// 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
-
-
-#ifdef HAVE_CONFIG_H
-# include <config.h>
-#endif
+#include <osg/ref_ptr>
+#include <osg/StateSet>
+#include <osg/Texture2D>
#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>
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <GL/glut.h>
-#include <plib/ssg.h>
-
-#include <simgear/misc/props.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).
-//
-// This class ensures that no texture is loaded more than once.
+// 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 string &relativePath);
+ static osg::Texture2D* createTexture(const std::string &relativePath,
+ bool staticTexture = true);
+ static void addTexture(const std::string &relativePath, osg::Texture2D* texture);
private:
- static map<string,ssgTexture *> _textureMap;
+ static std::map<std::string,osg::ref_ptr<osg::Texture2D> > _textureMap;
};
-\f
-////////////////////////////////////////////////////////////////////////
-// Cropped texture (should migrate out into FGFS).
-//
-// This structure wraps an SSG texture with cropping information.
-////////////////////////////////////////////////////////////////////////
-
+/**
+ * Cropped texture (should migrate out into FGFS).
+ *
+ * This structure wraps an SSG texture with cropping information.
+ */
class FGCroppedTexture
{
public:
FGCroppedTexture ();
- FGCroppedTexture (const string &path,
+ 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 string &path) { _path = path; }
+ virtual void setPath (const std::string &path) { _path = path; }
- virtual const string &getPath () const { return _path; }
+ virtual const std::string &getPath () const { return _path; }
- virtual ssgTexture * getTexture ();
+ virtual osg::StateSet* getTexture ();
virtual void setCrop (float minX, float minY, float maxX, float maxY) {
_minX = minX; _minY = minY; _maxX = maxX; _maxY = maxY;
private:
- string _path;
- ssgTexture * _texture;
+ std::string _path;
+ osg::ref_ptr<osg::StateSet> _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.
+// 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 (int x, int y, int w, int h);
+ 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);
- // Update the panel (every frame).
- virtual void update () const;
-
// Background texture.
- virtual void setBackground (ssgTexture * 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:
- mutable bool _visibility;
+ void setupVirtualCockpit();
+ void cleanupVirtualCockpit();
+
mutable bool _mouseDown;
mutable int _mouseButton, _mouseX, _mouseY;
mutable int _mouseDelay;
mutable FGPanelInstrument * _mouseInstrument;
- typedef vector<FGPanelInstrument *> instrument_list_type;
- int _x, _y, _w, _h;
- int _panel_h;
- ssgTexture * _bg;
+ 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.
-//
-// Individual instruments can have actions associated with a mouse
-// click in a rectangular area. Current concrete classes include
-// FGAdjustAction, FGSwapAction, and FGToggleAction.
+// 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:
FGPanelAction ();
- FGPanelAction (int button, int x, int y, int w, int h);
+ FGPanelAction (int button, int x, int y, int w, int h, bool repeatable);
virtual ~FGPanelAction ();
// Getters.
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; }
}
// Perform the action.
- virtual void doAction () = 0;
+ 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.
-//
-// 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.
+// Transformations.
////////////////////////////////////////////////////////////////////////
/**
* A transformation for a layer.
*/
-class FGPanelTransformation {
+class FGPanelTransformation : public SGConditional
+{
public:
enum Type {
};
FGPanelTransformation ();
- FGPanelTransformation (Type type, const SGValue * value,
- float min, float max,
- float factor, float offset);
virtual ~FGPanelTransformation ();
Type type;
- const SGValue * value;
+ SGConstPropertyNode_ptr node;
float min;
float max;
+ bool has_mod;
+ float mod;
float factor;
float offset;
+ SGInterpTable * table;
};
+\f
+////////////////////////////////////////////////////////////////////////
+// Layers
+////////////////////////////////////////////////////////////////////////
+
+
/**
* A single layer of a multi-layered instrument.
*
* on current FGFS instrument readings: for example, a texture
* representing a needle can rotate to show the airspeed.
*/
-class FGInstrumentLayer
+class FGInstrumentLayer : public SGConditional
{
public:
FGInstrumentLayer (int w = -1, int h = -1);
virtual ~FGInstrumentLayer ();
- virtual void draw () = 0;
+ virtual void draw (osg::State& state) = 0;
virtual void transform () const;
virtual int getWidth () const { return _w; }
protected:
int _w, _h;
- typedef vector<FGPanelTransformation *> transformation_list;
+ typedef std::vector<FGPanelTransformation *> transformation_list;
transformation_list _transformations;
};
\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.
