#include <plib/fnt.h>
#include <Main/fgfs.hxx>
+#include <Main/fg_props.hxx>
+
+#include <Input/input.hxx>
SG_USING_STD(vector);
SG_USING_STD(map);
\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:
};
-\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:
\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.
////////////////////////////////////////////////////////////////////////
+
+/**
+ * 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);
+ FGPanel ();
virtual ~FGPanel ();
// Update the panel (every frame).
virtual void init ();
virtual void bind ();
virtual void unbind ();
- virtual void update ();
+ virtual void update (double dt);
+ virtual void update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
// Background texture.
virtual void setBackground (ssgTexture * texture);
+ // Background multiple textures.
+ virtual void setMultiBackground (ssgTexture * texture, int idx);
+
// Make the panel visible or invisible.
virtual bool getVisibility () const;
virtual void setVisibility (bool visibility);
virtual bool doMouseAction (int button, int updown, int x, int y);
private:
+ void setupVirtualCockpit();
+ void cleanupVirtualCockpit();
+
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;
- bool _bound;
+ float _jitter;
+
+ const SGPropertyNode * _xsize_node;
+ const SGPropertyNode * _ysize_node;
ssgTexture * _bg;
+ ssgTexture * _mbg[8];
// 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.
+// 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 FGConditional
{
public:
FGPanelAction ();
virtual int getHeight () const { return _h; }
// Setters.
+
+ // transfer pointer ownership
+ virtual void addBinding (FGBinding * binding);
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 void doAction ();
private:
+ typedef vector<FGBinding *> binding_list_t;
+
int _button;
int _x;
int _y;
int _w;
int _h;
+ binding_list_t _bindings;
};
\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,
- SGPropertyNode * node, float increment,
- float min, float max, bool wrap=false);
- virtual ~FGAdjustAction ();
- virtual void doAction ();
-
-private:
- SGPropertyNode * _node;
- 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,
- SGPropertyNode * node1, SGPropertyNode * node2);
- virtual ~FGSwapAction ();
- virtual void doAction ();
-
-private:
- SGPropertyNode * _node1;
- SGPropertyNode * _node2;
-};
-
-
-\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,
- SGPropertyNode * node);
- virtual ~FGToggleAction ();
- virtual void doAction ();
-
-private:
- SGPropertyNode * _node;
-};
-
-
-\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 FGConditional
+{
public:
enum Type {
+\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 FGConditional
{
public:
\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 FGConditional
+{
+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;
+};
+
+
/**
* An instrument constructed of multiple 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 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 ();
+ // transfer pointer ownership
+ virtual void addLayer (FGInstrumentLayer * layer);
+private:
+ 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:
};
-\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 FGConditional
+ {
public:
Chunk (const string &text, const string &fmt = "%s");
Chunk (ChunkType type, const SGPropertyNode * node,
virtual void addChunk (Chunk * chunk);
virtual void setColor (float r, float g, float b);
virtual void setPointSize (float size);
+ virtual void setFontName ( const string &name );
virtual void setFont (fntFont * font);
private:
float _color[4];
float _pointSize;
-
+ mutable string _font_name;
mutable string _value;
mutable SGTimeStamp _then;
mutable SGTimeStamp _now;
};
-\f
-////////////////////////////////////////////////////////////////////////
-// A layer that switches between two other layers.
-////////////////////////////////////////////////////////////////////////
-
+/**
+ * A layer that switches between two other layers.
+ *
+ * The usefulness of this layer is questionable now that all layers
+ * can have conditions, and it may be deprecated soon.
+ */
class FGSwitchLayer : public FGInstrumentLayer
{
public:
};
+
\f
////////////////////////////////////////////////////////////////////////
// Functions.
////////////////////////////////////////////////////////////////////////
+/**
+ * Test whether the panel should be visible.
+ */
bool fgPanelVisible ();
// The current panel, if any.
////////////////////////////////////////////////////////////////////////
-extern FGPanel * current_panel;
+extern FGPanel * current_panel; // TODO: move to globals
\f
// end of panel.hxx
+