# include <config.h>
#endif
-#include <Main/fg_props.hxx>
+#include "panelnode.hxx"
+
+#include <vector>
+#include <algorithm>
+
+#include <osg/Geode>
+#include <osg/Switch>
+#include <osg/BlendFunc>
+
+#include <simgear/compiler.h>
+#include <simgear/structure/exception.hxx>
+#include <simgear/debug/logstream.hxx>
+
+#include <simgear/scene/util/OsgMath.hxx>
+#include <simgear/scene/util/SGPickCallback.hxx>
+#include <simgear/scene/util/SGSceneUserData.hxx>
+#include <simgear/scene/util/SGNodeMasks.hxx>
+
+#include <plib/pu.h>
+
+#include <Main/fg_os.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
-#include <GL/gl.h>
-#include "panelnode.hxx"
+#include "Viewer/viewer.hxx"
+#include "Viewer/viewmgr.hxx"
+
+using std::vector;
+
+static FGPanelNode* global_panel = NULL;
+
+/**
+ * Built-in command: pass a mouse click to the panel.
+ *
+ * button: the mouse button number, zero-based.
+ * is-down: true if the button is down, false if it is up.
+ * x-pos: the x position of the mouse click.
+ * y-pos: the y position of the mouse click.
+ */
+static bool
+do_panel_mouse_click (const SGPropertyNode * arg)
+{
+ if (global_panel)
+ return global_panel->getPanel()
+ ->doMouseAction(arg->getIntValue("button"),
+ arg->getBoolValue("is-down") ? PU_DOWN : PU_UP,
+ arg->getIntValue("x-pos"),
+ arg->getIntValue("y-pos"));
+ else
+ return false;
+
+ return false;
+}
+
+class FGPanelPickCallback : public SGPickCallback {
+public:
+ FGPanelPickCallback(FGPanelNode* p) :
+ panel(p)
+ {}
+
+ virtual bool buttonPressed(int b, const Info& info)
+ {
+ button = b;
+ // convert to panel coordinates
+ osg::Matrixd m = osg::Matrixd::inverse(panel->transformMatrix());
+ picked = toOsg(info.local) * m;
+ SG_LOG( SG_INSTR, SG_DEBUG, "panel pick: " << toSG(picked) );
+
+ // send to the panel
+ return panel->getPanel()->doLocalMouseAction(button, MOUSE_BUTTON_DOWN,
+ picked.x(), picked.y());
+ }
+
+ virtual void update(double dt)
+ {
+ panel->getPanel()->updateMouseDelay(dt);
+ }
+
+ virtual void buttonReleased(void)
+ {
+ panel->getPanel()->doLocalMouseAction(button, MOUSE_BUTTON_UP,
+ picked.x(), picked.y());
+ }
+
+private:
+ FGPanelNode* panel;
+ int button;
+ osg::Vec3 picked;
+};
+
+class FGPanelSwitchCallback : public osg::NodeCallback {
+public:
+ FGPanelSwitchCallback(FGPanelNode* pn) :
+ panel(pn),
+ visProp(fgGetNode("/sim/panel/visibility"))
+ {
+ }
+
+ virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
+ {
+ assert(dynamic_cast<osg::Switch*>(node));
+ osg::Switch* sw = static_cast<osg::Switch*>(node);
+
+ if (!visProp->getBoolValue()) {
+ sw->setValue(0, false);
+ return;
+ }
+
+
+ panel->lazyLoad(); // isVisible check needs the panel loaded for auto-hide flag
+ bool enabled = panel->isVisible2d();
+ sw->setValue(0, enabled);
+ if (!enabled)
+ return;
+
+ traverse(node, nv);
+ }
+
+private:
+ FGPanelNode* panel;
+ SGPropertyNode* visProp;
+};
+
+
+FGPanelNode::FGPanelNode(SGPropertyNode* props) :
+ _resizeToViewport(false)
+{
+ commonInit();
+ _panelPath = props->getStringValue("path");
+
+ // And the corner points
+ SGPropertyNode* pt = props->getChild("bottom-left");
+ _bottomLeft[0] = pt->getFloatValue("x-m");
+ _bottomLeft[1] = pt->getFloatValue("y-m");
+ _bottomLeft[2] = pt->getFloatValue("z-m");
+
+ pt = props->getChild("top-left");
+ _topLeft[0] = pt->getFloatValue("x-m");
+ _topLeft[1] = pt->getFloatValue("y-m");
+ _topLeft[2] = pt->getFloatValue("z-m");
+
+ pt = props->getChild("bottom-right");
+ _bottomRight[0] = pt->getFloatValue("x-m");
+ _bottomRight[1] = pt->getFloatValue("y-m");
+ _bottomRight[2] = pt->getFloatValue("z-m");
+
+ _depthTest = props->getBoolValue("depth-test");
+}
+
+FGPanelNode::FGPanelNode() :
+ _resizeToViewport(true),
+ _depthTest(false)
+{
+ commonInit();
+}
-FGPanelNode::FGPanelNode(SGPropertyNode* props)
+void FGPanelNode::setPanelPath(const std::string& panel)
{
- // Make an FGPanel object. But *don't* call init() or bind() on
- // it -- those methods touch static state.