+// Instruments.
////////////////////////////////////////////////////////////////////////
+/**
+ * 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 SGConditional
+{
+public:
+ FGPanelInstrument ();
+ FGPanelInstrument (int x, int y, int w, int h);
+ virtual ~FGPanelInstrument ();
+
+ 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);
+
+ 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 updown, int x, int y);
+
+protected:
+ int _x, _y, _w, _h;
+ typedef std::vector<FGPanelAction *> action_list_type;
+ action_list_type _actions;
+};
+
+
/**
* 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 ();
+ virtual void draw (osg::State& state);
// Transfer pointer ownership!!
virtual int addLayer (FGInstrumentLayer *layer);
- virtual int addLayer (FGCroppedTexture &texture, int w = -1, int h = -1);
+ 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.
-//
-// 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.
-////////////////////////////////////////////////////////////////////////
+/**
+ * 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 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 (const FGCroppedTexture &texture, int w = -1, int h = -1);
virtual ~FGTexturedLayer ();
- virtual void draw ();
+ virtual void draw (osg::State& state);
virtual void setTexture (const FGCroppedTexture &texture) {
_texture = texture;
}
- virtual FGCroppedTexture &getTexture () { return _texture; }
virtual const FGCroppedTexture &getTexture () const { return _texture; }
+ virtual FGCroppedTexture *getTexture() { return &_texture; }
-private:
- mutable FGCroppedTexture _texture;
-};
-
-
-\f
-////////////////////////////////////////////////////////////////////////
-// A moving window on a texture.
-//
-// This layer automatically recrops a cropped texture based on
-// property values, creating a moving window over the texture.
-////////////////////////////////////////////////////////////////////////
-
-class FGWindowLayer : public FGTexturedLayer
-{
-public:
- FGWindowLayer (int w = -1, int h = -1);
- FGWindowLayer (const FGCroppedTexture &texture, int w = -1, int h = -1);
- virtual ~FGWindowLayer ();
-
- virtual void draw ();
-
- virtual const SGValue * getXValue () const { return _xValue; }
- virtual void setXValue (const SGValue * value) { _xValue = value; }
- virtual const SGValue * getYValue () const { return _yValue; }
- virtual void setYValue (const SGValue * value) { _yValue = value; }
+ void setEmissive(bool e) { _emissive = e; }
private:
- const SGValue * _xValue;
- const SGValue * _yValue;
+ FGCroppedTexture _texture;
+ bool _emissive;
};
-\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.
-////////////////////////////////////////////////////////////////////////
-
+/**
+ * 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 {
+ enum ChunkType {
TEXT,
TEXT_VALUE,
DOUBLE_VALUE
};
- class Chunk {
+ class Chunk : public SGConditional
+ {
public:
- Chunk (const string &text, const string &fmt = "%s");
- Chunk (ChunkType type, const SGValue * value,
- const string &fmt = "", float mult = 1.0);
+ 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;
- string _text;
- const SGValue * _value;
- string _fmt;
+ 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, Chunk * chunk1 = 0, Chunk * chunk2 = 0,
- Chunk * chunk3 = 0);
+ FGTextLayer (int w = -1, int h = -1);
virtual ~FGTextLayer ();
- virtual void draw ();
+ 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:
- typedef vector<Chunk *> chunk_list;
+
+ void recalc_value () const;
+
+ typedef std::vector<Chunk *> chunk_list;
chunk_list _chunks;
float _color[4];
float _pointSize;
- // FIXME: need only one globally
- mutable fntRenderer _renderer;
+ mutable std::string _font_name;
+ mutable std::string _value;
+ mutable SGTimeStamp _then;
+ mutable SGTimeStamp _now;
};
-\f
-////////////////////////////////////////////////////////////////////////
-// A layer that switches between two other layers.
-////////////////////////////////////////////////////////////////////////
-
-class FGSwitchLayer : public FGInstrumentLayer
+/**
+ * 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 (int w, int h, const SGValue * value,
- FGInstrumentLayer * layer1,
- FGInstrumentLayer * layer2);
- virtual ~FGSwitchLayer ();
+ FGSwitchLayer ();
+ virtual void draw (osg::State& state);
- virtual void draw ();
-
-private:
- const SGValue * _value;
- FGInstrumentLayer * _layer1, * _layer2;
};
+
\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
+