-// 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.
//
# include <config.h>
#endif
+#include <simgear/compiler.h>
+
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <plib/ssg.h>
+#include <simgear/math/interpolater.hxx>
+#include <simgear/misc/props.hxx>
+#include <simgear/timing/timestamp.hxx>
+
#include <vector>
#include <map>
#include <plib/fnt.h>
-FG_USING_STD(vector);
-FG_USING_STD(map);
+#include <Main/fgfs.hxx>
+#include <Main/fg_props.hxx>
+
+#include <Input/input.hxx>
+
+SG_USING_STD(vector);
+SG_USING_STD(map);
class FGPanelInstrument;
\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 char * relativePath);
+ static ssgTexture * createTexture(const string &relativePath);
+private:
+ static map<string,ssgTexture *> _textureMap;
+};
+
+
+/**
+ * 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:
- static map<const char *,ssgTexture *>_textureMap;
+ 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.
+// 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 FGSubsystem
{
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 update (double dt);
+ virtual void update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
+
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
- // Update the panel (every frame).
- virtual void update () const;
-
// 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);
+ // 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:
- bool _visibility;
- bool _mouseDown;
- int _mouseButton, _mouseX, _mouseY;
+ void setupVirtualCockpit();
+ void cleanupVirtualCockpit();
+
+ mutable bool _visibility;
+ mutable bool _mouseDown;
+ mutable int _mouseButton, _mouseX, _mouseY;
mutable int _mouseDelay;
- FGPanelInstrument * _mouseInstrument;
+ mutable FGPanelInstrument * _mouseInstrument;
typedef vector<FGPanelInstrument *> instrument_list_type;
- int _x, _y, _w, _h;
- int _panel_h;
+ int _width;
+ int _height;
+ int _x_offset;
+ int _y_offset;
+ int _view_height;
+ 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 are
-// FGAdjustAction and FGSwapAction.
+// Actions
////////////////////////////////////////////////////////////////////////
-class FGPanelAction
-{
-public:
- virtual void doAction () = 0;
-};
-
-
-\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
+/**
+ * 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:
- 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 ();
+ 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.
+
+ // 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; }
+ 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 ();
private:
- getter_type _getter;
- setter_type _setter;
- double _increment;
- double _min;
- double _max;
- bool _wrap;
+ typedef vector<FGBinding *> binding_list_t;
+
+ int _button;
+ int _x;
+ int _y;
+ int _w;
+ int _h;
+ binding_list_t _bindings;
};
\f
////////////////////////////////////////////////////////////////////////
-// Swap action.
-//
-// This is an action to swap two values. It's currently used in the
-// navigation radios.
+// Transformations.
////////////////////////////////////////////////////////////////////////
-class FGSwapAction : public FGPanelAction
+
+/**
+ * A transformation for a layer.
+ */
+class FGPanelTransformation : public FGConditional
{
public:
- typedef double (*getter_type)();
- typedef void (*setter_type)(double);
- FGSwapAction (getter_type getter1, setter_type setter1,
- getter_type getter2, setter_type setter2);
- virtual ~FGSwapAction ();
- virtual void doAction ();
+ enum Type {
+ XSHIFT,
+ YSHIFT,
+ ROTATION
+ };
-private:
- getter_type _getter1, _getter2;
- setter_type _setter1, _setter2;
+ FGPanelTransformation ();
+ virtual ~FGPanelTransformation ();
+
+ Type type;
+ const SGPropertyNode * node;
+ float min;
+ float max;
+ float factor;
+ float offset;
+ SGInterpTable * table;
};
+
\f
////////////////////////////////////////////////////////////////////////
-// Toggle action.
-//
-// This is an action to toggle a boolean value.
+// Layers
////////////////////////////////////////////////////////////////////////
-class FGToggleAction : public FGPanelAction
+
+/**
+ * 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 FGConditional
{
public:
- typedef bool (*getter_type)();
- typedef void (*setter_type)(bool);
- FGToggleAction (getter_type getter, setter_type setter);
- virtual ~FGToggleAction ();
- virtual void doAction ();
+ FGInstrumentLayer (int w = -1, int h = -1);
+ virtual ~FGInstrumentLayer ();
-private:
- getter_type _getter;
- setter_type _setter;
+ 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;
};
\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).
+// Instruments.
////////////////////////////////////////////////////////////////////////
-class FGPanelInstrument
+
+/**
+ * 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 () const = 0;
+ virtual void draw () = 0;
virtual void setPosition(int x, int y);
virtual void setSize(int w, int h);
// Coordinates relative to centre.
