAction
+{
+public:
+ FGPanelAction ();
+ FGPanelAction (int button, int x, int y, int w, int h);
+ virtual ~FGPanelAction ();
+
+ // Getters.
+ virtual int getButton () const { return _button; }
+ virtual int getX () const { return _x; }
+ virtual int getY () const { return _y; }
+ virtual int getWidth () const { return _w; }
+ virtual int getHeight () const { return _h; }
+
+ // Setters.
+ virtual void setButton (int button) { _button = button; }
+ virtual void setX (int x) { _x = x; }
+ virtual void setY (int y) { _y = y; }
+ virtual void setWidth (int w) { _w = w; }
+ virtual void setHeight (int h) { _h = h; }
+
+ // Check whether we're in the area.
+ virtual bool inArea (int button, int x, int y)
+ {
+ return (button == _button &&
+ x >= _x &&
+ x < _x + _w &&
+ y >= _y &&
+ y < _y + _h);
+ }
+
+ // Perform the action.
+ virtual void doAction () = 0;
+
+private:
+ int _button;
+ int _x;
+ int _y;
+ int _w;
+ int _h;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Adjustment action.
+//
+// This is an action to increase or decrease an FGFS value by a certain
+// increment within a certain range. If the wrap flag is true, the
+// value will wrap around if it goes below min or above max; otherwise,
+// it will simply stop at min or max.
+////////////////////////////////////////////////////////////////////////
+
+class FGAdjustAction : public FGPanelAction
+{
+public:
+ FGAdjustAction (int button, int x, int y, int w, int h,
+ SGValue * value, float increment,
+ float min, float max, bool wrap=false);
+ virtual ~FGAdjustAction ();
+ virtual void doAction ();
+
+private:
+ SGValue * _value;
+ float _increment;
+ float _min;
+ float _max;
+ bool _wrap;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Swap action.
+//
+// This is an action to swap two values. It's currently used in the
+// navigation radios.
+////////////////////////////////////////////////////////////////////////
+
+class FGSwapAction : public FGPanelAction
+{
+public:
+ FGSwapAction (int button, int x, int y, int w, int h,
+ SGValue * value1, SGValue * value2);
+ virtual ~FGSwapAction ();
+ virtual void doAction ();
+
+private:
+ SGValue * _value1;
+ SGValue * _value2;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Toggle action.
+//
+// This is an action to toggle a boolean value.
+////////////////////////////////////////////////////////////////////////
+
+class FGToggleAction : public FGPanelAction
+{
+public:
+ FGToggleAction (int button, int x, int y, int w, int h,
+ SGValue * value);
+ virtual ~FGToggleAction ();
+ virtual void doAction ();
+
+private:
+ SGValue * _value;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Abstract base class for a panel instrument.
+//
+// A panel instrument consists of zero or more actions, associated
+// with mouse clicks in rectangular areas. Currently, the only
+// concrete class derived from this is FGLayeredInstrument, but others
+// may show up in the future (some complex instruments could be
+// entirely hand-coded, for example).
+////////////////////////////////////////////////////////////////////////
+
+class FGPanelInstrument
+{
+public:
+ FGPanelInstrument ();
+ FGPanelInstrument (int x, int y, int w, int h);
+ virtual ~FGPanelInstrument ();
+
+ virtual void draw () = 0;
+
+ virtual void setPosition(int x, int y);
+ virtual void setSize(int w, int h);
+
+ virtual int getXPos () const;
+ virtual int getYPos () const;
+ virtual int getWidth () const;
+ virtual int getHeight () const;
+
+ // Coordinates relative to centre.
+ // Transfer pointer ownership!!
+ virtual void addAction (FGPanelAction * action);
+
+ // Coordinates relative to centre.
+ virtual bool doMouseAction (int button, int x, int y);
+
+protected:
+ int _x, _y, _w, _h;
+ typedef vector<FGPanelAction *> action_list_type;
+ action_list_type _actions;
+};
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Abstract base class for an instrument layer.
+//
+// The FGLayeredInstrument class builds up instruments by using layers
+// of textures or text. Each layer can have zero or more
+// transformations applied to it: for example, a needle layer can
+// rotate to show the altitude or airspeed.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * A transformation for a layer.
+ */
+class FGPanelTransformation {
+public:
+
+ enum Type {
+ XSHIFT,
+ YSHIFT,
+ ROTATION
+ };
+
+ FGPanelTransformation ();
+ virtual ~FGPanelTransformation ();
+
+ Type type;
+ const SGValue * value;
+ float min;
+ float max;
+ float factor;
+ float offset;
};
-class FGInstrument{
- friend class FGPanel;
-
- protected:
- float XPos, YPos;
-
- public:
- FGInstrument(void){
- }
-
- virtual ~FGInstrument(void){}
-
- virtual void Init(void) = 0;
- virtual void Render(void) = 0;
+
+
+/**
+ * A single layer of a multi-layered instrument.
