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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 GLUT_H
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#include <plib/ssg.h>
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#include <simgear/math/interpolater.hxx>
#include <simgear/misc/props.hxx>
#include <simgear/timing/timestamp.hxx>
#include <cmath>
#include <vector>
#include <map>
#include <plib/fnt.h>
#include <Main/fgfs.hxx>
#include <Main/fg_props.hxx>
#include <Input/input.hxx>
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SG_USING_STD(vector);
SG_USING_STD(map);
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class FGPanelInstrument;
////////////////////////////////////////////////////////////////////////
// Texture management.
////////////////////////////////////////////////////////////////////////
/**
* 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).
*
* 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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////////////////////////////////////////////////////////////////////////
// Top-level panel.
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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.
*/
class FGPanel : public FGSubsystem
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{
public:
FGPanel ();
virtual ~FGPanel ();
// Update the panel (every frame).
virtual void init ();
virtual void bind ();
virtual void unbind ();
3D panel support from Andy Ross: + The panel(s) are now an first-class SSG node inside the aircraft scene graph. There's a little code added to model.cxx to handle the parsing, but most of the changes are inside the new FGPanelNode class (Model/panelnode.[ch]xx). + The old FGPanel source changed a lot, but mostly cosmetically. The virtual-cockpit code moved out into FGPanelNode, and the core rendering has been abstracted into a draw() method that doesn't try to set any OpenGL state. I also replaced the old inter-layer offset code with glPolygonOffset, as calculating the right Z values is hard across the funky modelview matrix I need to use. The older virtual panel code got away with it by disabling depth test, thus the "panel draws on top of yoke" bug. PolygonOffset is really the appropriate solution for this sort of task anyway. + The /sim/virtual-cockpit property is no more. The 2D panels are still specified in the -set.xml file, but 3D panels are part of the model file. + You can have as many 3D panels as you like. Problems: + The mouse support isn't ready yet, so the 3D panels still aren't interactive. Soon to come. + Being part of the same scene graph as the model, the 3D panels now "jitter" in exactly the same way. While this makes the jitter of the attitude gyro less noticeable, it's still *very* noticeable and annoying. I looked hard for this, and am at this point convinced that the problem is with the two orientation computations. We have one in FGLocation that is used by the model code, and one in FGViewer that is used at the top of the scene graph. My suspicion is that they don't agree exactly, so the final orientation matrix is the right answer plus the difference. I did rule out the FDMs though. None of them show more than about 0.0001 degree of orientation change between frames for a stopped aircraft. That's within an order of magnitude of what you'd expect for the orientation change due to the rotation of the earth (which we don't model -- I cite it only as evidence of how small this is); far, far less than one pixel on the screen. [and later] OK, this is fixed by the attached panel.cxx file. What's happened is that the winding order for the text layer's polygons is wrong, so I reverse it before drawing. That's largely a hatchet job to make things work for now, though. We should figure out why the winding order is wrong for only text layers and fix it. I checked the plib sources -- they're definitely doing things CCW, as is all the rest of the panel code. Odd. I'm also not sure why the 2D panel doesn't care (it works in both winding orders). But this will allow you to check in working code, anyway. There's a big comment to this effect in there.
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virtual void draw ();
virtual void update (double dt);
virtual void update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
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virtual void updateMouseDelay();
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
// Background texture.
virtual void setBackground (ssgTexture * texture);
// Background multiple textures.
virtual void setMultiBackground (ssgTexture * texture, int idx);
// Make the panel visible or invisible.
virtual bool getVisibility () const;
virtual void setVisibility (bool visibility);
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.
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// Full width of panel.
virtual void setWidth (int width) { _width = width; }
virtual int getWidth () const { return _width; }
// Full height of panel.
virtual void setHeight (int height) { _height = height; }
virtual int getHeight () const { return _height; }
// X-offset
virtual void setXOffset (int offset);
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virtual int getXOffset () const { return _x_offset->getIntValue(); }
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.
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// Y-offset.
virtual void setYOffset (int offset);
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virtual int getYOffset () const { return _y_offset->getIntValue(); }
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.
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// View height.
virtual void setViewHeight (int height) { _view_height = height; }
virtual int getViewHeight () const { return _view_height; }
// Handle a mouse click.
virtual bool doMouseAction (int button, int updown, int x, int y);
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virtual bool doLocalMouseAction(int button, int updown, int x, int y);
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private:
Virtual cockpit patches from Andy Ross: What the attached patch does is map your panel definition onto a (non z-buffered) quad in front of your face. You can twist the view around and see it move in the appropriate ways. Apply the patch (let me know if folks need help with that step), and then set the /sim/virtual-cockpit property to true. You can do this on the command line with --prop:/sim/virtual-cockpit=1, or via the property picker. Bind it to a key for fast toggling if you like. The default bindings don't allow for "panning" the view, so you'll have to modify yours. These are the mappings to my joystick's hat switch, for those who need hints: <axis n="6"> <desc>View Direction</desc> <low> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-offset-deg</property> <step type="double">1.0</step> </binding> </low> <high> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-offset-deg</property> <step type="double">-1.0</step> </binding> </high> </axis> <axis n="7"> <desc>View Elevation</desc> <low> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-tilt-deg</property> <step type="double">1.0</step> </binding> </low> <high> <repeatable>true</repeatable> <binding> <command>property-adjust</command> <property>/sim/view/goal-tilt-deg</property> <step type="double">-1.0</step> </binding> </high> </axis> While the current implementation is happy with just plastering the panel's notion of "screen" into the 3D world, this is actually more general. Each panel can, in principle, have it's own coordinate system, and you could build a cockpit out of a bunch of them. The mapping is specified by providing a 3D coordinate for three corners of the quad the panel should be mapped to; this should be pretty simple to work with. All that's needed for a perfectly general solution is a convention on where to store the information (a cockpit xml file, or put it in the aircraft -set file, or...), and some work on the panel's coordinate system conventions (some of which don't coexist very nicely with a generalized 3D environment). Combine that with a plib model for the non-panel interior of the cockpit, and we're golden. I'm actually really pleased with this. It worked better and more quickly than I could have imagined, and impact on the surrounding code is quite light -- a few property tests only. But some stuff is still missing: + No equivalent work was done to the HUD, so it still displays incorrect headings when the view changes. The use of pixel coordinates deep in the HUD code is going to give me fits doing the port, I sure. It's not nearly so well put together as the panel (where I just changed the setup code -- none of the rendering code changed at all). + I forgot that the panel was clickable. :) Input events still have the screen coordinates, which essentially kills the interactivity when in virtual cockpit mode. This won't be hard to fix; it's only broken because I forgot the feature existed. And one note about the implementation choice: to get away from the inevitable near clip plane issue, the virtual cockpit renderer simply disables the z buffer. This means that cockpits built using these panels need to be z-sorted, which isn't too hard since they are static geometry. It also means that no two "virtual panels" can ever be allowed to interpenetrate. No biggie.
