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flightgear/utils/fgpanel/panel.cxx

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// panel.cxx - default, 2D single-engine prop instrument 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id: panel.cxx,v 1.44 2006/09/05 20:28:48 curt Exp $
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdio.h> // sprintf
#include <string.h>
#include <simgear/compiler.h>
2011-06-04 19:27:04 +00:00
#if defined (SG_MAC)
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
2011-06-04 19:27:04 +00:00
#endif
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
2011-05-27 18:53:16 +00:00
#include <simgear/math/SGMath.hxx>
#include <simgear/misc/sg_path.hxx>
#include "panel.hxx"
#include "ApplicationProperties.hxx"
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
class FGDummyTextureLoader : public FGTextureLoaderInterface {
public:
virtual GLuint loadTexture( const string & filename );
};
GLuint FGDummyTextureLoader::loadTexture( const string & filename )
{
GLuint _texture = 0;
glGenTextures( 1, &_texture );
glBindTexture( GL_TEXTURE_2D, _texture );
// glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
// glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) ;
// glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ) ;
// glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
// glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
GLubyte image[ 2 * 2 * 3 ] ;
/* Red and white chequerboard */
image [ 0 ] = 255 ; image [ 1 ] = 0 ; image [ 2 ] = 0 ;
image [ 3 ] = 255 ; image [ 4 ] = 255 ; image [ 5 ] = 255 ;
image [ 6 ] = 255 ; image [ 7 ] = 255 ; image [ 8 ] = 255 ;
image [ 9 ] = 255 ; image [ 10] = 0 ; image [ 11] = 0 ;
glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, 2, 2, 0,
GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) image);
return _texture;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGCropped Texture.
////////////////////////////////////////////////////////////////////////
GLuint FGCroppedTexture::current_bound_texture = 0;
map<string,GLuint> FGCroppedTexture::cache;
map<string,FGTextureLoaderInterface*> FGCroppedTexture::textureLoader;
static FGDummyTextureLoader dummyTextureLoader;
FGCroppedTexture::FGCroppedTexture (const string &path,
float minX, float minY,
float maxX, float maxY)
: _path(path),
_minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY), _texture(0)
{
}
FGCroppedTexture::~FGCroppedTexture ()
{
}
void FGCroppedTexture::bind( bool doGLBind )
{
if( _texture == 0 ) {
SG_LOG( SG_COCKPIT, SG_DEBUG, "First bind of texture " << _path );
if( cache.count(_path) > 0 ) {
_texture = cache[_path];
SG_LOG( SG_COCKPIT, SG_DEBUG, "Using texture " << _path << " from cache (#" << _texture << ")" );
} else {
SGPath tpath = ApplicationProperties::GetRootPath(_path.c_str());
string extension = tpath.extension();
FGTextureLoaderInterface * loader = &dummyTextureLoader;
if( textureLoader.count( extension ) == 0 ) {
SG_LOG( SG_COCKPIT, SG_ALERT, "Can't handle textures of type " << extension );
} else {
loader = textureLoader[extension];
}
_texture = loader->loadTexture( tpath.c_str() );
SG_LOG( SG_COCKPIT, SG_DEBUG, "Texture " << tpath.c_str() << " loaded from file as #" << _texture );
cache[_path] = _texture;
}
}
if( !doGLBind || current_bound_texture == _texture )
return;
glBindTexture( GL_TEXTURE_2D, _texture );
current_bound_texture = _texture;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
/**
* Constructor.
*/
FGPanel::FGPanel ( SGPropertyNode_ptr root)
: _root(root),
_flipx(root->getNode("/sim/panel/flip-x", true)),
_rotate(root->getNode("/sim/panel/rotate-deg", true)),
_bg_width(1.0), _bg_height(1.0),
initDisplayList(0)
{
}
/**
* Destructor.
*/
FGPanel::~FGPanel ()
{
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
delete *it;
*it = 0;
}
}
/**
* Add an instrument to the panel.
*/
void
FGPanel::addInstrument (FGPanelInstrument * instrument)
{
_instruments.push_back(instrument);
}
/**
* Initialize the panel.
*/
void
FGPanel::init ()
{
}
/**
* Bind panel properties.
*/
void
FGPanel::bind ()
{
}
/**
* Unbind panel properties.
