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flightgear/src/Cockpit/panel_io.cxx

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// panel_io.cxx - I/O for 2D panel.
//
// Written by David Megginson, started January 2000.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <simgear/compiler.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/debug/logstream.hxx>
#include <simgear/misc/props.hxx>
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#include STL_IOSTREAM
#include STL_FSTREAM
#include STL_STRING
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#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
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#include "panel.hxx"
#include "steam.hxx"
#include "panel_io.hxx"
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#if !defined (SG_HAVE_NATIVE_SGI_COMPILERS)
SG_USING_STD(istream);
SG_USING_STD(ifstream);
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#endif
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SG_USING_STD(string);
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////////////////////////////////////////////////////////////////////////
// Default panel, instrument, and layer for when things go wrong...
////////////////////////////////////////////////////////////////////////
static FGCroppedTexture defaultTexture("Textures/default.rgb");
/**
* Default layer: the default texture.
*/
class DefaultLayer : public FGTexturedLayer
{
public:
DefaultLayer () : FGTexturedLayer(defaultTexture)
{
}
};
/**
* Default instrument: a single default layer.
*/
class DefaultInstrument : public FGLayeredInstrument
{
public:
DefaultInstrument (int x, int y, int w, int h)
: FGLayeredInstrument(x, y, w, h)
{
addLayer(new DefaultLayer());
}
};
/**
* Default panel: the default texture.
*/
class DefaultPanel : public FGPanel
{
public:
DefaultPanel (int x, int y, int w, int h) : FGPanel(x, y, w, h)
{
setBackground(defaultTexture.getTexture());
}
};
////////////////////////////////////////////////////////////////////////
// Built-in layer for the magnetic compass ribbon layer.
//
// TODO: move this out into a special directory for built-in
// layers of various sorts.
////////////////////////////////////////////////////////////////////////
class FGMagRibbon : public FGTexturedLayer
{
public:
FGMagRibbon (int w, int h);
virtual ~FGMagRibbon () {}
virtual void draw ();
};
FGMagRibbon::FGMagRibbon (int w, int h)
: FGTexturedLayer(w, h)
{
FGCroppedTexture texture("Aircraft/c172/Instruments/Textures/compass-ribbon.rgb");
setTexture(texture);
}
void
FGMagRibbon::draw ()
{
double heading = FGSteam::get_MH_deg();
double xoffset, yoffset;
while (heading >= 360.0) {
heading -= 360.0;
}
while (heading < 0.0) {
heading += 360.0;
}
if (heading >= 60.0 && heading <= 180.0) {
xoffset = heading / 240.0;
yoffset = 0.75;
} else if (heading >= 150.0 && heading <= 270.0) {
xoffset = (heading - 90.0) / 240.0;
yoffset = 0.50;
} else if (heading >= 240.0 && heading <= 360.0) {
xoffset = (heading - 180.0) / 240.0;
yoffset = 0.25;
} else {
if (heading < 270.0)
heading += 360.0;
xoffset = (heading - 270.0) / 240.0;
yoffset = 0.0;
}
xoffset = 1.0 - xoffset;
// Adjust to put the number in the centre
xoffset -= 0.25;
FGCroppedTexture &t = getTexture();
t.setCrop(xoffset, yoffset, xoffset + 0.5, yoffset + 0.25);
FGTexturedLayer::draw();
}
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////////////////////////////////////////////////////////////////////////
// Read and construct a panel.
//
// The panel is specified as a regular property list, and each of the
// instruments is its own, separate property list (and thus, a separate
// XML document). The functions in this section read in the files
// as property lists, then extract properties to set up the panel
// itself.
//
// A panel contains zero or more instruments.
//
// An instrument contains one or more layers and zero or more actions.
//
// A layer contains zero or more transformations.
//
// Some special types of layers also contain other objects, such as
// chunks of text or other layers.
//
// There are currently four types of layers:
//
// 1. Textured Layer (type="texture"), the default
// 2. Text Layer (type="text")
// 3. Switch Layer (type="switch")
// 4. Built-in Layer (type="built-in", must also specify class)
//
// The only built-in layer so far is the ribbon for the magnetic compass
// (class="compass-ribbon").