- _panel = fgReadPanel(props->getStringValue("path"));
-
- // Read out the pixel-space info
- _xmax = _panel->getWidth();
- _ymax = _panel->getHeight();
-
- // And the corner points
- SGPropertyNode* pt = props->getChild("bottom-left");
- _bottomLeft[0] = pt->getFloatValue("x-m");
- _bottomLeft[1] = pt->getFloatValue("y-m");
- _bottomLeft[2] = pt->getFloatValue("z-m");
-
- pt = props->getChild("top-left");
- _topLeft[0] = pt->getFloatValue("x-m");
- _topLeft[1] = pt->getFloatValue("y-m");
- _topLeft[2] = pt->getFloatValue("z-m");
-
- pt = props->getChild("bottom-right");
- _bottomRight[0] = pt->getFloatValue("x-m");
- _bottomRight[1] = pt->getFloatValue("y-m");
- _bottomRight[2] = pt->getFloatValue("z-m");
-
- // Now generate out transformation matrix. For shorthand, use
- // "a", "b", and "c" as our corners and "m" as the matrix. The
- // vector u goes from a to b, v from a to c, and w is a
- // perpendicular cross product.
- float *a = _bottomLeft, *b = _bottomRight, *c = _topLeft, *m = _xform;
- float u[3], v[3], w[3];
- int i;
- for(i=0; i<3; i++) u[i] = b[i] - a[i]; // U = B - A
- for(i=0; i<3; i++) v[i] = c[i] - a[i]; // V = C - A
-
- w[0] = u[1]*v[2] - v[1]*u[2]; // W = U x V
- w[1] = u[2]*v[0] - v[2]*u[0];
- w[2] = u[0]*v[1] - v[0]*u[1];
-
- // Now generate a trivial basis transformation matrix. If we want
- // to map the three unit vectors to three arbitrary vectors U, V,
- // and W, then those just become the columns of the 3x3 matrix.
- m[0] = u[0]; m[4] = v[0]; m[8] = w[0]; m[12] = a[0]; // |Ux Vx Wx|
- m[1] = u[1]; m[5] = v[1]; m[9] = w[1]; m[13] = a[1]; // m = |Uy Vy Wy|
- m[2] = u[2]; m[6] = v[2]; m[10] = w[2]; m[14] = a[2]; // |Uz Vz Wz|
- m[3] = 0; m[7] = 0; m[11] = 0; m[15] = 1;
-
- // The above matrix maps the unit (!) square to the panel
- // rectangle. Postmultiply scaling factors that match the
- // pixel-space size of the panel.