*/
void
FGPanel::unbind ()
{
}
GLuint FGPanel::getInitDisplayList()
{
if( initDisplayList != 0 ) return initDisplayList;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( _flipx->getBoolValue() ) {
gluOrtho2D( _width, 0, _height, 0 ); /* up side down */
} else {
gluOrtho2D( 0, _width, 0, _height ); /* right side up */
}
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glClear( GL_COLOR_BUFFER_BIT);
// save some state
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
| GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
| GL_DEPTH_BUFFER_BIT );
// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_DEPTH_TEST);
if (_bg != NULL) {
_bg->bind();
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(0, 0);
glTexCoord2f(_bg_width, 0.0); glVertex2f(_width, 0);
glTexCoord2f(_bg_width, _bg_height); glVertex2f(_width, _height);
glTexCoord2f(0.0, _bg_height); glVertex2f(0, _height);
glEnd();
} else if( _mbg[0] != NULL ) {
for (int i = 0; i < 4; i ++) {
// top row of textures...(1,3,5,7)
_mbg[i*2]->bind();
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(i*_width/4, _height/2);
glTexCoord2f(1.0, 0.0); glVertex2f((i+1)*_width/4, _height/2);
glTexCoord2f(1.0, 1.0); glVertex2f((i+1)*_width/4, _height);
glTexCoord2f(0.0, 1.0); glVertex2f(i*_width/4, _height);
glEnd();
// bottom row of textures...(2,4,6,8)
_mbg[i*2+1]->bind();
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f( i*_width/4, 0);
glTexCoord2f(1.0, 0.0); glVertex2f( (i+1)*_width/4, 0);
glTexCoord2f(1.0, 1.0); glVertex2f( (i+1)*_width/4, _height/2);
glTexCoord2f(0.0, 1.0); glVertex2f( i*_width/4, _height/2);
glEnd();
}
} else {
float c[4];
glGetFloatv( GL_CURRENT_COLOR, c );
glColor4f( 0.0, 0.0, 0.0, 1.0 );
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(_width, 0);
glVertex2f(_width, _height);
glVertex2f(0, _height);
glEnd();
glColor4fv( c );
}
return initDisplayList;
}
void
FGPanel::update (double dt)
{
glCallList(getInitDisplayList());
// Draw the instruments.
// Syd Adams: added instrument clipping
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
GLdouble blx[4]={1.0,0.0,0.0,0.0};
GLdouble bly[4]={0.0,1.0,0.0,0.0};
GLdouble urx[4]={-1.0,0.0,0.0,0.0};
GLdouble ury[4]={0.0,-1.0,0.0,0.0};
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
int ix= instr->getWidth();
int iy= instr->getHeight();
glPushMatrix();
glTranslated(-ix/2,-iy/2,0);
glClipPlane(GL_CLIP_PLANE0,blx);
glClipPlane(GL_CLIP_PLANE1,bly);
glEnable(GL_CLIP_PLANE0);
glEnable(GL_CLIP_PLANE1);
glTranslated(ix,iy,0);
glClipPlane(GL_CLIP_PLANE2,urx);
glClipPlane(GL_CLIP_PLANE3,ury);
glEnable(GL_CLIP_PLANE2);
glEnable(GL_CLIP_PLANE3);
glPopMatrix();
instr->draw();
glPopMatrix();
}
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3);
// restore some original state
glPopAttrib();
}
#if 0
/**
* Update the panel.
