-// panel.hxx - default, 2D single-engine prop instrument panel
+// panel.hxx - generic support classes for a 2D panel.
//
// Written by David Megginson, started January 2000.
//
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef __PANEL_HXX
#define __PANEL_HXX
-#ifndef __cplusplus
-# error This library requires C++
-#endif
-
+#include <osg/ref_ptr>
+#include <osg/StateSet>
+#include <osg/Texture2D>
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <plib/ssg.h>
+#include <simgear/compiler.h>
+#include <simgear/props/props.hxx>
+#include <simgear/structure/subsystem_mgr.hxx>
+#include <simgear/structure/SGBinding.hxx>
+#include <simgear/math/interpolater.hxx>
+#include <simgear/timing/timestamp.hxx>
+#include <cmath>
#include <vector>
#include <map>
-#include <plib/fnt.h>
-FG_USING_STD(vector);
-FG_USING_STD(map);
+#include <Main/fg_props.hxx>
class FGPanelInstrument;
+class fntFont;
+class DCLGPS;
-
-\f
////////////////////////////////////////////////////////////////////////
-// Texture manager (should migrate out into FGFS).
+// Texture management.
////////////////////////////////////////////////////////////////////////
+
+/**
+ * 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 char * relativePath);
+ static osg::Texture2D* createTexture(const std::string &relativePath,
+ bool staticTexture = true);
+ static void addTexture(const std::string &relativePath, osg::Texture2D* texture);
+private:
+ static std::map<std::string,osg::ref_ptr<osg::Texture2D> > _textureMap;
+};
+
+
+/**
+ * Cropped texture (should migrate out into FGFS).
+ *
+ * This structure wraps an SSG texture with cropping information.
+ */
+class FGCroppedTexture
+{
+public:
+
+ FGCroppedTexture ();
+ FGCroppedTexture (const std::string &path,
+ float _minX = 0.0, float _minY = 0.0,
+ float _maxX = 1.0, float _maxY = 1.0);
+ virtual ~FGCroppedTexture ();
+
+ virtual void setPath (const std::string &path) { _path = path; }
+
+ virtual const std::string &getPath () const { return _path; }
+
+ virtual osg::StateSet* 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:
- static map<const char *,ssgTexture *>_textureMap;
+ std::string _path;
+ osg::ref_ptr<osg::StateSet> _texture;
+ float _minX, _minY, _maxX, _maxY;
};
+
\f
////////////////////////////////////////////////////////////////////////
-// Instrument panel class.
+// Top-level panel.
////////////////////////////////////////////////////////////////////////
-class FGPanel
+
+/**
+ * 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 SGSubsystem
{
public:
FGPanel ();
virtual ~FGPanel ();
+ // Update the panel (every frame).
+ virtual void init ();
+ virtual void bind ();
+ virtual void unbind ();
+ virtual void draw (osg::State& state);
+ virtual void update (double);
+ void update (osg::State& state);
+ virtual void update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
+
+ virtual void updateMouseDelay();
+
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
- virtual void init (int x, int y, int finx, int finy);
- virtual void update () const;
-
+
+ // Background texture.
+ virtual void setBackground (osg::Texture2D* texture);
+
+ // Background multiple textures.
+ virtual void setMultiBackground (osg::Texture2D* texture, int idx);
+
+ // 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->getIntValue(); }
+
+ // Y-offset.
+ virtual void setYOffset (int offset);
+ virtual int getYOffset () const { return _y_offset->getIntValue(); }
+
+ // 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);
+ virtual bool doLocalMouseAction(int button, int updown, int x, int y);
+
+ virtual void setDepthTest (bool enable);
+
+ bool getAutohide(void) const { return _autohide; };
+ void setAutohide(bool enable) { _autohide = enable; };
private:
- bool _initialized;
- bool _visibility;
- typedef vector<FGPanelInstrument *> instrument_list_type;
- int _x, _y, _w, _h;
- int _panel_h;
- ssgTexture * _bg;
+ void setupVirtualCockpit();
+ void cleanupVirtualCockpit();
+
+ mutable bool _mouseDown;
+ mutable int _mouseButton, _mouseX, _mouseY;
+ mutable int _mouseDelay;
+ mutable FGPanelInstrument * _mouseInstrument;
+ typedef std::vector<FGPanelInstrument *> instrument_list_type;
+ int _width;
+ int _height;
+ int _view_height;
+
+ SGPropertyNode_ptr _visibility;
+ SGPropertyNode_ptr _x_offset;
+ SGPropertyNode_ptr _y_offset;
+ SGPropertyNode_ptr _jitter;
+ SGPropertyNode_ptr _flipx;
+
+ SGConstPropertyNode_ptr _xsize_node;
+ SGConstPropertyNode_ptr _ysize_node;
+
+ osg::ref_ptr<osg::StateSet> _bg;
+ osg::ref_ptr<osg::StateSet> _mbg[8];
// List of instruments in panel.