// Transfer pointer ownership!!
- virtual void addAction (int button, int x, int y, int w, int h,
- FGPanelAction * action);
+ 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 struct {
- int button;
- int x;
- int y;
- int w;
- int h;
- FGPanelAction * action;
- } inst_action;
- typedef vector<inst_action> action_list_type;
+ 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 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:
- typedef enum {
- XSHIFT,
- YSHIFT,
- ROTATION
- } transform_type;
-
- typedef double (*transform_func)();
-
-
- FGInstrumentLayer ();
- FGInstrumentLayer (int w, int h);
- virtual ~FGInstrumentLayer ();
-
- virtual void draw () const = 0;
- virtual void transform () const;
-
- virtual void addTransformation (transform_type type, transform_func func,
- double min, double max,
- double factor = 1.0, double offset = 0.0);
-
-protected:
- int _w, _h;
-
- 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;
-};
-
-
-\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.
*
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 ();
// Transfer pointer ownership!!
virtual int addLayer (FGInstrumentLayer *layer);
- virtual int addLayer (ssgTexture * texture);
- virtual void addTransformation (FGInstrumentLayer::transform_type type,
- FGInstrumentLayer::transform_func func,
- double min, double max,
- double factor = 1.0, double offset = 0.0);
- virtual void addTransformation (FGInstrumentLayer::transform_type type,
- double offset);
+ 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;
};
-\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:
- FGTexturedLayer (ssgTexture * texture, int w, int h,
- double texX1 = 0.0, double texY1 = 0.0,
- double texX2 = 1.0, double texY2 = 1.0);
+ 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 ();
- virtual void setTexture (ssgTexture * texture) { _texture = texture; }
+ virtual void setTexture (const FGCroppedTexture &texture) {
+ _texture = texture;
+ }
+ virtual FGCroppedTexture &getTexture () { return _texture; }
+ virtual const FGCroppedTexture &getTexture () const { return _texture; }
private:
- ssgTexture * _texture;
- double _texX1, _texY1, _texX2, _texY2;
+ mutable FGCroppedTexture _texture;
};
-\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 char * (*text_func)();
- typedef double (*double_func)();
- typedef enum ChunkType {
+ enum ChunkType {
TEXT,
- TEXT_FUNC,
- DOUBLE_FUNC
+ TEXT_VALUE,
+ DOUBLE_VALUE
};
- class Chunk {
+ class Chunk : public FGConditional
+ {
public:
- Chunk (char * text, char * fmt = "%s");
- Chunk (text_func func, char * fmt = "%s");
- Chunk (double_func func, char * fmt = "%.2f", double mult = 1.0);
+ Chunk (const string &text, const string &fmt = "%s");
+ Chunk (ChunkType type, const SGPropertyNode * node,
+ const string &fmt = "", float mult = 1.0);
- char * getValue () const;
+ const char * getValue () const;
private:
ChunkType _type;
- union {
- char * _text;
- text_func _tfunc;
- double_func _dfunc;
- } _value;
- char * _fmt;
- double _mult;
+ string _text;
+ const SGPropertyNode * _node;
+ string _fmt;
+ float _mult;
mutable char _buf[1024];
};
- FGTextLayer (int w, int h);
+ FGTextLayer (int w = -1, int h = -1);
virtual ~FGTextLayer ();
- virtual void draw () const;
+ 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 setFontName ( const string &name );
virtual void setFont (fntFont * font);
private:
+
+ void recalc_value () const;
+
typedef vector<Chunk *> chunk_list;
chunk_list _chunks;
float _color[4];
- // FIXME: need only one globally
- mutable fntRenderer _renderer;
-};
+ 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:
- typedef bool (*switch_func)();
-
// Transfer pointers!!
- FGSwitchLayer (int w, int h, switch_func func,
+ FGSwitchLayer (int w, int h, const SGPropertyNode * node,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2);
virtual ~FGSwitchLayer ();
- virtual void draw () const;
+ virtual void draw ();
private:
- switch_func _func;
+ const SGPropertyNode * _node;
FGInstrumentLayer * _layer1, * _layer2;
};
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Functions.
+////////////////////////////////////////////////////////////////////////
+
+/**
+ * Test whether the panel should be visible.
+ */
+bool fgPanelVisible ();
+
+
\f
////////////////////////////////////////////////////////////////////////
// The current panel, if any.
////////////////////////////////////////////////////////////////////////
-extern FGPanel * current_panel;
+extern FGPanel * current_panel; // TODO: move to globals
\f
// end of panel.hxx
+