*/
void
FGPanel::update (double dt)
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if ( _flipx->getBoolValue() ) {
gluOrtho2D( _width, 0, _height, 0 ); /* up side down */
} else {
gluOrtho2D( 0, _width, 0, _height ); /* right side up */
}
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
draw();
}
void FGPanel::draw()
{
glClear( GL_COLOR_BUFFER_BIT);
// save some state
glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
| GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
| GL_DEPTH_BUFFER_BIT );
// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
glDisable(GL_DEPTH_TEST);
if (_bg != NULL) {
_bg->bind();
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(0, 0);
glTexCoord2f(_bg_width, 0.0); glVertex2f(_width, 0);
glTexCoord2f(_bg_width, _bg_height); glVertex2f(_width, _height);
glTexCoord2f(0.0, _bg_height); glVertex2f(0, _height);
glEnd();
} else if( _mbg[0] != NULL ) {
for (int i = 0; i < 4; i ++) {
// top row of textures...(1,3,5,7)
_mbg[i*2]->bind();
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(i*_width/4, _height/2);
glTexCoord2f(1.0, 0.0); glVertex2f((i+1)*_width/4, _height/2);
glTexCoord2f(1.0, 1.0); glVertex2f((i+1)*_width/4, _height);
glTexCoord2f(0.0, 1.0); glVertex2f(i*_width/4, _height);
glEnd();
// bottom row of textures...(2,4,6,8)
_mbg[i*2+1]->bind();
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f( i*_width/4, 0);
glTexCoord2f(1.0, 0.0); glVertex2f( (i+1)*_width/4, 0);
glTexCoord2f(1.0, 1.0); glVertex2f( (i+1)*_width/4, _height/2);
glTexCoord2f(0.0, 1.0); glVertex2f( i*_width/4, _height/2);
glEnd();
}
} else {
float c[4];
glGetFloatv( GL_CURRENT_COLOR, c );
glColor4f( 0.0, 0.0, 0.0, 1.0 );
glBegin(GL_QUADS);
glVertex2f(0, 0);
glVertex2f(_width, 0);
glVertex2f(_width, _height);
glVertex2f(0, _height);
glEnd();
glColor4fv( c );
}
// Draw the instruments.
// Syd Adams: added instrument clipping
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
GLdouble blx[4]={1.0,0.0,0.0,0.0};
GLdouble bly[4]={0.0,1.0,0.0,0.0};
GLdouble urx[4]={-1.0,0.0,0.0,0.0};
GLdouble ury[4]={0.0,-1.0,0.0,0.0};
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
int ix= instr->getWidth();
int iy= instr->getHeight();
glPushMatrix();
glTranslated(-ix/2,-iy/2,0);
glClipPlane(GL_CLIP_PLANE0,blx);
glClipPlane(GL_CLIP_PLANE1,bly);
glEnable(GL_CLIP_PLANE0);
glEnable(GL_CLIP_PLANE1);
glTranslated(ix,iy,0);
glClipPlane(GL_CLIP_PLANE2,urx);
glClipPlane(GL_CLIP_PLANE3,ury);
glEnable(GL_CLIP_PLANE2);
glEnable(GL_CLIP_PLANE3);
glPopMatrix();
instr->draw();
glPopMatrix();
}
glDisable(GL_CLIP_PLANE0);
glDisable(GL_CLIP_PLANE1);
glDisable(GL_CLIP_PLANE2);
glDisable(GL_CLIP_PLANE3);
// restore some original state
glPopAttrib();
}
#endif
/**
* Set the panel's background texture.
*/
void
FGPanel::setBackground (FGCroppedTexture_ptr texture)
{
_bg = texture;
}
/**
* Set the panel's multiple background textures.
*/
void
FGPanel::setMultiBackground (FGCroppedTexture_ptr texture, int idx)
{
_bg = 0;
_mbg[idx] = texture;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanelTransformation.
////////////////////////////////////////////////////////////////////////
FGPanelTransformation::FGPanelTransformation ()
: table(0)
{
}
FGPanelTransformation::~FGPanelTransformation ()
{
delete table;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanelInstrument.
////////////////////////////////////////////////////////////////////////
FGPanelInstrument::FGPanelInstrument ()
{
setPosition(0, 0);
setSize(0, 0);
}
FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
{
setPosition(x, y);
setSize(w, h);
}
FGPanelInstrument::~FGPanelInstrument ()
{
}
void
FGPanelInstrument::setPosition (int x, int y)
{
_x = x;
_y = y;
}
void
FGPanelInstrument::setSize (int w, int h)
{
_w = w;
_h = h;
}
int
FGPanelInstrument::getXPos () const
{
return _x;
}
int
FGPanelInstrument::getYPos () const
{
return _y;
}
int
FGPanelInstrument::getWidth () const
{
return _w;
}
int
FGPanelInstrument::getHeight () const
{
return _h;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGLayeredInstrument.