//
// There are three types of actions:
//
// 1. Adjust (type="adjust"), the default
// 2. Swap (type="swap")
// 3. Toggle (type="toggle")
//
// There are three types of transformations:
//
// 1. X shift (type="x-shift"), the default
// 2. Y shift (type="y-shift")
// 3. Rotation (type="rotation")
//
// Each of these may be associated with a property, so that a needle
// will rotate with the airspeed, for example, or may have a fixed
// floating-point value.
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////////////////////////////////////////////////////////////////////////
/**
* Read a cropped texture from the instrument's property list.
*
* The x1 and y1 properties give the starting position of the texture
* (between 0.0 and 1.0), and the the x2 and y2 properties give the
* ending position. For example, to use the bottom-left quarter of a
* texture, x1=0.0, y1=0.0, x2=0.5, y2=0.5.
*/
static FGCroppedTexture
readTexture (const SGPropertyNode * node)
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{
FGCroppedTexture texture(node->getStringValue("path"),
node->getFloatValue("x1"),
node->getFloatValue("y1"),
node->getFloatValue("x2", 1.0),
node->getFloatValue("y2", 1.0));
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SG_LOG(SG_COCKPIT, SG_DEBUG, "Read texture " << node->getName());
return texture;
}
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/**
* Read an action from the instrument's property list.
*
* The action will be performed when the user clicks a mouse button
* within the specified region of the instrument. Actions always
* work by modifying the value of a property (see the SGValue class).
*
* The following action types are defined:
*
* "adjust" - modify the value of a floating-point property by
* the increment specified. This is the default.
*
* "swap" - swap the values of two-floating-point properties.
*
* "toggle" - toggle the value of a boolean property between true and
* false.
*
* For the adjust action, it is possible to specify an increment
* (use a negative number for a decrement), a minimum allowed value,
* a maximum allowed value, and a flag to indicate whether the value
* should freeze or wrap-around when it reachs the minimum or maximum.
*
* The action will be scaled automatically if the instrument is not
* being drawn at its regular size.
*/
static FGPanelAction *
readAction (const SGPropertyNode * node, float w_scale, float h_scale)
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{
FGPanelAction * action = 0;
string name = node->getStringValue("name");
string type = node->getStringValue("type");
int button = node->getIntValue("button");
int x = int(node->getIntValue("x") * w_scale);
int y = int(node->getIntValue("y") * h_scale);
int w = int(node->getIntValue("w") * w_scale);
int h = int(node->getIntValue("h") * h_scale);
if (type == "") {
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SG_LOG(SG_COCKPIT, SG_ALERT,
"No type supplied for action " << name << " assuming \"adjust\"");
type = "adjust";
}
// Adjust a property value
if (type == "adjust") {
string propName = node->getStringValue("property");
SGValue * value = fgGetValue(propName, true);
float increment = node->getFloatValue("increment", 1.0);
float min = node->getFloatValue("min", 0.0);
float max = node->getFloatValue("max", 0.0);
bool wrap = node->getBoolValue("wrap", false);
if (min == max)
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SG_LOG(SG_COCKPIT, SG_ALERT, "Action " << node->getName()
<< " has same min and max value");
action = new FGAdjustAction(button, x, y, w, h, value,
increment, min, max, wrap);
}
// Swap two property values
else if (type == "swap") {
string propName1 = node->getStringValue("property1");
string propName2 = node->getStringValue("property2");
SGValue * value1 = fgGetValue(propName1, true);
SGValue * value2 = fgGetValue(propName2, true);
action = new FGSwapAction(button, x, y, w, h, value1, value2);
}
// Toggle a boolean value
else if (type == "toggle") {
string propName = node->getStringValue("property");
SGValue * value = fgGetValue(propName, true);
action = new FGToggleAction(button, x, y, w, h, value);
}
// Unrecognized type
else {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Unrecognized action type " << type );
return 0;
}
return action;
}
/**
* Read a transformation from the instrument's property list.