instrument_list_type _instruments;
+ bool _enable_depth_test;
+ bool _autohide;
};
\f
////////////////////////////////////////////////////////////////////////
-// Base class for user action types.
+// Actions
////////////////////////////////////////////////////////////////////////
-class FGPanelAction
+
+/**
+ * Class for user actions.
+ *
+ * The actions are command bindings, like bindings for the keyboard
+ * or joystick, but they are tied to specific mouse actions in
+ * rectangular areas of the panel.
+ */
+class FGPanelAction : public SGConditional
{
public:
- virtual void doAction () = 0;
+ FGPanelAction ();
+ FGPanelAction (int button, int x, int y, int w, int h, bool repeatable);
+ 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.
+
+ // transfer pointer ownership
+ virtual void addBinding (SGBinding * binding, int updown);
+ 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 bool doAction (int updown);
+
+private:
+ typedef std::vector<SGBinding *> binding_list_t;
+
+ int _button;
+ int _x;
+ int _y;
+ int _w;
+ int _h;
+ bool _repeatable;
+ int _last_state;
+ binding_list_t _bindings[2];
};
\f
////////////////////////////////////////////////////////////////////////
-// Adjustment action.
+// Transformations.
////////////////////////////////////////////////////////////////////////
-class FGAdjustAction : public FGPanelAction
+
+/**
+ * A transformation for a layer.
+ */
+class FGPanelTransformation : public SGConditional
{
public:
- typedef double (*getter_type)();
- typedef void (*setter_type)(double);
- FGAdjustAction (getter_type getter, setter_type setter, double increment,
- double min, double max, bool wrap=false);
- virtual ~FGAdjustAction ();
- virtual void doAction ();
-private:
- getter_type _getter;
- setter_type _setter;
- double _increment;
- double _min;
- double _max;
- bool _wrap;
+ enum Type {
+ XSHIFT,
+ YSHIFT,
+ ROTATION
+ };
+
+ FGPanelTransformation ();
+ virtual ~FGPanelTransformation ();
+
+ Type type;
+ SGConstPropertyNode_ptr node;
+ float min;
+ float max;
+ bool has_mod;
+ float mod;
+ float factor;
+ float offset;
+ SGInterpTable * table;
};
+
\f
////////////////////////////////////////////////////////////////////////
-// Instrument base class.
+// Layers
////////////////////////////////////////////////////////////////////////
-class FGPanelInstrument
+
+/**
+ * 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 SGConditional
{
public:
- FGPanelInstrument ();
- FGPanelInstrument (int x, int y, int w, int h);
- virtual ~FGPanelInstrument ();
- virtual void draw () const = 0;
+ FGInstrumentLayer (int w = -1, int h = -1);
+ virtual ~FGInstrumentLayer ();
- virtual void setPosition(int x, int y);
- virtual void setSize(int w, int h);
+ virtual void draw (osg::State& state) = 0;
+ virtual void transform () const;
- virtual int getXPos () const;
- virtual int getYPos () const;
- virtual int getWidth () const;
- virtual int getHeight () 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; }
- // Coordinates relative to centre.
// Transfer pointer ownership!!
- virtual void addAction (int x, int y, int w, int h,
- FGPanelAction * action);
-
- // Coordinates relative to centre.
- virtual bool doMouseAction (int button, int updown, int x, int y);
+ // DEPRECATED
+ virtual void addTransformation (FGPanelTransformation * transformation);
protected:
- int _x, _y, _w, _h;
- typedef struct {
- int x;
- int y;
- int w;
- int h;
- FGPanelAction * action;
- } inst_action;
- typedef vector<inst_action> action_list_type;
- action_list_type _actions;
+ int _w, _h;
+
+ typedef std::vector<FGPanelTransformation *> transformation_list;
+ transformation_list _transformations;
};
\f
////////////////////////////////////////////////////////////////////////
-// A single layer of an instrument.
