return;
}
- // If the mouse is down, do something
- if (_mouseDown) {
- _mouseDelay--;
- if (_mouseDelay < 0) {
- _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
- _mouseDelay = 2;
- }
- }
+ updateMouseDelay();
// Now, draw the panel
float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
}
+/**
+ * Handle repeatable mouse events. Called from update() and from
+ * fgUpdate3DPanels(). This functionality needs to move into the
+ * input subsystem. Counting a tick every two frames is clumsy...
+ */
+void FGPanel::updateMouseDelay()
+{
+ if (_mouseDown) {
+ _mouseDelay--;
+ if (_mouseDelay < 0) {
+ _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
+ _mouseDelay = 2;
+ }
+ }
+}
+
void
FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
}
/**
- * Perform a mouse action.
+ * Handle a mouse action in panel-local (not screen) coordinates.
+ * Used by the 3D panel code in Model/panelnode.cxx, in situations
+ * where the panel doesn't control its own screen location.
*/
bool
-FGPanel::doMouseAction (int button, int updown, int x, int y)
+FGPanel::doLocalMouseAction(int button, int updown, int x, int y)
{
- // FIXME: this same code appears in update()
- int xsize = _xsize_node->getIntValue();
- int ysize = _ysize_node->getIntValue();
- float aspect_adjust = get_aspect_adjust(xsize, ysize);
-
- // Note a released button and return
- // cerr << "Doing mouse action\n";
+ // Note a released button and return
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
return false;
}
- // Scale for the real window size.
- if (aspect_adjust < 1.0) {
- x = int(((float)x / xsize) * WIN_W * aspect_adjust);
- y = int(WIN_H - ((float(y) / ysize) * WIN_H));
- } else {
- x = int(((float)x / xsize) * WIN_W);
- y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
- }
-
- // Adjust for offsets.
- x -= _x_offset;
- y -= _y_offset;
-
- // Search for a matching instrument.
+ // Search for a matching instrument.
for (int i = 0; i < (int)_instruments.size(); i++) {
FGPanelInstrument *inst = _instruments[i];
int ix = inst->getXPos();
_mouseButton = button;
_mouseX = x - ix;
_mouseY = y - iy;
- // Always do the action once.
+ // Always do the action once.
return _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
}
}
return false;
}
+/**
+ * Perform a mouse action.
+ */
+bool
+FGPanel::doMouseAction (int button, int updown, int x, int y)
+{
+ // FIXME: this same code appears in update()
+ int xsize = _xsize_node->getIntValue();
+ int ysize = _ysize_node->getIntValue();
+ float aspect_adjust = get_aspect_adjust(xsize, ysize);
+
+ // Scale for the real window size.
+ if (aspect_adjust < 1.0) {
+ x = int(((float)x / xsize) * WIN_W * aspect_adjust);
+ y = int(WIN_H - ((float(y) / ysize) * WIN_H));
+ } else {
+ x = int(((float)x / xsize) * WIN_W);
+ y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
+ }
+
+ // Adjust for offsets.
+ x -= _x_offset;
+ y -= _y_offset;
+
+ // Having fixed up the coordinates, fall through to the local
+ // coordinate handler.
+ doLocalMouseAction(button, updown, x, y);
+}
+
\f
////////////////////////////////////////////////////////////////////////.
virtual void update (double dt);
virtual void update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
+ virtual void updateMouseDelay();
+
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
// Handle a mouse click.
virtual bool doMouseAction (int button, int updown, int x, int y);
+ virtual bool doLocalMouseAction(int button, int updown, int x, int y);
private:
void setupVirtualCockpit();
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
#include <GUI/gui.h>
+#include <Model/panelnode.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
if (puMouse(b, updown, x, y))
return;
else if ((current_panel != 0) &&
- current_panel->doMouseAction(b, updown, x, y))
+ current_panel->doMouseAction(b, updown, x, y))
+ return;
+ else if (fgHandle3DPanelMouseEvent(b, updown, x, y))
return;
}
globals->get_AI_mgr()->init();
}
- ////////////////////////////////////////////////////////////////////
- // Initialize the built-in commands.
- ////////////////////////////////////////////////////////////////////
- fgInitCommands();
-
-
#ifdef ENABLE_AUDIO_SUPPORT
////////////////////////////////////////////////////////////////////
// Initialize the sound subsystem.
#include <Model/model.hxx>
#include <Model/modelmgr.hxx>
#include <Main/location.hxx>
+#include <Model/panelnode.hxx>
#ifdef FG_NETWORK_OLK
#include <NetworkOLK/network.h>
#endif
#include <FDM/ADA.hxx>
#include <Scenery/tileentry.hxx>
+#include "fg_commands.hxx"
// #define FG_EXPERIMENTAL_LIGHTING
#ifdef FG_EXPERIMENTAL_LIGHTING
if ( current_panel != NULL ) {
current_panel->update(delta_time_sec);
}
+ fgUpdate3DPanels();
// We can do translucent menus, so why not. :-)
menus->apply();
globals->get_scenery()->init();
globals->get_scenery()->bind();
+ ////////////////////////////////////////////////////////////////////
+ // Initialize the property-based built-in commands
+ ////////////////////////////////////////////////////////////////////
+ fgInitCommands();
+
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
# include <config.h>
#endif
+#include <vector>
+
+#include <GL/gl.h>
+#include <plib/sg.h>
+
#include <Main/fg_props.hxx>
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
-#include <GL/gl.h>
#include "panelnode.hxx"
+// Static (!) handling for all 3D panels in the program. Very
+// clumsy. Replace with per-aircraft handling.
