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flightgear/Simulator/Cockpit/hud_ladr.cxx

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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdlib.h>
#include <string.h>
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#include <Aircraft/aircraft.hxx>
#include <Include/fg_constants.h>
#include <Math/fg_random.h>
#include <Math/mat3.h>
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#include <Math/polar3d.hxx>
#include <Scenery/scenery.hxx>
#include <Time/fg_timer.hxx>
#include <GUI/gui.h>
#include "hud.hxx"
//====================== Top of HudLadder Class =======================
HudLadder :: HudLadder( int x,
int y,
UINT width,
UINT height,
FLTFNPTR ptch_source,
FLTFNPTR roll_source,
float span_units,
float major_div,
float minor_div,
UINT screen_hole,
UINT lbl_pos,
bool working) :
dual_instr_item( x, y, width, height,
ptch_source,
roll_source,
working,
HUDS_RIGHT),
width_units ( (int)(span_units) ),
div_units ( (int)(major_div < 0? -major_div: major_div) ),
minor_div ( (int)(minor_div) ),
label_pos ( lbl_pos ),
scr_hole ( screen_hole ),
vmax ( span_units/2 ),
vmin ( -vmax )
{
if( !width_units ) {
width_units = 45;
}
factor = (float)get_span() / (float) width_units;
}
HudLadder :: ~HudLadder()
{
}
HudLadder ::
HudLadder( const HudLadder & image ) :
dual_instr_item( (dual_instr_item &) image),
width_units ( image.width_units ),
div_units ( image.div_units ),
label_pos ( image.label_pos ),
scr_hole ( image.scr_hole ),
vmax ( image.vmax ),
vmin ( image.vmin ),
factor ( image.factor )
{
}
HudLadder & HudLadder :: operator = ( const HudLadder & rhs )
{
if( !(this == &rhs)) {
(dual_instr_item &)(*this) = (dual_instr_item &)rhs;
width_units = rhs.width_units;
div_units = rhs.div_units;
label_pos = rhs.label_pos;
scr_hole = rhs.scr_hole;
vmax = rhs.vmax;
vmin = rhs.vmin;
factor = rhs.factor;
}
return *this;
}
//
// Draws a climb ladder in the center of the HUD
//
void HudLadder :: draw( void )
{
float x_ini;
float x_end;
float y;
POINT centroid = get_centroid();
RECT box = get_location();
float half_span = box.right / 2.0;
float roll_value = current_ch2();
float pitch_value = current_ch1() * RAD_TO_DEG;
vmin = pitch_value - (float)width_units/2.0;
vmax = pitch_value + (float)width_units/2.0;
glPushMatrix();
glTranslatef( centroid.x, centroid.y, 0);
glRotatef(roll_value * RAD_TO_DEG, 0.0, 0.0, 1.0);
// Draw the target spot.
#define CENTER_DIAMOND_SIZE 6.0
glBegin(GL_LINE_LOOP);
glVertex2f( -CENTER_DIAMOND_SIZE, 0.0);
glVertex2f(0.0, CENTER_DIAMOND_SIZE);
glVertex2f( CENTER_DIAMOND_SIZE, 0.0);
glVertex2f(0.0, -CENTER_DIAMOND_SIZE);
glEnd();
#undef CENTER_DIAMOND_SIZE
if( div_units ) {
char TextLadder[8] ;
float label_length ;
float label_height ;
float left ;
float right ;
float bot ;
float top ;
float text_offset = 4.0f ;
float zero_offset = 10.0f ;
fntFont *font = HUDtext->getFont();
float pointsize = HUDtext->getPointSize();
float italic = HUDtext->getSlant();
TextList.setFont( HUDtext );
TextList.erase();
LineList.erase();
StippleLineList.erase();
int last = FloatToInt(vmax)+1;
int i = FloatToInt(vmin);
if( !scr_hole ) {
for( ; i<last ; i++ ) {
y = (((float)(i - pitch_value) * factor) + .5f);
if( !(i % div_units )) { // At integral multiple of div
sprintf( TextLadder, "%d", i );
font->getBBox ( TextLadder, pointsize, italic,
&left, &right, &bot, &top ) ;
label_length = right - left;
label_length += text_offset;
label_height = (top - bot)/2.0f;
x_ini = -half_span;
x_end = half_span;
if( i >= 0 ) {
// Make zero point wider on left
if( i == 0 )
x_ini -= zero_offset;
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
StippleLine(x_ini, y, x_end, y);
}
// Calculate the position of the left text and write it.
Text( x_ini-label_length, y-label_height, TextLadder );
Text( x_end+text_offset, y-label_height, TextLadder );
}
}
}
else // if(scr_hole )
{ // Draw ladder with space in the middle of the lines
float hole = (float)((scr_hole)/2.0f);
for( ; i<last ; i++ ) {
y = (((float)(i - pitch_value) * factor) + .5);
if( !(i % div_units )) { // At integral multiple of div
sprintf( TextLadder, "%d", i );
font->getBBox ( TextLadder, pointsize, italic,
&left, &right, &bot, &top ) ;
label_length = right - left;
label_length += text_offset;
label_height = (top - bot)/2.0f;
// printf("l %f r %f b %f t %f\n",left, right, bot, top );
// Start by calculating the points and drawing the
// left side lines.
x_ini = -half_span;
x_end = -half_span + hole;
if( i >= 0 ) {
// Make zero point wider on left
if( i == 0 )
x_ini -= zero_offset;
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
StippleLine(x_ini, y, x_end, y);
}
// Now calculate the location of the left side label using
Text( x_ini-label_length, y-label_height, TextLadder );
// Now calculate and draw the right side line location
x_ini = half_span - hole;
x_end = half_span;
if( i >= 0 ) {
if( i == 0 )
x_end += zero_offset;
// Zero or above draw solid lines
Line(x_ini, y, x_end, y);
} else {
// Below zero draw dashed lines.
StippleLine(x_ini, y, x_end, y);
}
// Calculate the location and draw the right side label
Text( x_end+text_offset, y-label_height, TextLadder );
}
}
}
TextList.draw();
glLineWidth(0.2);
LineList.draw();
glEnable(GL_LINE_STIPPLE);
glLineStipple( 1, 0x00FF );
StippleLineList.draw( );
glDisable(GL_LINE_STIPPLE);
}
glPopMatrix();
}