+// Instruments.
////////////////////////////////////////////////////////////////////////
+
/**
- * A single layer of a multi-layered instrument.
+ * Abstract base class for a panel 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.
+ * 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 FGInstrumentLayer
+class FGPanelInstrument : public SGConditional
{
public:
- typedef enum {
- XSHIFT,
- YSHIFT,
- ROTATION
- } transform_type;
+ FGPanelInstrument ();
+ FGPanelInstrument (int x, int y, int w, int h);
+ virtual ~FGPanelInstrument ();
- typedef double (*transform_func)();
+ virtual void draw (osg::State& state) = 0;
+ virtual void drawHotspots(osg::State& state);
+ virtual void setPosition(int x, int y);
+ virtual void setSize(int w, int h);
- FGInstrumentLayer ();
- FGInstrumentLayer (int w, int h, int z);
- virtual ~FGInstrumentLayer ();
+ virtual int getXPos () const;
+ virtual int getYPos () const;
+ virtual int getWidth () const;
+ virtual int getHeight () const;
- virtual void draw () const = 0;
- virtual void transform () const;
+ // Coordinates relative to centre.
+ // Transfer pointer ownership!!
+ virtual void addAction (FGPanelAction * action);
- virtual void addTransformation (transform_type type, transform_func func,
- double min, double max,
- double factor = 1.0, double offset = 0.0);
+ // Coordinates relative to centre.
+ virtual bool doMouseAction (int button, int updown, int x, int y);
protected:
- int _w, _h, _z;
-
- typedef struct {
- transform_type type;
- transform_func func;
- double min;
- double max;
- double factor;
- double offset;
- } transformation;
- typedef vector<transformation *> transformation_list;
- transformation_list _transformations;
+ int _x, _y, _w, _h;
+ typedef std::vector<FGPanelAction *> action_list_type;
+ action_list_type _actions;
};
-\f
-////////////////////////////////////////////////////////////////////////
-// An instrument composed of layered textures.
-////////////////////////////////////////////////////////////////////////
-
-
/**
* An instrument constructed of multiple layers.
*
class FGLayeredInstrument : public FGPanelInstrument
{
public:
- typedef vector<FGInstrumentLayer *> layer_list;
FGLayeredInstrument (int x, int y, int w, int h);
virtual ~FGLayeredInstrument ();
- virtual void draw () const;
+ virtual void draw (osg::State& state);
// Transfer pointer ownership!!
- virtual void addLayer (FGInstrumentLayer *layer);
- virtual void addLayer (int i, ssgTexture * texture);
- virtual void addTransformation (int layer,
- FGInstrumentLayer::transform_type type,
- FGInstrumentLayer::transform_func func,
- double min, double max,
- double factor = 1.0, double offset = 0.0);
- virtual void addTransformation (int layer,
- FGInstrumentLayer::transform_type type,
- double offset) {
- addTransformation(layer, type, 0, 0.0, 0.0, 1.0, offset);
- }
+ virtual int addLayer (FGInstrumentLayer *layer);
+ virtual int addLayer (const FGCroppedTexture &texture, int w = -1, int h = -1);
+
+ // Transfer pointer ownership!!
+ virtual void addTransformation (FGPanelTransformation * transformation);
protected:
+ typedef std::vector<FGInstrumentLayer *> layer_list;
layer_list _layers;
};
-\f
-////////////////////////////////////////////////////////////////////////
-// A textured layer of an instrument.
-////////////////////////////////////////////////////////////////////////
+/**
+ * An empty-shell instrument that exists soley in
+ * order to redirect commands from the panel to a
+ * complex instrument inherited from SGSubsystem.
+ *
+ * Currently the only complex instrument is the KLN89,
+ * which we've hardwired this to for now.
+ */
+class FGSpecialInstrument : public FGPanelInstrument
+{
+public:
+ FGSpecialInstrument(DCLGPS* sb);
+ //FGSpecialInstrument (int x, int y, int w, int h);
+ virtual ~FGSpecialInstrument ();
+
+ virtual void draw (osg::State& state);
+
+protected:
+ DCLGPS* complex;
+};
+
+
+/**
+ * An instrument layer containing a group of sublayers.