+ *
+ * Each layer can be subject to a series of transformations based
+ * on current FGFS instrument readings: for example, a texture
+ * representing a needle can rotate to show the airspeed.
+ */
+class FGInstrumentLayer
+{
+public:
+
+ FGInstrumentLayer (int w = -1, int h = -1);
+ virtual ~FGInstrumentLayer ();
+
+ virtual void draw () = 0;
+ virtual void transform () const;
+
+ virtual int getWidth () const { return _w; }
+ virtual int getHeight () const { return _h; }
+ virtual void setWidth (int w) { _w = w; }
+ virtual void setHeight (int h) { _h = h; }
+
+ // Transfer pointer ownership!!
+ // DEPRECATED
+ virtual void addTransformation (FGPanelTransformation * transformation);
+
+protected:
+ int _w, _h;
+
+ typedef vector<FGPanelTransformation *> transformation_list;
+ transformation_list _transformations;
};
-class FGHorizon : public FGInstrument {
- private:
- float texXPos;
- float texYPos;
- float radius;
- float bottom; // tell the program the offset between midpoint and bottom
- float top; // guess what ;-)
- float vertices[180][2];
- float normals[180][3];
- float texCoord[180][2];
-
- public:
- FGHorizon(void){
- XPos = 0.0; YPos = 0.0;
- Init();
- }
-
- FGHorizon(float inXPos, float inYPos){
- XPos = inXPos; YPos = inYPos;
- Init();
- }
-
- virtual void Init(void);
- virtual void Render(void);
-
+
+\f
+////////////////////////////////////////////////////////////////////////
+// An instrument composed of layers.
+//
+// This class represents an instrument which is simply a series of
+// layers piled one on top of the other, each one undergoing its own
+// set of transformations. For example, one layer can represent
+// the instrument's face (which doesn't move), while the next layer
+// can represent a needle that rotates depending on an FGFS variable.
+////////////////////////////////////////////////////////////////////////
+
+
+/**
+ * An instrument constructed of multiple layers.
+ *
+ * Each individual layer can be rotated or shifted to correspond
+ * to internal FGFS instrument readings.
+ */
+class FGLayeredInstrument : public FGPanelInstrument
+{
+public:
+ FGLayeredInstrument (int x, int y, int w, int h);
+ virtual ~FGLayeredInstrument ();
+
+ virtual void draw ();
+
+ // Transfer pointer ownership!!
+ virtual int addLayer (FGInstrumentLayer *layer);
+ virtual int addLayer (FGCroppedTexture &texture, int w = -1, int h = -1);
+
+ // Transfer pointer ownership!!
+ virtual void addTransformation (FGPanelTransformation * transformation);
+
+protected:
+ typedef vector<FGInstrumentLayer *> layer_list;
+ layer_list _layers;
};
-class FGTurnCoordinator : public FGInstrument {
- private:
- float PlaneTexXPos;
- float PlaneTexYPos;
- float alpha;
- float PlaneAlpha;
- float alphahist[2];
- float rollhist[2];
- float BallXPos;
- float BallYPos;
- float BallTexXPos;
- float BallTexYPos;
- float BallRadius;
- GLfloat vertices[72];
-
- public:
- FGTurnCoordinator(void){
- XPos = 0.0; YPos = 0.0;
- Init();
- }
-
- FGTurnCoordinator(float inXPos, float inYPos){
- XPos = inXPos; YPos = inYPos;
- Init();
- }
-
- virtual void Init (void);
- virtual void Render(void);
-
+
+\f
+////////////////////////////////////////////////////////////////////////
+// A textured layer of an instrument.
+//
+// This is a layer holding a single texture. Normally, the texture's
+// backgound should be transparent so that lower layers and the panel
+// background can show through.
+////////////////////////////////////////////////////////////////////////
+
+class FGTexturedLayer : public FGInstrumentLayer
+{
+public:
+ FGTexturedLayer (int w = -1, int h = -1) : FGInstrumentLayer(w, h) {}
+ FGTexturedLayer (const FGCroppedTexture &texture, int w = -1, int h = -1);
+ virtual ~FGTexturedLayer ();
+
+ virtual void draw ();
+
+ virtual void setTexture (const FGCroppedTexture &texture) {
+ _texture = texture;
+ }
+ virtual FGCroppedTexture &getTexture () { return _texture; }
+ virtual const FGCroppedTexture &getTexture () const { return _texture; }
+
+private:
+ mutable FGCroppedTexture _texture;
};
-class FGRpmGauge : public FGInstrument {
- private:
- GLuint list;
-
- public:
- FGRpmGauge(void){
- XPos = 0.0; YPos = 0.0;
- Init();
- }
-
- FGRpmGauge(float inXPos, float inYPos){
- XPos = inXPos; YPos = inYPos;
- Init();
- }
-
- virtual void Init(void);
- virtual void Render(void);
+
+\f
+////////////////////////////////////////////////////////////////////////
+// A text layer of an instrument.