////////////////////////////////////////////////////////////////////////
FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
: FGPanelInstrument(x, y, w, h)
{
}
FGLayeredInstrument::~FGLayeredInstrument ()
{
for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) {
delete *it;
*it = 0;
}
}
void
FGLayeredInstrument::draw ()
{
if (!test())
return;
for (int i = 0; i < (int)_layers.size(); i++) {
glPushMatrix();
_layers[i]->draw();
glPopMatrix();
}
}
int
FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
{
int n = _layers.size();
if (layer->getWidth() == -1) {
layer->setWidth(getWidth());
}
if (layer->getHeight() == -1) {
layer->setHeight(getHeight());
}
_layers.push_back(layer);
return n;
}
int
FGLayeredInstrument::addLayer (FGCroppedTexture_ptr texture, int w, int h)
{
return addLayer(new FGTexturedLayer(texture, w, h));
}
void
FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation)
{
int layer = _layers.size() - 1;
_layers[layer]->addTransformation(transformation);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
////////////////////////////////////////////////////////////////////////
FGInstrumentLayer::FGInstrumentLayer (int w, int h)
: _w(w),
_h(h)
{
}
FGInstrumentLayer::~FGInstrumentLayer ()
{
for (transformation_list::iterator it = _transformations.begin();
it != _transformations.end();
it++) {
delete *it;
*it = 0;
}
}
void
FGInstrumentLayer::transform () const
{
transformation_list::const_iterator it = _transformations.begin();
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
FGPanelTransformation *t = *it;
if (t->test()) {
float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
if (t->has_mod)
val = fmod(val, t->mod);
if (val < t->min) {
val = t->min;
} else if (val > t->max) {
val = t->max;
}
if (t->table==0) {
val = val * t->factor + t->offset;
} else {
val = t->table->interpolate(val) * t->factor + t->offset;
}
switch (t->type) {
case FGPanelTransformation::XSHIFT:
glTranslatef(val, 0.0, 0.0);
break;
case FGPanelTransformation::YSHIFT:
glTranslatef(0.0, val, 0.0);
break;
case FGPanelTransformation::ROTATION:
glRotatef(-val, 0.0, 0.0, 1.0);
break;
}
}
it++;
}
}
void
FGInstrumentLayer::addTransformation (FGPanelTransformation * transformation)
{
_transformations.push_back(transformation);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGGroupLayer.
////////////////////////////////////////////////////////////////////////
FGGroupLayer::FGGroupLayer ()
{
}
FGGroupLayer::~FGGroupLayer ()
{
for (unsigned int i = 0; i < _layers.size(); i++)
delete _layers[i];
}
void
FGGroupLayer::draw ()
{
if (test()) {
transform();
int nLayers = _layers.size();
for (int i = 0; i < nLayers; i++)
_layers[i]->draw( );
}
}
void
FGGroupLayer::addLayer (FGInstrumentLayer * layer)
{
_layers.push_back(layer);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTexturedLayer.
////////////////////////////////////////////////////////////////////////
FGTexturedLayer::FGTexturedLayer (FGCroppedTexture_ptr texture, int w, int h)
: FGInstrumentLayer(w, h),
_emissive(false),
displayList(0)
{
setTexture(texture);
}
FGTexturedLayer::~FGTexturedLayer ()
{
}
GLuint
FGTexturedLayer::getDisplayList()
{
if( displayList != 0 )
return displayList;
int w2 = _w / 2;
int h2 = _h / 2;
_texture->bind( false );
displayList = glGenLists(1);
glNewList(displayList,GL_COMPILE_AND_EXECUTE);
glBindTexture( GL_TEXTURE_2D, _texture->getTexture() );
glBegin(GL_QUADS);
glTexCoord2f(_texture->getMinX(), _texture->getMinY()); glVertex2f(-w2, -h2);
glTexCoord2f(_texture->getMaxX(), _texture->getMinY()); glVertex2f(w2, -h2);
glTexCoord2f(_texture->getMaxX(), _texture->getMaxY()); glVertex2f(w2, h2);
glTexCoord2f(_texture->getMinX(), _texture->getMaxY()); glVertex2f(-w2, h2);
glEnd();
glEndList();
return displayList;
}
void
FGTexturedLayer::draw ( )
{
if (test()) {
transform();
glCallList(getDisplayList());
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextLayer.