*
* The panel module uses the transformations to slide or spin needles,
* knobs, and other indicators, and to place layers in the correct
* positions. Every layer starts centered exactly on the x,y co-ordinate,
* and many layers need to be moved or rotated simply to display the
* instrument correctly.
*
* There are three types of transformations:
*
* "x-shift" - move the layer horizontally.
*
* "y-shift" - move the layer vertically.
*
* "rotation" - rotate the layer.
*
* Each transformation may have a fixed offset, and may also have
* a floating-point property value to add to the offset. The
* floating-point property may be clamped to a minimum and/or
* maximum range and scaled (after clamping).
*
* Note that because of the way OpenGL works, transformations will
* appear to be applied backwards.
*/
static FGPanelTransformation *
readTransformation (const SGPropertyNode * node, float w_scale, float h_scale)
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{
FGPanelTransformation * t = new FGPanelTransformation;
string name = node->getName();
string type = node->getStringValue("type");
string propName = node->getStringValue("property", "");
SGValue * value = 0;
if (type == "") {
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SG_LOG( SG_COCKPIT, SG_ALERT,
"No type supplied for transformation " << name
<< " assuming \"rotation\"" );
type = "rotation";
}
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if (propName != (string)"") {
value = fgGetValue(propName, true);
}
t->value = value;
t->min = node->getFloatValue("min", -9999999);
t->max = node->getFloatValue("max", 99999999);
t->factor = node->getFloatValue("scale", 1.0);
t->offset = node->getFloatValue("offset", 0.0);
// Check for an interpolation table
const SGPropertyNode * trans_table = node->getNode("interpolation");
if (trans_table != 0) {
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SG_LOG( SG_COCKPIT, SG_INFO, "Found interpolation table with "
<< trans_table->nChildren() << "children" );
t->table = new SGInterpTable();
for(int i = 0; i < trans_table->nChildren(); i++) {
const SGPropertyNode * node = trans_table->getChild(i);
if (node->getName() == "entry") {
double ind = node->getDoubleValue("ind", 0.0);
double dep = node->getDoubleValue("dep", 0.0);
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SG_LOG( SG_COCKPIT, SG_INFO, "Adding interpolation entry "
<< ind << "==>" << dep );
t->table->addEntry(ind, dep);
} else {
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SG_LOG( SG_COCKPIT, SG_INFO, "Skipping " << node->getName()
<< " in interpolation" );
}
}
} else {
t->table = 0;
}
// Move the layer horizontally.
if (type == "x-shift") {
t->type = FGPanelTransformation::XSHIFT;
// t->min *= w_scale; //removed by Martin Dressler
// t->max *= w_scale; //removed by Martin Dressler
t->offset *= w_scale;
t->factor *= w_scale; //Added by Martin Dressler
}
// Move the layer vertically.
else if (type == "y-shift") {
t->type = FGPanelTransformation::YSHIFT;
//t->min *= h_scale; //removed
//t->max *= h_scale; //removed
t->offset *= h_scale;
t->factor *= h_scale; //Added
}
// Rotate the layer. The rotation
// is in degrees, and does not need
// to scale with the instrument size.
else if (type == "rotation") {
t->type = FGPanelTransformation::ROTATION;
}
else {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Unrecognized transformation type " << type );
delete t;
return 0;
}
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SG_LOG( SG_COCKPIT, SG_DEBUG, "Read transformation " << name );
return t;
}
/**
* Read a chunk of text from the instrument's property list.
*
* A text layer consists of one or more chunks of text. All chunks
* share the same font size and color (and eventually, font), but
* each can come from a different source. There are three types of
* text chunks:
*
* "literal" - a literal text string (the default)
*
* "text-value" - the current value of a string property
*
* "number-value" - the current value of a floating-point property.
*
* All three may also include a printf-style format string.
