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flightgear/src/Cockpit/panel.hxx

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// panel.hxx - generic support classes for a 2D panel.
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//
// Written by David Megginson, started January 2000.
//
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// 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.
//
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// $Id$
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#ifndef __PANEL_HXX
#define __PANEL_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
#endif
#include <GL/glut.h>
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#include <plib/ssg.h>
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#include <simgear/misc/props.hxx>
#include <vector>
#include <map>
#include <plib/fnt.h>
#include <Time/timestamp.hxx>
FG_USING_STD(vector);
FG_USING_STD(map);
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class FGPanelInstrument;
////////////////////////////////////////////////////////////////////////
// Texture manager (should migrate out into FGFS).
//
// This class ensures that no texture is loaded more than once.
////////////////////////////////////////////////////////////////////////
class FGTextureManager
{
public:
static ssgTexture * createTexture(const string &relativePath);
private:
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static map<string,ssgTexture *> _textureMap;
};
////////////////////////////////////////////////////////////////////////
// Cropped texture (should migrate out into FGFS).
//
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// This structure wraps an SSG texture with cropping information.
////////////////////////////////////////////////////////////////////////
class FGCroppedTexture
{
public:
FGCroppedTexture ();
FGCroppedTexture (const string &path,
float _minX = 0.0, float _minY = 0.0,
float _maxX = 1.0, float _maxY = 1.0);
virtual ~FGCroppedTexture ();
virtual void setPath (const string &path) { _path = path; }
virtual const string &getPath () const { return _path; }
virtual ssgTexture * getTexture ();
virtual void setCrop (float minX, float minY, float maxX, float maxY) {
_minX = minX; _minY = minY; _maxX = maxX; _maxY = maxY;
}
virtual float getMinX () const { return _minX; }
virtual float getMinY () const { return _minY; }
virtual float getMaxX () const { return _maxX; }
virtual float getMaxY () const { return _maxY; }
private:
string _path;
ssgTexture * _texture;
float _minX, _minY, _maxX, _maxY;
};
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////////////////////////////////////////////////////////////////////////
// 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.
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////////////////////////////////////////////////////////////////////////
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class FGPanel
{
public:
FGPanel (int x, int y, int w, int h);
virtual ~FGPanel ();
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
// Update the panel (every frame).
virtual void update () const;
// Background texture.
virtual void setBackground (ssgTexture * texture);
// Make the panel visible or invisible.
virtual bool getVisibility () const;
virtual void setVisibility (bool visibility);
// Handle a mouse click.
virtual bool doMouseAction (int button, int updown, int x, int y);
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private:
mutable bool _visibility;
mutable bool _mouseDown;
mutable int _mouseButton, _mouseX, _mouseY;
mutable int _mouseDelay;
mutable FGPanelInstrument * _mouseInstrument;
typedef vector<FGPanelInstrument *> instrument_list_type;
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int _x, _y, _w, _h;
int _panel_h;
ssgTexture * _bg;
// List of instruments in panel.
instrument_list_type _instruments;
};
////////////////////////////////////////////////////////////////////////
// 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.
////////////////////////////////////////////////////////////////////////
class FGPanelAction
{
public:
FGPanelAction ();
FGPanelAction (int button, int x, int y, int w, int h);
virtual ~FGPanelAction ();
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// Getters.
virtual int getButton () const { return _button; }
virtual int getX () const { return _x; }
virtual int getY () const { return _y; }
virtual int getWidth () const { return _w; }
virtual int getHeight () const { return _h; }
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// Setters.
virtual void setButton (int button) { _button = button; }
virtual void setX (int x) { _x = x; }
virtual void setY (int y) { _y = y; }
virtual void setWidth (int w) { _w = w; }
virtual void setHeight (int h) { _h = h; }
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// Check whether we're in the area.
virtual bool inArea (int button, int x, int y)
{
return (button == _button &&
x >= _x &&
x < _x + _w &&
y >= _y &&
y < _y + _h);
}
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// Perform the action.
virtual void doAction () = 0;
private:
int _button;
int _x;
int _y;
int _w;
int _h;
};
////////////////////////////////////////////////////////////////////////
// Adjustment action.
//
// This is an action to increase or decrease an FGFS value by a certain
// increment within a certain range. If the wrap flag is true, the
// value will wrap around if it goes below min or above max; otherwise,
// it will simply stop at min or max.
////////////////////////////////////////////////////////////////////////
class FGAdjustAction : public FGPanelAction
{
public:
FGAdjustAction (int button, int x, int y, int w, int h,
SGValue * value, float increment,
float min, float max, bool wrap=false);
virtual ~FGAdjustAction ();
virtual void doAction ();
private:
SGValue * _value;
float _increment;
float _min;
float _max;
bool _wrap;
};
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////////////////////////////////////////////////////////////////////////
// Swap action.
//
// This is an action to swap two values. It's currently used in the
// navigation radios.
////////////////////////////////////////////////////////////////////////
class FGSwapAction : public FGPanelAction
{
public:
FGSwapAction (int button, int x, int y, int w, int h,
SGValue * value1, SGValue * value2);
virtual ~FGSwapAction ();
virtual void doAction ();
private:
SGValue * _value1;
SGValue * _value2;
};
////////////////////////////////////////////////////////////////////////
// Toggle action.
//
// This is an action to toggle a boolean value.