////////////////////////////////////////////////////////////////////////
fntRenderer FGTextLayer::text_renderer;
FGTextLayer::FGTextLayer (int w, int h)
: FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("Helvetica.txf")
{
_then.stamp();
_color[0] = _color[1] = _color[2] = 0.0;
_color[3] = 1.0;
}
FGTextLayer::~FGTextLayer ()
{
chunk_list::iterator it = _chunks.begin();
chunk_list::iterator last = _chunks.end();
for ( ; it != last; it++) {
delete *it;
}
}
void
FGTextLayer::draw ()
{
if (test()) {
float c[4];
glGetFloatv( GL_CURRENT_COLOR, c );
glColor4fv(_color);
transform();
text_renderer.setFont(ApplicationProperties::fontCache.getTexFont(_font_name.c_str()));
text_renderer.setPointSize(_pointSize);
text_renderer.begin();
text_renderer.start3f(0, 0, 0);
_now.stamp();
long diff = (_now - _then).toUSecs();
if (diff > 100000 || diff < 0 ) {
// ( diff < 0 ) is a sanity check and indicates our time stamp
// difference math probably overflowed. We can handle a max
// difference of 35.8 minutes since the returned value is in
// usec. So if the panel is left off longer than that we can
// over flow the math with it is turned back on. This (diff <
// 0) catches that situation, get's us out of trouble, and
// back on track.
recalc_value();
_then = _now;
}
// Something is goofy. The code in this file renders only CCW
// polygons, and I have verified that the font code in plib
// renders only CCW trianbles. Yet they come out backwards.
// Something around here or in plib is either changing the winding
// order or (more likely) pushing a left-handed matrix onto the
// stack. But I can't find it; get out the chainsaw...
glFrontFace(GL_CW);
text_renderer.puts((char *)(_value.c_str()));
glFrontFace(GL_CCW);
text_renderer.end();
glColor4fv( c );
}
}
void
FGTextLayer::addChunk (FGTextLayer::Chunk * chunk)
{
_chunks.push_back(chunk);
}
void
FGTextLayer::setColor (float r, float g, float b)
{
_color[0] = r;
_color[1] = g;
_color[2] = b;
_color[3] = 1.0;
}
void
FGTextLayer::setPointSize (float size)
{
_pointSize = size;
}
void
FGTextLayer::setFontName(const string &name)
{
_font_name = name + ".txf";
}
void
FGTextLayer::setFont(fntFont * font)
{
FGTextLayer::text_renderer.setFont(font);
}
void
FGTextLayer::recalc_value () const
{
_value = "";
chunk_list::const_iterator it = _chunks.begin();
chunk_list::const_iterator last = _chunks.end();
for ( ; it != last; it++) {
_value += (*it)->getValue();
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextLayer::Chunk.
////////////////////////////////////////////////////////////////////////
FGTextLayer::Chunk::Chunk (const string &text, const string &fmt)
: _type(FGTextLayer::TEXT), _fmt(fmt)
{
_text = text;
if (_fmt.empty())
_fmt = "%s";
}
FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
const string &fmt, float mult, float offs,
bool truncation)
: _type(type), _fmt(fmt), _mult(mult), _offs(offs), _trunc(truncation)
{
if (_fmt.empty()) {
if (type == TEXT_VALUE)
_fmt = "%s";
else
_fmt = "%.2f";
}
_node = node;
}
const char *
FGTextLayer::Chunk::getValue () const
{
if (test()) {
_buf[0] = '\0';
switch (_type) {
case TEXT:
sprintf(_buf, _fmt.c_str(), _text.c_str());
return _buf;
case TEXT_VALUE:
sprintf(_buf, _fmt.c_str(), _node->getStringValue());
break;
case DOUBLE_VALUE:
double d = _offs + _node->getFloatValue() * _mult;
if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
sprintf(_buf, _fmt.c_str(), d);
break;
}
return _buf;
} else {
return "";
}
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
FGSwitchLayer::FGSwitchLayer ()
: FGGroupLayer()
{
}
void
FGSwitchLayer::draw ()
{
if (test()) {
transform();
int nLayers = _layers.size();
for (int i = 0; i < nLayers; i++) {
if (_layers[i]->test()) {
_layers[i]->draw();
return;
}
}
}
}
// end of panel.cxx