*/
FGTextLayer::Chunk *
readTextChunk (const SGPropertyNode * node)
{
FGTextLayer::Chunk * chunk;
string name = node->getStringValue("name");
string type = node->getStringValue("type");
string format = node->getStringValue("format");
// Default to literal text.
if (type == "") {
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SG_LOG( SG_COCKPIT, SG_INFO, "No type provided for text chunk " << name
<< " assuming \"literal\"");
type = "literal";
}
// A literal text string.
if (type == "literal") {
string text = node->getStringValue("text");
chunk = new FGTextLayer::Chunk(text, format);
}
// The value of a string property.
else if (type == "text-value") {
SGValue * value =
fgGetValue(node->getStringValue("property"), true);
chunk = new FGTextLayer::Chunk(FGTextLayer::TEXT_VALUE, value, format);
}
// The value of a float property.
else if (type == "number-value") {
string propName = node->getStringValue("property");
float scale = node->getFloatValue("scale", 1.0);
SGValue * value = fgGetValue(propName, true);
chunk = new FGTextLayer::Chunk(FGTextLayer::DOUBLE_VALUE, value,
format, scale);
}
// Unknown type.
else {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Unrecognized type " << type
<< " for text chunk " << name );
return 0;
}
return chunk;
}
/**
* Read a single layer from an instrument's property list.
*
* Each instrument consists of one or more layers stacked on top
* of each other; the lower layers show through only where the upper
* layers contain an alpha component. Each layer can be moved
* horizontally and vertically and rotated using transformations.
*
* This module currently recognizes four kinds of layers:
*
* "texture" - a layer containing a texture (the default)
*
* "text" - a layer containing text
*
* "switch" - a layer that switches between two other layers
* based on the current value of a boolean property.
*
* "built-in" - a hard-coded layer supported by C++ code in FlightGear.
*
* Currently, the only built-in layer class is "compass-ribbon".
*/
static FGInstrumentLayer *
readLayer (const SGPropertyNode * node, float w_scale, float h_scale)
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{
FGInstrumentLayer * layer = NULL;
string name = node->getStringValue("name");
string type = node->getStringValue("type");
int w = node->getIntValue("w", -1);
int h = node->getIntValue("h", -1);
if (w != -1)
w = int(w * w_scale);
if (h != -1)
h = int(h * h_scale);
if (type == "") {
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SG_LOG( SG_COCKPIT, SG_ALERT,
"No type supplied for layer " << name
<< " assuming \"texture\"" );
type = "texture";
}
// A textured instrument layer.
if (type == "texture") {
FGCroppedTexture texture = readTexture(node->getNode("texture"));
layer = new FGTexturedLayer(texture, w, h);
}
// A textual instrument layer.
else if (type == "text") {
FGTextLayer * tlayer = new FGTextLayer(w, h); // FIXME
// Set the text color.
float red = node->getFloatValue("color/red", 0.0);
float green = node->getFloatValue("color/green", 0.0);
float blue = node->getFloatValue("color/blue", 0.0);
tlayer->setColor(red, green, blue);
// Set the point size.
float pointSize = node->getFloatValue("point-size", 10.0) * w_scale;
tlayer->setPointSize(pointSize);
// Set the font.
// TODO
const SGPropertyNode * chunk_group = node->getNode("chunks");
if (chunk_group != 0) {
int nChunks = chunk_group->nChildren();
for (int i = 0; i < nChunks; i++) {
const SGPropertyNode * node = chunk_group->getChild(i);
if (node->getName() == "chunk") {
FGTextLayer::Chunk * chunk = readTextChunk(node);
if (chunk != 0)
tlayer->addChunk(chunk);
} else {
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SG_LOG( SG_COCKPIT, SG_INFO, "Skipping " << node->getName()
<< " in chunks" );
}
}
layer = tlayer;
}
}
// A switch instrument layer.
else if (type == "switch") {
SGValue * value =
fgGetValue(node->getStringValue("property"), true);
FGInstrumentLayer * layer1 =
readLayer(node->getNode("layer1"), w_scale, h_scale);
FGInstrumentLayer * layer2 =
readLayer(node->getNode("layer2"), w_scale, h_scale);
layer = new FGSwitchLayer(w, h, value, layer1, layer2);
}
// A built-in instrument layer.
else if (type == "built-in") {
string layerclass = node->getStringValue("class");
if (layerclass == "mag-ribbon") {
layer = new FGMagRibbon(w, h);
}
else if (layerclass == "") {
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SG_LOG( SG_COCKPIT, SG_ALERT, "No class provided for built-in layer "
<< name );
return 0;
}
else {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Unknown built-in layer class "
<< layerclass);
return 0;
}
}
// An unknown type.
else {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Unrecognized layer type " << type );
delete layer;
return 0;
}
//
// Get the transformations for each layer.