- for(i=0; i<4; i++) {
- m[0+i] *= 1.0/_xmax;
- m[4+i] *= 1.0/_ymax;
+ if (panel == _panelPath) {
+ return;
+ }
+
+ _panelPath = panel;
+ if (_panel) {
+ _panel.clear();
+ }
+}
+
+void FGPanelNode::lazyLoad()
+{
+ if (!_panelPath.empty() && !_panel) {
+ _panel = fgReadPanel(_panelPath);
+ if (!_panel) {
+ SG_LOG(SG_COCKPIT, SG_WARN, "failed to read panel from:" << _panelPath);
+ _panelPath = string(); // don't keep trying to read
+ return;
}
+
+ _panel->setDepthTest(_depthTest);
+ initWithPanel();
+ }
+}
- // Now plib initialization. The bounding sphere is defined nicely
- // by our corner points:
- float cx = (b[0]+c[0])/2;
- float cy = (b[1]+c[1])/2;
- float cz = (b[2]+c[2])/2;
- float r = sqrt((cx-a[0])*(cx-a[0]) +
- (cy-a[1])*(cy-a[1]) +
- (cz-a[2])*(cz-a[2]));
- bsphere.setCenter(cx, cy, cz);
- bsphere.setRadius(r);
+void FGPanelNode::commonInit()
+{
+ setUseDisplayList(false);
+ setDataVariance(Object::DYNAMIC);
+ getOrCreateStateSet()->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
+ getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON);
+}
+
+void FGPanelNode::initWithPanel()
+{
+ int i;
+
+ // Read out the pixel-space info
+ float panelWidth = _panel->getWidth();
+ float panelHeight = _panel->getHeight();
+
+ _panel->getLogicalExtent(_xmin, _ymin, _xmax, _ymax);
+
+ // Now generate our transformation matrix. For shorthand, use
+ // "a", "b", and "c" as our corners and "m" as the matrix. The
+ // vector u goes from a to b, v from a to c, and w is a
+ // perpendicular cross product.
+ osg::Vec3 a = _bottomLeft;
+ osg::Vec3 b = _bottomRight;
+ osg::Vec3 c = _topLeft;
+ osg::Vec3 u = b - a;
+ osg::Vec3 v = c - a;
+ osg::Vec3 w = u^v;
+
+ osg::Matrix& m = _xform;
+ // Now generate a trivial basis transformation matrix. If we want
+ // to map the three unit vectors to three arbitrary vectors U, V,
+ // and W, then those just become the columns of the 3x3 matrix.
+ m(0,0) = u[0]; m(1,0) = v[0]; m(2,0) = w[0]; m(3,0) = a[0];// |Ux Vx Wx|
+ m(0,1) = u[1]; m(1,1) = v[1]; m(2,1) = w[1]; m(3,1) = a[1];//m = |Uy Vy Wy|
+ m(0,2) = u[2]; m(1,2) = v[2]; m(2,2) = w[2]; m(3,2) = a[2];// |Uz Vz Wz|
+ m(0,3) = 0; m(1,3) = 0; m(2,3) = 0; m(3,3) = 1;
+
+ // The above matrix maps the unit (!) square to the panel
+ // rectangle. Postmultiply scaling factors that match the
+ // pixel-space size of the panel.
+ for(i=0; i<4; ++i) {
+ m(0,i) *= 1.0/panelWidth;
+ m(1,i) *= 1.0/panelHeight;
+ }
+
+ dirtyBound();
}
FGPanelNode::~FGPanelNode()
{
- delete _panel;
}
-void FGPanelNode::draw()
+osg::Matrix FGPanelNode::transformMatrix() const
{
- // What's the difference?
- draw_geometry();
+ if (!_panel) {
+ return osg::Matrix();
+ }
+
+ if (!_resizeToViewport) {
+ return _xform;
+ }
+
+ double s = _panel->getAspectScale();
+ osg::Matrix m = osg::Matrix::scale(s, s, 1.0);
+ m *= osg::Matrix::translate(_panel->getXOffset(), _panel->getYOffset(), 0.0);
+
+ return m;
+}
+
+void
+FGPanelNode::drawImplementation(osg::State& state) const
+{
+ if (!_panel) {
+ return;
+ }
+
+ osg::ref_ptr<osg::RefMatrix> mv = new osg::RefMatrix;
+ mv->set(transformMatrix() * state.getModelViewMatrix());
+ state.applyModelViewMatrix(mv.get());
+
+ _panel->draw(state);
}
-void FGPanelNode::draw_geometry()
+osg::BoundingBox
+FGPanelNode::computeBound() const
{
- glMatrixMode(GL_MODELVIEW);
- glPushMatrix();
- glMultMatrixf(_xform);
- _panel->draw();
- glPopMatrix();
+
+ osg::Vec3 coords[3];