////////////////////////////////////////////////////////////////////////
class FGToggleAction : public FGPanelAction
{
public:
FGToggleAction (int button, int x, int y, int w, int h,
SGValue * value);
virtual ~FGToggleAction ();
virtual void doAction ();
private:
SGValue * _value;
};
////////////////////////////////////////////////////////////////////////
// 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).
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////////////////////////////////////////////////////////////////////////
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class FGPanelInstrument
{
public:
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FGPanelInstrument ();
FGPanelInstrument (int x, int y, int w, int h);
virtual ~FGPanelInstrument ();
virtual void draw () = 0;
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virtual void setPosition(int x, int y);
virtual void setSize(int w, int h);
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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);
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protected:
int _x, _y, _w, _h;
typedef vector<FGPanelAction *> action_list_type;
action_list_type _actions;
};
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////////////////////////////////////////////////////////////////////////
// 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.
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////////////////////////////////////////////////////////////////////////
/**
* A transformation for a layer.
*/
class FGPanelTransformation {
public:
enum Type {
XSHIFT,
YSHIFT,
ROTATION
};
FGPanelTransformation ();
virtual ~FGPanelTransformation ();
Type type;
const SGValue * value;
float min;
float max;
float factor;
float offset;
};
/**
* A single layer of a multi-layered instrument.
*
* Each layer can be subject to a series of transformations based
* on current FGFS instrument readings: for example, a texture
* representing a needle can rotate to show the airspeed.
*/
class FGInstrumentLayer
{
public:
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FGInstrumentLayer (int w = -1, int h = -1);
virtual ~FGInstrumentLayer ();
virtual void draw () = 0;
virtual void transform () const;
virtual int getWidth () const { return _w; }
virtual int getHeight () const { return _h; }
virtual void setWidth (int w) { _w = w; }
virtual void setHeight (int h) { _h = h; }
// Transfer pointer ownership!!
// DEPRECATED
virtual void addTransformation (FGPanelTransformation * transformation);
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protected:
int _w, _h;
typedef vector<FGPanelTransformation *> transformation_list;
transformation_list _transformations;
};
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////////////////////////////////////////////////////////////////////////
// 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.
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////////////////////////////////////////////////////////////////////////
/**
* An instrument constructed of multiple layers.
*
* Each individual layer can be rotated or shifted to correspond
* to internal FGFS instrument readings.
*/
class FGLayeredInstrument : public FGPanelInstrument
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{
public:
FGLayeredInstrument (int x, int y, int w, int h);
virtual ~FGLayeredInstrument ();
virtual void draw ();
// Transfer pointer ownership!!
virtual int addLayer (FGInstrumentLayer *layer);
virtual int addLayer (FGCroppedTexture &texture, int w = -1, int h = -1);
// Transfer pointer ownership!!
virtual void addTransformation (FGPanelTransformation * transformation);
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protected:
typedef vector<FGInstrumentLayer *> layer_list;
layer_list _layers;
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};
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////////////////////////////////////////////////////////////////////////
// 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.
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////////////////////////////////////////////////////////////////////////
class FGTexturedLayer : public FGInstrumentLayer
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{
public:
FGTexturedLayer (int w = -1, int h = -1) : FGInstrumentLayer(w, h) {}
FGTexturedLayer (const FGCroppedTexture &texture, int w = -1, int h = -1);
virtual ~FGTexturedLayer ();
virtual void draw ();
virtual void setTexture (const FGCroppedTexture &texture) {
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_texture = texture;
}
virtual FGCroppedTexture &getTexture () { return _texture; }
virtual const FGCroppedTexture &getTexture () const { return _texture; }
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private:
mutable FGCroppedTexture _texture;
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};
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////////////////////////////////////////////////////////////////////////
// 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.
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////////////////////////////////////////////////////////////////////////
class FGTextLayer : public FGInstrumentLayer
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{
public:
typedef enum ChunkType {
TEXT,
TEXT_VALUE,
DOUBLE_VALUE
};
class Chunk {
public:
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Chunk (const string &text, const string &fmt = "%s");
Chunk (ChunkType type, const SGValue * value,
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const string &fmt = "", float mult = 1.0);
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const char * getValue () const;
private:
ChunkType _type;
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string _text;
const SGValue * _value;
string _fmt;
float _mult;
mutable char _buf[1024];
};
FGTextLayer (int w = -1, int h = -1);
virtual ~FGTextLayer ();
virtual void draw ();
// Transfer pointer!!
virtual void addChunk (Chunk * chunk);
virtual void setColor (float r, float g, float b);
virtual void setPointSize (float size);
virtual void setFont (fntFont * font);
private:
void recalc_value () const;
typedef vector<Chunk *> chunk_list;
chunk_list _chunks;
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float _color[4];
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float _pointSize;
mutable string _value;
mutable FGTimeStamp _then;
mutable FGTimeStamp _now;
};
////////////////////////////////////////////////////////////////////////
// A layer that switches between two other layers.
////////////////////////////////////////////////////////////////////////
class FGSwitchLayer : public FGInstrumentLayer
{
public:
// Transfer pointers!!
FGSwitchLayer (int w, int h, const SGValue * value,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2);
virtual ~FGSwitchLayer ();
virtual void draw ();
private:
const SGValue * _value;
FGInstrumentLayer * _layer1, * _layer2;
};
////////////////////////////////////////////////////////////////////////
// The current panel, if any.
////////////////////////////////////////////////////////////////////////
extern FGPanel * current_panel;
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#endif // __PANEL_HXX
// end of panel.hxx
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