//
const SGPropertyNode * trans_group = node->getNode("transformations");
if (trans_group != 0) {
int nTransformations = trans_group->nChildren();
for (int i = 0; i < nTransformations; i++) {
const SGPropertyNode * node = trans_group->getChild(i);
if (node->getName() == "transformation") {
FGPanelTransformation * t = readTransformation(node, w_scale, h_scale);
if (t != 0)
layer->addTransformation(t);
} else {
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SG_LOG( SG_COCKPIT, SG_INFO, "Skipping " << node->getName()
<< " in transformations" );
}
}
}
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SG_LOG( SG_COCKPIT, SG_DEBUG, "Read layer " << name );
return layer;
}
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/**
* Read an instrument from a property list.
*
* The instrument consists of a preferred width and height
* (the panel may override these), together with a list of layers
* and a list of actions to be performed when the user clicks
* the mouse over the instrument. All co-ordinates are relative
* to the instrument's position, so instruments are fully relocatable;
* likewise, co-ordinates for actions and transformations will be
* scaled automatically if the instrument is not at its preferred size.
*/
static FGPanelInstrument *
readInstrument (const SGPropertyNode * node)
{
const string &name = node->getStringValue("name");
int x = node->getIntValue("x", -1);
int y = node->getIntValue("y", -1);
int real_w = node->getIntValue("w", -1);
int real_h = node->getIntValue("h", -1);
int w = node->getIntValue("w-base", -1);
int h = node->getIntValue("h-base", -1);
if (x == -1 || y == -1) {
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SG_LOG( SG_COCKPIT, SG_ALERT,
"x and y positions must be specified and > 0" );
return 0;
}
float w_scale = 1.0;
float h_scale = 1.0;
if (real_w != -1) {
w_scale = float(real_w) / float(w);
w = real_w;
}
if (real_h != -1) {
h_scale = float(real_h) / float(h);
h = real_h;
}
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SG_LOG( SG_COCKPIT, SG_DEBUG, "Reading instrument " << name );
FGLayeredInstrument * instrument =
new FGLayeredInstrument(x, y, w, h);
//
// Get the actions for the instrument.
//
const SGPropertyNode * action_group = node->getNode("actions");
if (action_group != 0) {
int nActions = action_group->nChildren();
for (int i = 0; i < nActions; i++) {
const SGPropertyNode * node = action_group->getChild(i);
if (node->getName() == "action") {
FGPanelAction * action = readAction(node, w_scale, h_scale);
if (action != 0)
instrument->addAction(action);
} else {
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SG_LOG( SG_COCKPIT, SG_INFO, "Skipping " << node->getName()
<< " in actions" );
}
}
}
//
// Get the layers for the instrument.
//
const SGPropertyNode * layer_group = node->getNode("layers");
if (layer_group != 0) {
int nLayers = layer_group->nChildren();
for (int i = 0; i < nLayers; i++) {
const SGPropertyNode * node = layer_group->getChild(i);
if (node->getName() == "layer") {
FGInstrumentLayer * layer = readLayer(node, w_scale, h_scale);
if (layer != 0)
instrument->addLayer(layer);
} else {
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SG_LOG( SG_COCKPIT, SG_INFO, "Skipping " << node->getName()
<< " in layers" );
}
}
}
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SG_LOG( SG_COCKPIT, SG_DEBUG, "Done reading instrument " << name );
return instrument;
}
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/**
* Construct the panel from a property tree.