+//
+// This is a layer holding a string of static and/or generated text.
+// It is useful for instruments that have text displays, such as
+// a chronometer, GPS, or NavCom radio.
+////////////////////////////////////////////////////////////////////////
+
+class FGTextLayer : public FGInstrumentLayer
+{
+public:
+ typedef enum ChunkType {
+ TEXT,
+ TEXT_VALUE,
+ DOUBLE_VALUE
+ };
+
+ class Chunk {
+ public:
+ Chunk (const string &text, const string &fmt = "%s");
+ Chunk (ChunkType type, const SGValue * value,
+ const string &fmt = "", float mult = 1.0);
+
+ const char * getValue () const;
+ private:
+ ChunkType _type;
+ string _text;
+ const SGValue * _value;
+ string _fmt;
+ float _mult;
+ mutable char _buf[1024];
+ };
+
+ FGTextLayer (int w = -1, int h = -1);
+ virtual ~FGTextLayer ();
+
+ virtual void draw ();
+
+ // Transfer pointer!!
+ virtual void addChunk (Chunk * chunk);
+ virtual void setColor (float r, float g, float b);
+ virtual void setPointSize (float size);
+ virtual void setFont (fntFont * font);
+
+private:
+
+ void recalc_value () const;
+
+ typedef vector<Chunk *> chunk_list;
+ chunk_list _chunks;
+ float _color[4];
+
+ float _pointSize;
+
+ mutable string _value;
+ mutable SGTimeStamp _then;
+ mutable SGTimeStamp _now;
};
-// temporary class until I get the software-only routines for the
-// instruments run
-
-class FGTexInstrument : public FGInstrument {
-
- private:
- float radius;
- float length;
- float width;
- float angle;
- float tape[2];
- float value1;
- float value2;
- float alpha1;
- float alpha2;
- float teXpos;
- float texYpos;
- int variable;
- GLfloat vertices[20];
-
- public:
- FGTexInstrument(void){
- XPos = 0.0; YPos = 0.0;
- Init();
- }
-
- FGTexInstrument(float inXPos, float inYPos, float inradius, float inlength, float inwidth, float inangle, float invalue1, float invalue2, float inalpha1, float inalpha2, float intexXPos, float intexYPos, int invariable){
-
- XPos = inXPos; YPos = inYPos;
- radius = inradius; angle = inangle;
- length = inlength; width = inwidth;
- value1 = invalue1; value2 = invalue2;
- alpha1 = inalpha1; alpha2 = inalpha2;
- teXpos = intexXPos; texYpos = intexYPos;
- variable = invariable;
- Init();
- }
-
- void CreatePointer(void);
- void UpdatePointer(void);
-
- void Init(void);
- void Render(void);
+
+\f
+////////////////////////////////////////////////////////////////////////
+// A layer that switches between two other layers.
+////////////////////////////////////////////////////////////////////////
+
+class FGSwitchLayer : public FGInstrumentLayer
+{
+public:
+ // Transfer pointers!!
+ FGSwitchLayer (int w, int h, const SGValue * value,
+ FGInstrumentLayer * layer1,
+ FGInstrumentLayer * layer2);
+ virtual ~FGSwitchLayer ();
+
+ virtual void draw ();
+
+private:
+ const SGValue * _value;
+ FGInstrumentLayer * _layer1, * _layer2;
};
-typedef struct{
- float XPos;
- float YPos;
- float radius;
- float length;
- float width;
- float angle;
- float tape[2];
- float value1;
- float value2;
- float alpha1;
- float alpha2;
- float teXpos;
- float texYpos;
- int variable;
- GLfloat vertices[20];
-}Pointer;
-
-void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor);
-void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius, float alpha1, float alpha2, int steps, float LineWidth, float red, float green, float blue, bool filled);
-void DrawBeechcraftLogo(float XPos, float YPos, float Width, float Height);
-
-void PrintMatrix( void);
-
-#endif // _PANEL_HXX
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Functions.
+////////////////////////////////////////////////////////////////////////
+
+bool fgPanelVisible ();
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// The current panel, if any.
+////////////////////////////////////////////////////////////////////////
+
+extern FGPanel * current_panel;
+
+
+\f
+#endif // __PANEL_HXX
+
+// end of panel.hxx
+
+