#include <plib/fnt.h>
#include <Main/fgfs.hxx>
+#include <Main/fg_props.hxx>
#include <Input/input.hxx>
\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:
};
-\f
-////////////////////////////////////////////////////////////////////////
-// Cropped texture (should migrate out into FGFS).
-//
-// This structure wraps an SSG texture with cropping information.
-////////////////////////////////////////////////////////////////////////
-
+/**
+ * Cropped texture (should migrate out into FGFS).
+ *
+ * This structure wraps an SSG texture with cropping information.
+ */
class FGCroppedTexture
{
public:
\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.
////////////////////////////////////////////////////////////////////////
+
+/**
+ * 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:
\f
////////////////////////////////////////////////////////////////////////
-// Base class for user action types.
-//
-// Individual instruments can have actions associated with a mouse
-// click in a rectangular area. Current concrete classes include
-// FGAdjustAction, FGSwapAction, and FGToggleAction.
+// Actions
////////////////////////////////////////////////////////////////////////
-class 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:
FGPanelAction ();
\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).
-////////////////////////////////////////////////////////////////////////
-
-class FGPanelInstrument
-{
-public:
- FGPanelInstrument ();
- FGPanelInstrument (int x, int y, int w, int h);
- virtual ~FGPanelInstrument ();
-
- virtual void draw () = 0;
-
- virtual void setPosition(int x, int y);
- virtual void setSize(int w, int h);
-
- virtual int getXPos () const;
- virtual int getYPos () const;
- virtual int getWidth () const;
- virtual int getHeight () const;
-
- // Coordinates relative to centre.
- // Transfer pointer ownership!!
- 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 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.
+// Transformations.
////////////////////////////////////////////////////////////////////////
/**
* A transformation for a layer.
*/
-class FGPanelTransformation {
+class FGPanelTransformation : public FGConditional
+{
public:
enum Type {
+\f
+////////////////////////////////////////////////////////////////////////
+// Layers
+////////////////////////////////////////////////////////////////////////
+
+
/**
* A single layer of a multi-layered instrument.
*
* on current FGFS instrument readings: for example, a texture
* representing a needle can rotate to show the airspeed.
*/
-class FGInstrumentLayer
+class FGInstrumentLayer : public FGConditional
{
public:
\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.
+// Instruments.
////////////////////////////////////////////////////////////////////////
+/**
+ * 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 () = 0;
+
+ virtual void setPosition(int x, int y);
+ virtual void setSize(int w, int h);
+
+ virtual int getXPos () const;
+ virtual int getYPos () const;
+ virtual int getWidth () const;
+ virtual int getHeight () const;
+
+ // Coordinates relative to centre.
+ // Transfer pointer ownership!!
+ 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 vector<FGPanelAction *> action_list_type;
+ action_list_type _actions;
+};
+
+
/**
* An instrument constructed of multiple 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:
};
-\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:
DOUBLE_VALUE
};
- class Chunk {
+ class Chunk : public FGConditional
+ {
public:
Chunk (const string &text, const string &fmt = "%s");
Chunk (ChunkType type, const SGPropertyNode * node,
};
-\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:
};
+
\f
////////////////////////////////////////////////////////////////////////
// Functions.
////////////////////////////////////////////////////////////////////////
+/**
+ * Test whether the panel should be visible.
+ */
bool fgPanelVisible ();
// The current panel, if any.
////////////////////////////////////////////////////////////////////////
-extern FGPanel * current_panel;
+extern FGPanel * current_panel; // TODO: move to globals
\f