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*/
FGPanel *
readPanel (const SGPropertyNode * root)
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{
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SG_LOG( SG_COCKPIT, SG_INFO, "Reading properties for panel " <<
root->getStringValue("name", "[Unnamed Panel]") );
David Megginson writes: I have a scrollable panel working (it didn't take long in the end). A panel can now be much wider or higher than the available area, and the user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and [Shift]F8. The user can also scroll the panel down to get a bigger external view. Mouse clicks seem still to be working correctly. To set the panel's (virtual) height and width, use the panel file's /w and /h properties in a panel XML file; to set the initial x- and y- offsets (untested), use the panel file's /x-offset and /y-offset properties; to set the initial height of the external view (untested and optional), use the panel file's /view-height property. Note that none of these show up in the regular FGFS property manager. Unfortunately, these patches will not affect your initialization problems with the property manager -- I'm having a hard time tracking them down because I cannot reproduce them. I have also made some patches to main.cxx and views.cxx to do two things: 1. Expand or shrink the external view as the panel moves up and down. 2. Set the window ratio correctly, so that we don't get an oval sun and flat clouds when the panel is visible (the problem before was integer division, so I added casts). Unfortunately, the window ratio is not set properly at start-up -- there are too many dependencies, and I haven't figured that part out yet. As soon as you hide and redisplay the panel or move it vertically (i.e. force fgReshape to be called), you'll see the correct ratio.
2000-10-06 21:16:01 +00:00
FGPanel * panel = new FGPanel(0, 0, 1024, 768);
panel->setWidth(root->getIntValue("w", 1024));
panel->setHeight(root->getIntValue("h", 443));
David Megginson writes: I have a scrollable panel working (it didn't take long in the end). A panel can now be much wider or higher than the available area, and the user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and [Shift]F8. The user can also scroll the panel down to get a bigger external view. Mouse clicks seem still to be working correctly. To set the panel's (virtual) height and width, use the panel file's /w and /h properties in a panel XML file; to set the initial x- and y- offsets (untested), use the panel file's /x-offset and /y-offset properties; to set the initial height of the external view (untested and optional), use the panel file's /view-height property. Note that none of these show up in the regular FGFS property manager. Unfortunately, these patches will not affect your initialization problems with the property manager -- I'm having a hard time tracking them down because I cannot reproduce them. I have also made some patches to main.cxx and views.cxx to do two things: 1. Expand or shrink the external view as the panel moves up and down. 2. Set the window ratio correctly, so that we don't get an oval sun and flat clouds when the panel is visible (the problem before was integer division, so I added casts). Unfortunately, the window ratio is not set properly at start-up -- there are too many dependencies, and I haven't figured that part out yet. As soon as you hide and redisplay the panel or move it vertically (i.e. force fgReshape to be called), you'll see the correct ratio.
2000-10-06 21:16:01 +00:00
//
// Grab the visible external viewing area, default to
//
panel->setViewHeight(root->getIntValue("view-height",
768 - panel->getHeight() + 2));
David Megginson writes: I have a scrollable panel working (it didn't take long in the end). A panel can now be much wider or higher than the available area, and the user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and [Shift]F8. The user can also scroll the panel down to get a bigger external view. Mouse clicks seem still to be working correctly. To set the panel's (virtual) height and width, use the panel file's /w and /h properties in a panel XML file; to set the initial x- and y- offsets (untested), use the panel file's /x-offset and /y-offset properties; to set the initial height of the external view (untested and optional), use the panel file's /view-height property. Note that none of these show up in the regular FGFS property manager. Unfortunately, these patches will not affect your initialization problems with the property manager -- I'm having a hard time tracking them down because I cannot reproduce them. I have also made some patches to main.cxx and views.cxx to do two things: 1. Expand or shrink the external view as the panel moves up and down. 2. Set the window ratio correctly, so that we don't get an oval sun and flat clouds when the panel is visible (the problem before was integer division, so I added casts). Unfortunately, the window ratio is not set properly at start-up -- there are too many dependencies, and I haven't figured that part out yet. As soon as you hide and redisplay the panel or move it vertically (i.e. force fgReshape to be called), you'll see the correct ratio.
