#include <GUI/gui.h>
#include "panel.hxx"
-#include "steam.hxx"
#include "panel_io.hxx"
//built-in layers
FGPanelAction * action = new FGPanelAction(button, x, y, w, h);
- vector<const SGPropertyNode *>bindings = node->getChildren("binding");
+ vector<SGPropertyNode_ptr>bindings = node->getChildren("binding");
for (unsigned int i = 0; i < bindings.size(); i++) {
SG_LOG(SG_INPUT, SG_INFO, "Reading binding "
<< bindings[i]->getStringValue("command"));
static FGPanelInstrument *
readInstrument (const SGPropertyNode * node)
{
- const string &name = node->getStringValue("name");
+ const string name = node->getStringValue("name");
int x = node->getIntValue("x", -1);
int y = node->getIntValue("y", -1);
int real_w = node->getIntValue("w", -1);