+vector<FGPanelNode*> all_3d_panels;
+bool fgHandle3DPanelMouseEvent(int button, int updown, int x, int y)
+{
+ for(int i=0; i<all_3d_panels.size(); i++)
+ if(all_3d_panels[i]->doMouseAction(button, updown, x, y))
+ return true;
+ return false;
+}
+
+void fgUpdate3DPanels()
+{
+ for(int i=0; i<all_3d_panels.size(); i++)
+ all_3d_panels[i]->getPanel()->updateMouseDelay();
+}
+
FGPanelNode::FGPanelNode(SGPropertyNode* props)
{
// Make an FGPanel object. But *don't* call init() or bind() on
// it -- those methods touch static state.
_panel = fgReadPanel(props->getStringValue("path"));
+ // Never mind. We *have* to call init to make sure the static
+ // state is initialized (it's not, if there aren't any 2D
+ // panels). This is a memory leak and should be fixed!`
+ _panel->init();
+
+ // Initialize the matrices to the identity. PLib prints warnings
+ // when trying to invert singular matrices (e.g. when not using a
+ // 3D panel).
+ for(int i=0; i<4; i++)
+ for(int j=0; j<4; j++)
+ _lastModelview[4*i+j] = _lastProjection[4*i+j] = i==j ? 1 : 0;
+
// Read out the pixel-space info
_xmax = _panel->getWidth();
_ymax = _panel->getHeight();
_bottomRight[1] = pt->getFloatValue("y-m");
_bottomRight[2] = pt->getFloatValue("z-m");
- // Now generate out transformation matrix. For shorthand, use
+ // 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.
(cz-a[2])*(cz-a[2]));
bsphere.setCenter(cx, cy, cz);
bsphere.setRadius(r);
+
+ // All done. Add us to the list
+ all_3d_panels.push_back(this);
}
FGPanelNode::~FGPanelNode()
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMultMatrixf(_xform);
+
+ // Grab the matrix state, so that we can get back from screen
+ // coordinates to panel coordinates when the user clicks the
+ // mouse.
+ glGetFloatv(GL_MODELVIEW_MATRIX, _lastModelview);
+ glGetFloatv(GL_PROJECTION_MATRIX, _lastProjection);
+ glGetIntegerv(GL_VIEWPORT, _lastViewport);
+
_panel->draw();
+
+
glPopMatrix();
}
+bool FGPanelNode::doMouseAction(int button, int updown, int x, int y)
+{
+ // Covert the screen coordinates to viewport coordinates in the
+ // range [0:1], then transform to OpenGL "post projection" coords
+ // in [-1:1]. Remember the difference in Y direction!
+ float vx = (x + 0.5 - _lastViewport[0]) / _lastViewport[2];
+ float vy = (y + 0.5 - _lastViewport[1]) / _lastViewport[3];
+ vx = 2*vx - 1;
+ vy = 1 - 2*vy;
+
+ // Make two vectors in post-projection coordinates at the given
+ // screen, one in the near field and one in the far field.
+ sgVec3 a, b;
+ a[0] = b[0] = vx;
+ a[1] = b[1] = vy;
+ a[2] = 0.75; // "Near" Z value
+ b[2] = -0.75; // "Far" Z value
+
+ // Run both vectors "backwards" through the OpenGL matrix
+ // transformation. Remember to w-normalize the vectors!
+ sgMat4 m;
+ sgMultMat4(m, *(sgMat4*)_lastProjection, *(sgMat4*)_lastModelview);
+ sgInvertMat4(m);
+
+ sgFullXformPnt3(a, m);
+ sgFullXformPnt3(b, m);
+
+ // And find their intersection on the z=0 plane. The resulting X
+ // and Y coordinates are the hit location in panel coordinates.
+ float dxdz = (b[0] - a[0]) / (b[2] - a[2]);
+ float dydz = (b[1] - a[1]) / (b[2] - a[2]);
+ int panelX = (int)(a[0] - a[2]*dxdz + 0.5);
+ int panelY = (int)(a[1] - a[2]*dydz + 0.5);
+
+ return _panel->doLocalMouseAction(button, updown, panelX, panelY);
+}
+
void FGPanelNode::die()
{
SG_LOG(SG_ALL,SG_ALERT,"Unimplemented function called on FGPanelNode");
- *(int*)0=0;
+ exit(1);
}
// 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();
+
class FGPanelNode : public ssgLeaf
{
protected:
virtual ~FGPanelNode();
virtual void draw();
- void mouseEvent(int button, int updown, int x, int y);
+ bool doMouseAction(int button, int updown, int x, int y);
+
+ FGPanel* getPanel() { return _panel; }
virtual void recalcBSphere() { bsphere_is_invalid = 0; }
sgVec3 lift_vec;
sgCopyVec3( lift_vec, up );
+ // we fudge agl by 30 meters so that the lifting function
+ // doesn't phase in until we are > 30m agl.
double agl;
agl = globals->get_current_view()->getAltitudeASL_ft()
- * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev();
-
+ * SG_FEET_TO_METER - globals->get_scenery()->get_cur_elev()
+ - 30.0;
+ if ( agl < 30.0 ) {
+ agl = 0.0;
+ }
+
// sgTrans just happens to be the
// vector from scenery center to the center of this tile which
// is what we want to calculate the distance of