2000-10-06 21:16:01 +00:00
//
// Grab the panel's initial offsets, default to 0, 0.
//
if (!fgHasValue("/sim/panel/x-offset"))
fgSetInt("/sim/panel/x-offset", root->getIntValue("x-offset", 0));
if (!fgHasValue("/sim/panel/y-offset"))
fgSetInt("/sim/panel/y-offset", root->getIntValue("y-offset", 0));
David Megginson writes: I have a scrollable panel working (it didn't take long in the end). A panel can now be much wider or higher than the available area, and the user can scroll around using [Shift]F5, [Shift]F6, [Shift]F7, and [Shift]F8. The user can also scroll the panel down to get a bigger external view. Mouse clicks seem still to be working correctly. To set the panel's (virtual) height and width, use the panel file's /w and /h properties in a panel XML file; to set the initial x- and y- offsets (untested), use the panel file's /x-offset and /y-offset properties; to set the initial height of the external view (untested and optional), use the panel file's /view-height property. Note that none of these show up in the regular FGFS property manager. Unfortunately, these patches will not affect your initialization problems with the property manager -- I'm having a hard time tracking them down because I cannot reproduce them. I have also made some patches to main.cxx and views.cxx to do two things: 1. Expand or shrink the external view as the panel moves up and down. 2. Set the window ratio correctly, so that we don't get an oval sun and flat clouds when the panel is visible (the problem before was integer division, so I added casts). Unfortunately, the window ratio is not set properly at start-up -- there are too many dependencies, and I haven't figured that part out yet. As soon as you hide and redisplay the panel or move it vertically (i.e. force fgReshape to be called), you'll see the correct ratio.
2000-10-06 21:16:01 +00:00
2000-09-07 00:12:32 +00:00
//
// Assign the background texture, if any, or a bogus chequerboard.
//
string bgTexture = root->getStringValue("background");
if (bgTexture == "")
bgTexture = "FOO";
panel->setBackground(FGTextureManager::createTexture(bgTexture.c_str()));
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SG_LOG( SG_COCKPIT, SG_INFO, "Set background texture to " << bgTexture );
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//
// Create each instrument.
//
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SG_LOG( SG_COCKPIT, SG_INFO, "Reading panel instruments" );
const SGPropertyNode * instrument_group = root->getChild("instruments");
if (instrument_group != 0) {
int nInstruments = instrument_group->nChildren();
for (int i = 0; i < nInstruments; i++) {
const SGPropertyNode * node = instrument_group->getChild(i);
if (node->getName() == "instrument") {
FGPanelInstrument * instrument = readInstrument(node);
if (instrument != 0)
panel->addInstrument(instrument);
} else {
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SG_LOG( SG_COCKPIT, SG_INFO, "Skipping " << node->getName()
<< " in instruments section" );
}
}
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}
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SG_LOG( SG_COCKPIT, SG_INFO, "Done reading panel instruments" );
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//
// Return the new panel.
//
return panel;
}
/**
* Read a panel from a property list.
*
* Each panel instrument will appear in its own, separate
* property list. The top level simply names the panel and
* places the instruments in their appropriate locations (and
* optionally resizes them if necessary).
*
* Returns 0 if the read fails for any reason.
*/
FGPanel *
fgReadPanel (istream &input)
{
SGPropertyNode root;
if (!readProperties(input, &root)) {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Malformed property list for panel." );
return 0;
}
return readPanel(&root);
}
/**
* Read a panel from a property list.
*
* This function opens a stream to a file, then invokes the
* main fgReadPanel() function.
*/
FGPanel *
fgReadPanel (const string &relative_path)
{
SGPath path(globals->get_fg_root());
path.append(relative_path);
SGPropertyNode root;
if (!readProperties(path.str(), &root)) {
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SG_LOG( SG_COCKPIT, SG_ALERT, "Malformed property list for panel." );
return 0;
}
return readPanel(&root);
}
// end of panel_io.cxx