#include <osg/Matrix>
#include <osg/Drawable>
+#include <simgear/structure/SGSharedPtr.hxx>
+#include <simgear/props/props.hxx>
+
class FGPanel;
class SGPropertyNode;
-// PanelNode defines an SSG leaf object that draws a FGPanel object
-// into the scene graph. Note that this is an incomplete SSG object,
-// many methods, mostly involved with modelling and runtime
-// inspection, are unimplemented.
-
-// Static mouse handler for all FGPanelNodes. Very clumsy; this
-// should really be done through our container (an aircraft model,
-// typically).
-bool fgHandle3DPanelMouseEvent(int button, int updown, int x, int y);
-void fgUpdate3DPanels();
+// PanelNode defines an OSG drawable wrapping the 2D panel drawing code
-class FGPanelNode : public osg::Drawable // OSGFIXME
+class FGPanelNode : public osg::Drawable
{
public:
+ FGPanelNode();
+
FGPanelNode(SGPropertyNode* props);
virtual ~FGPanelNode();
virtual osg::Object* cloneType() const { return 0; }
virtual osg::Object* clone(const osg::CopyOp& copyop) const { return 0; }
- bool doMouseAction(int button, int updown, int x, int y);
-
FGPanel* getPanel() { return _panel; }
- virtual void drawImplementation(osg::State& state) const;
+ virtual void drawImplementation(osg::RenderInfo& renderInfo) const
+ { drawImplementation(*renderInfo.getState()); }
+
+ void drawImplementation(osg::State& state) const;
virtual osg::BoundingBox computeBound() const;
+ /** Return true, FGPanelNode does support accept(PrimitiveFunctor&). */
+ virtual bool supports(const osg::PrimitiveFunctor&) const { return true; }
+
+ virtual void accept(osg::PrimitiveFunctor& functor) const;
+
+ static osg::Node* load(SGPropertyNode *n);
+ static osg::Node* create2DPanelNode();
+
+ osg::Matrix transformMatrix() const;
+
+ void setPanelPath(const std::string& panel);
+ void lazyLoad();
+
+ /**
+ * is visible in 2D mode or not?
+ */
+ bool isVisible2d() const;
private:
- FGPanel* _panel;
-
+ void commonInit();
+ void initWithPanel();
+
+ SGSharedPtr<FGPanel> _panel;
+ std::string _panelPath;
+
+ bool _resizeToViewport;
+ bool _depthTest;
+
// Panel corner coordinates
osg::Vec3 _bottomLeft, _topLeft, _bottomRight;
- // The input range expected in the panel definition. These x/y
- // coordinates will map to the right/top sides.
- float _xmax, _ymax;
-
+ int _xmin, _ymin, _xmax, _ymax;
+
// The matrix that results, which transforms 2D x/y panel
// coordinates into 3D coordinates of the panel quadrilateral.
- osg::Matrix _xform;
-
- // The matrix transformation state that was active the last time
- // we were rendered. Used by the mouse code to compute
- // intersections.
- osg::Matrix _lastModelview;
- osg::Matrix _lastProjection;
- int _lastViewport[4];
+ osg::Matrix _xform;
+
+ /// should the 2D panel auto-hide when the view orientation changes
+ mutable SGPropertyNode_ptr _autoHide2d;
+
+ /// should the 2D panel be hidden in views other than the default (view 0)
+ mutable SGPropertyNode_ptr _hideNonDefaultViews;
};