#include <plib/fnt.h>
#include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
#include <Viewer/viewmgr.hxx>
#include <Viewer/viewer.hxx>
#include <GUI/FGFontCache.hxx>
+#include <GUI/gui.h> // for guiErrorMessage
#include "HUD.hxx"
+#include "HUD_private.hxx"
using std::endl;
using std::ifstream;
using std::string;
+using std::deque;
+using std::vector;
static float clamp(float f)
{
return f < 0.0f ? 0.0f : f > 1.0f ? 1.0f : f;
}
+HUD::Input::Input(const SGPropertyNode *n, float factor, float offset,
+ float min, float max) :
+ _valid(false),
+ _property(0),
+ _damped(SGLimitsf::max())
+{
+ if (!n)
+ return;
+ _factor = n->getFloatValue("factor", factor);
+ _offset = n->getFloatValue("offset", offset);
+ _min = n->getFloatValue("min", min);
+ _max = n->getFloatValue("max", max);
+ _coeff = 1.0 - 1.0 / powf(10, fabs(n->getFloatValue("damp", 0.0)));
+ SGPropertyNode *p = ((SGPropertyNode *)n)->getNode("property", false);
+ if (p) {
+ const char *path = p->getStringValue();
+ if (path && path[0]) {
+ _property = fgGetNode(path, true);
+ _valid = true;
+ }
+ }
+}
HUD::HUD() :
_currentPath(fgGetNode("/sim/hud/current-path", true)),
if (!isVisible())
return;
- if (!_items.size() && !_ladders.size())
+ if (_items.empty() && _ladders.empty())
return;
if (is3D()) {
_text_list.draw();
_line_list.draw();
- if (_stipple_line_list.size()) {
+ if (! _stipple_line_list.empty()) {
glEnable(GL_LINE_STIPPLE);
glLineStipple(1, 0x00FF);
_stipple_line_list.draw();