+ osg::Matrix m(transformMatrix());
+ coords[0] = m.preMult(osg::Vec3(_xmin,_ymin,0));
+ coords[1] = m.preMult(osg::Vec3(_xmax,_ymin,0));
+ coords[2] = m.preMult(osg::Vec3(_xmin,_ymax,0));
+
+ osg::BoundingBox bb;
+ bb.expandBy(coords[0]);
+ bb.expandBy(coords[1]);
+ bb.expandBy(coords[2]);
+ return bb;
}
-void FGPanelNode::die()
+void FGPanelNode::accept(osg::PrimitiveFunctor& functor) const
{
- SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");
- *(int*)0=0;
+ osg::Vec3 coords[4];
+ osg::Matrix m(transformMatrix());
+
+ coords[0] = m.preMult(osg::Vec3(_xmin,_ymin,0));
+ coords[1] = m.preMult(osg::Vec3(_xmax,_ymin,0));
+ coords[2] = m.preMult(osg::Vec3(_xmax, _ymax, 0));
+ coords[3] = m.preMult(osg::Vec3(_xmin,_ymax,0));
+
+ functor.setVertexArray(4, coords);
+ functor.drawArrays( GL_QUADS, 0, 4);
}
+bool FGPanelNode::isVisible2d() const
+{
+ if (!_panel) {
+ return false;
+ }
+
+ if (!_hideNonDefaultViews) {
+ _hideNonDefaultViews = fgGetNode("/sim/panel/hide-nonzero-view", true);
+ }
+
+ if (_hideNonDefaultViews->getBoolValue()) {
+ if (globals->get_viewmgr()->get_current() != 0) {
+ return false;
+ }
+ }
+
+ if (!_autoHide2d) {
+ _autoHide2d = fgGetNode("/sim/panel/hide-nonzero-heading-offset", true);
+ }
+
+ if (_panel->getAutohide() && _autoHide2d->getBoolValue()) {
+ if (!globals->get_current_view()) {
+ return false;
+ }
+
+ return globals->get_current_view()->getHeadingOffset_deg() == 0;
+ }
+
+ return true;
+}
+
+static osg::Node* createGeode(FGPanelNode* panel)
+{
+ osg::Geode* geode = new osg::Geode;
+ geode->addDrawable(panel);
+
+ geode->setNodeMask(SG_NODEMASK_PICK_BIT | SG_NODEMASK_2DPANEL_BIT);
+
+ SGSceneUserData* userData;
+ userData = SGSceneUserData::getOrCreateSceneUserData(geode);
+ userData->setPickCallback(new FGPanelPickCallback(panel));
+ return geode;
+}
+
+class PanelPathObserver : public SGPropertyChangeListener
+{
+public:
+ PanelPathObserver(FGPanelNode* pn) : _panelNode(pn) {}
+
+ virtual void valueChanged (SGPropertyNode * node)
+ {
+ _panelNode->setPanelPath(node->getStringValue());
+ }
+private:
+ FGPanelNode* _panelNode;
+};
+
+osg::Node* FGPanelNode::create2DPanelNode()
+{
+ SGCommandMgr::instance()->addCommand("panel-mouse-click", do_panel_mouse_click);
+
+ SGPropertyNode* pathNode = fgGetNode("/sim/panel/path");
+
+ FGPanelNode* drawable = new FGPanelNode();
+// need a global to keep the panel_mouse_click command working, sadly
+ global_panel = drawable;
+
+ PanelPathObserver* ppo = new PanelPathObserver(drawable);
+ pathNode->addChangeListener(ppo);
+ drawable->setPanelPath(pathNode->getStringValue());
+
+ osg::Switch* ps = new osg::Switch;
+ osg::StateSet* stateSet = ps->getOrCreateStateSet();
+ stateSet->setRenderBinDetails(1000, "RenderBin");
+ ps->addChild(createGeode(drawable));
+
+ // speed optimization?
+ stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
+ stateSet->setAttribute(new osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA));
+ stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
+ stateSet->setMode(GL_FOG, osg::StateAttribute::OFF);
+ stateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
+
+ ps->setUpdateCallback(new FGPanelSwitchCallback(drawable));
+ return ps;
+}
+
+osg::Node* FGPanelNode::load(SGPropertyNode *n)
+{
+ FGPanelNode* drawable = new FGPanelNode(n);
+ drawable->lazyLoad(); // force load now for 2.5D panels
+ return createGeode(drawable);
+}