return false;
}
-bool NavDisplay::anyRuleMatches(const string& type, const string_set& states) const
-{
- BOOST_FOREACH(SymbolRule* r, _rules) {
- if (!r->enabled || (r->type != type)) {
- continue;
- }
-
- if (r->matches(states)) {
- return true;
- }
- } // of rules iteration
-
- return false;
-}
-
void NavDisplay::findRules(const string& type, const string_set& states, SymbolRuleVector& rules)
{
BOOST_FOREACH(SymbolRule* candidate, _rules) {
void NavDisplay::isPositionedShownInner(FGPositioned* pos, SymbolRuleVector& rules)
{
string type = FGPositioned::nameForType(pos->type());
+ boost::to_lower(type);
if (!anyRuleForType(type)) {
return; // not diplayed at all, we're done
}
void processAI();
void computeAIStates(const SGPropertyNode* ai, string_set& states);
-
- bool anyRuleMatches(const std::string& type, const string_set& states) const;
void findRules(const std::string& type, const string_set& states, SymbolRuleVector& rules);
SymbolInstance* addSymbolInstance(const osg::Vec2& proj, double heading, SymbolDef* def, SGPropertyNode* vars);