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void setupVirtualCockpit();
void cleanupVirtualCockpit();
mutable bool _mouseDown;
mutable int _mouseButton, _mouseX, _mouseY;
mutable int _mouseDelay;
mutable FGPanelInstrument * _mouseInstrument;
typedef vector<FGPanelInstrument *> instrument_list_type;
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.
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int _width;
int _height;
int _view_height;
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SGPropertyNode * _visibility;
SGPropertyNode * _x_offset;
SGPropertyNode * _y_offset;
SGPropertyNode * _jitter;
SGPropertyNode * _flipx;
const SGPropertyNode * _xsize_node;
const SGPropertyNode * _ysize_node;
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.
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ssgTexture * _bg;
ssgTexture * _mbg[8];
// List of instruments in panel.
instrument_list_type _instruments;
};
////////////////////////////////////////////////////////////////////////
// Actions
////////////////////////////////////////////////////////////////////////
/**
* Class for user actions.
*
* The actions are command bindings, like bindings for the keyboard
* or joystick, but they are tied to specific mouse actions in
* rectangular areas of the panel.
*/
class FGPanelAction : public FGConditional
{
public:
FGPanelAction ();
FGPanelAction (int button, int x, int y, int w, int h, bool repeatable);
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.
// transfer pointer ownership
virtual void addBinding (FGBinding * binding, int updown);
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 bool doAction (int updown);
private:
typedef vector<FGBinding *> binding_list_t;
int _button;
int _x;
int _y;
int _w;
int _h;
bool _repeatable;
int _last_state;
binding_list_t _bindings[2];
};
////////////////////////////////////////////////////////////////////////
// Transformations.
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////////////////////////////////////////////////////////////////////////
/**
* A transformation for a layer.
*/
class FGPanelTransformation : public FGConditional
{
public:
enum Type {
XSHIFT,
YSHIFT,
ROTATION
};
FGPanelTransformation ();
virtual ~FGPanelTransformation ();
Type type;
const SGPropertyNode * node;
float min;
float max;
bool has_mod;
float mod;
float factor;
float offset;
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SGInterpTable * table;
};
////////////////////////////////////////////////////////////////////////
// Layers
////////////////////////////////////////////////////////////////////////
/**
* 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 FGConditional
{
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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////////////////////////////////////////////////////////////////////////
// Instruments.
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////////////////////////////////////////////////////////////////////////
/**
* 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).
*/
class FGPanelInstrument : public FGConditional
{
public:
FGPanelInstrument ();
FGPanelInstrument (int x, int y, int w, int h);
virtual ~FGPanelInstrument ();
virtual void draw () = 0;
virtual void drawHotspots();
virtual void setPosition(int x, int y);
virtual void setSize(int w, int h);
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 updown, int x, int y);
protected:
int _x, _y, _w, _h;
typedef vector<FGPanelAction *> action_list_type;
action_list_type _actions;
};
/**
* 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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/**
* An instrument layer containing a group of sublayers.
*
* This class is useful for gathering together a group of related
* layers, either to hold in an external file or to work under
* the same condition.
*/
class FGGroupLayer : public FGInstrumentLayer
{
public:
FGGroupLayer ();
virtual ~FGGroupLayer ();
virtual void draw ();
// transfer pointer ownership
virtual void addLayer (FGInstrumentLayer * layer);
protected:
vector<FGInstrumentLayer *> _layers;
};
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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.
*/
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.
*/
class FGTextLayer : public FGInstrumentLayer
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{
public:
enum ChunkType {
TEXT,
TEXT_VALUE,
DOUBLE_VALUE
};
class Chunk : public FGConditional
{
public:
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Chunk (const string &text, const string &fmt = "%s");
Chunk (ChunkType type, const SGPropertyNode * node,
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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 SGPropertyNode * _node;
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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 setFontName ( const string &name );
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 _font_name;
mutable string _value;
mutable SGTimeStamp _then;
mutable SGTimeStamp _now;
};
/**
* A group layer that switches among its children.
*
* The first layer that passes its condition will be drawn, and
* any following layers will be ignored.
*/
class FGSwitchLayer : public FGGroupLayer
{
public:
// Transfer pointers!!
FGSwitchLayer ();
virtual void draw ();
};
////////////////////////////////////////////////////////////////////////
// Functions.
////////////////////////////////////////////////////////////////////////
/**
* Test whether the panel should be visible.
*/
bool fgPanelVisible ();
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#endif // __PANEL_HXX
// end of panel.hxx
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