+ *
+ * This class is useful for gathering together a group of related
+ * layers, either to hold in an external file or to work under
+ * the same condition.
+ */
+class FGGroupLayer : public FGInstrumentLayer
+{
+public:
+ FGGroupLayer ();
+ virtual ~FGGroupLayer ();
+ virtual void draw (osg::State& state);
+ // transfer pointer ownership
+ virtual void addLayer (FGInstrumentLayer * layer);
+protected:
+ std::vector<FGInstrumentLayer *> _layers;
+};
+
/**
* A textured layer of an instrument.
*
- * This is a type of layer designed to hold a texture; normally,
- * the texture's background should be transparent so that
- * other layers or the panel background show through.
+ * 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 FGTexturedInstrumentLayer : public FGInstrumentLayer
+class FGTexturedLayer : public FGInstrumentLayer
{
public:
- FGTexturedInstrumentLayer (ssgTexture * texture,
- int w, int h, int z);
- virtual ~FGTexturedInstrumentLayer ();
+ 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 () const;
+ virtual void draw (osg::State& state);
- virtual void setTexture (ssgTexture * texture) { _texture = texture; }
+ virtual void setTexture (const FGCroppedTexture &texture) {
+ _texture = texture;
+ }
+ virtual const FGCroppedTexture &getTexture () const { return _texture; }
+ virtual FGCroppedTexture *getTexture() { return &_texture; }
+
+ void setEmissive(bool e) { _emissive = e; }
private:
- ssgTexture * _texture;
+ FGCroppedTexture _texture;
+ bool _emissive;
};
-\f
-////////////////////////////////////////////////////////////////////////
-// A text layer of an instrument.
-////////////////////////////////////////////////////////////////////////
-
-class FGCharInstrumentLayer : public FGInstrumentLayer
+/**
+ * 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 char * (*text_func)(char *);
- FGCharInstrumentLayer (text_func func,
- int w, int h, int z);
- virtual ~FGCharInstrumentLayer ();
-
- virtual void draw () const;
+ enum ChunkType {
+ TEXT,
+ TEXT_VALUE,
+ DOUBLE_VALUE
+ };
+
+ class Chunk : public SGConditional
+ {
+ public:
+ Chunk (const std::string &text, const std::string &fmt = "%s");
+ Chunk (ChunkType type, const SGPropertyNode * node,
+ const std::string &fmt = "", float mult = 1.0, float offs = 0.0,
+ bool truncation = false);
+
+ const char * getValue () const;
+ private:
+ ChunkType _type;
+ std::string _text;
+ SGConstPropertyNode_ptr _node;
+ std::string _fmt;
+ float _mult;
+ float _offs;
+ bool _trunc;
+ mutable char _buf[1024];
+ };
+
+ FGTextLayer (int w = -1, int h = -1);
+ virtual ~FGTextLayer ();
+
+ virtual void draw (osg::State& state);
+
+ // Transfer pointer!!
+ virtual void addChunk (Chunk * chunk);
virtual void setColor (float r, float g, float b);
virtual void setPointSize (float size);
+ virtual void setFontName ( const std::string &name );
virtual void setFont (fntFont * font);
private:
- text_func _func;
+
+ void recalc_value () const;
+
+ typedef std::vector<Chunk *> chunk_list;
+ chunk_list _chunks;
float _color[4];
- // FIXME: need only one globally
- mutable fntRenderer _renderer;
- mutable char _buf[1024];
+
+ float _pointSize;
+ mutable std::string _font_name;
+ mutable std::string _value;
+ mutable SGTimeStamp _then;
+ mutable SGTimeStamp _now;
};
+/**
+ * A group layer that switches among its children.
+ *
+ * The first layer that passes its condition will be drawn, and
+ * any following layers will be ignored.
+ */
+class FGSwitchLayer : public FGGroupLayer
+{
+public:
+ // Transfer pointers!!
+ FGSwitchLayer ();
+ virtual void draw (osg::State& state);
+
+};
+
+
+
\f
////////////////////////////////////////////////////////////////////////
-// The current panel, if any.
+// Functions.
////////////////////////////////////////////////////////////////////////
-extern FGPanel current_panel;
+/**
+ * Test whether the panel should be visible.
+ */
+bool fgPanelVisible ();
\f
// end of panel.hxx
+