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flightgear/src/Cockpit/panel.cxx

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2000-02-15 03:30:01 +00:00
// panel.cxx - default, 2D single-engine prop instrument panel
//
2000-02-15 03:30:01 +00:00
// Written by David Megginson, started January 2000.
//
2000-02-15 03:30:01 +00:00
// 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.
//
2000-02-15 03:30:01 +00:00
// 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.
//
2000-02-15 03:30:01 +00:00
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
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#include <string.h>
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#include <plib/ssg.h>
#include <plib/fnt.h>
#include <GL/glut.h>
2000-02-16 23:01:03 +00:00
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Main/bfi.hxx>
#include <Objects/texload.h>
#include <Time/fg_time.hxx>
#include "cockpit.hxx"
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#include "panel.hxx"
#include "hud.hxx"
#include "steam.hxx"
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#define SIX_X 200
#define SIX_Y 345
#define SIX_W 128
#define SIX_SPACING (SIX_W + 5)
#define SMALL_W 112
////////////////////////////////////////////////////////////////////////
// Static functions for obtaining settings.
//
// These should be replaced with functions from a global facade,
// or BFI (Big Friendly Interface).
////////////////////////////////////////////////////////////////////////
static char * panelGetTime (char * buf)
{
struct tm * t = FGTime::cur_time_params->getGmt();
sprintf(buf, " %.2d:%.2d:%.2d",
t->tm_hour, t->tm_min, t->tm_sec);
return buf;
}
////////////////////////////////////////////////////////////////////////
// Static factory functions to create textured gauges.
//
// These will be replaced first with a giant table, and then with
// configuration files read from an external source, but for now
// they're hard-coded.
////////////////////////////////////////////////////////////////////////
#define createTexture(a) FGTextureManager::createTexture(a)
/**
* Construct an airspeed indicator for a single-engine prop.
*/
static FGPanelInstrument *
createAirspeedIndicator (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Layer 0: gauge background.
inst->addLayer(0, createTexture("Textures/Panel/airspeed.rgb"));
// Layer 1: needle.
// Rotates with airspeed.
inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGSteam::get_ASI_kias,
30.0, 220.0, 36.0 / 20.0, -54.0);
return inst;
}
/**
* Construct an artificial horizon.
*/
static FGPanelInstrument *
createHorizon (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Layer 0: coloured background
// moves with roll only
inst->addLayer(0, createTexture("Textures/Panel/horizon-bg.rgb"));
inst->addTransformation(0, FGInstrumentLayer::ROTATION,
FGBFI::getRoll,
-360.0, 360.0, -1.0, 0.0);
// Layer 1: floating horizon
// moves with roll and pitch
inst->addLayer(1, createTexture("Textures/Panel/horizon-float.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGBFI::getRoll,
-360.0, 360.0, -1.0, 0.0);
inst->addTransformation(1, FGInstrumentLayer::YSHIFT,
FGBFI::getPitch,
-20.0, 20.0, -(1.5 / 160.0) * SIX_W, 0.0);
// Layer 2: rim
// moves with roll only
inst->addLayer(2, createTexture("Textures/Panel/horizon-rim.rgb"));
inst->addTransformation(2, FGInstrumentLayer::ROTATION,
FGBFI::getRoll,
-360.0, 360.0, -1.0, 0.0);
// Layer 3: glass front of gauge
// fixed, with markings
inst->addLayer(3, createTexture("Textures/Panel/horizon-fg.rgb"));
return inst;
}
/**
* Construct an altimeter.
*/
static FGPanelInstrument *
createAltimeter (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Layer 0: gauge background
inst->addLayer(0, createTexture("Textures/Panel/altimeter.rgb"));
// Layer 1: hundreds needle (long)
// moves with altitude
inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGSteam::get_ALT_ft,
0.0, 100000.0, 360.0 / 1000.0, 0.0);
// Layer 2: thousands needle (short)
// moves with altitude
inst->addLayer(2, createTexture("Textures/Panel/short-needle.rgb"));
inst->addTransformation(2, FGInstrumentLayer::ROTATION,
FGSteam::get_ALT_ft,
0.0, 100000.0, 360.0 / 10000.0, 0.0);
// Layer 3: ten thousands bug (outside)
// moves with altitude
inst->addLayer(3, createTexture("Textures/Panel/bug.rgb"));
inst->addTransformation(3, FGInstrumentLayer::ROTATION,
FGSteam::get_ALT_ft,
0.0, 100000.0, 360.0 / 100000.0, 0.0);
return inst;
}
/**
* Construct a turn coordinator.
*/
static FGPanelInstrument *
createTurnCoordinator (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Layer 0: background
inst->addLayer(0, createTexture("Textures/Panel/turn-bg.rgb"));
// Layer 1: little plane
// moves with roll
inst->addLayer(1, createTexture("Textures/Panel/turn.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGSteam::get_TC_radps,
-30.0, 30.0, 1.0, 0.0);
// Layer 2: little ball
// moves with slip/skid
inst->addLayer(2, createTexture("Textures/Panel/ball.rgb"));
inst->addTransformation(2, FGInstrumentLayer::ROTATION,
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
FGSteam::get_TC_rad,
-0.1, 0.1, 450.0, 0.0);
return inst;
}
/**
* Construct a gyro compass.
*/
static FGPanelInstrument *
createGyroCompass (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Action: move bug counter-clockwise
inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getAPHeading,
FGBFI::setAPHeading,
-1.0, 0.0, 360.0, true));
// Action: move bug clockwise
inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getAPHeading,
FGBFI::setAPHeading,
1.0, 0.0, 360.0, true));
// Layer 0: compass background
// rotates with heading
inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
inst->addTransformation(0, FGInstrumentLayer::ROTATION,
FGSteam::get_DG_deg,
-360.0, 360.0, -1.0, 0.0);
// Layer 1: heading bug
// rotates with heading and AP heading
inst->addLayer(1, createTexture("Textures/Panel/bug.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGSteam::get_DG_deg,
-360.0, 360.0, -1.0, 0.0);
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGBFI::getAPHeading,
-360.0, 360.0, 1.0, 0.0);
// Layer 2: fixed center
inst->addLayer(2, createTexture("Textures/Panel/gyro-fg.rgb"));
// Layer 3: heading knob
// rotates with AP heading
inst->addLayer(3, createTexture("Textures/Panel/heading-knob.rgb"));
inst->addTransformation(3, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10);
inst->addTransformation(3, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10);
inst->addTransformation(3, FGInstrumentLayer::ROTATION,
FGBFI::getAPHeading,
-360.0, 360.0, 1.0, 0.0);
return inst;
}
/**
* Construct a vertical velocity indicator.
*/
static FGPanelInstrument *
createVerticalVelocity (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Layer 0: gauge background
inst->addLayer(0, createTexture("Textures/Panel/vertical.rgb"));
// Layer 1: needle
// moves with vertical velocity
inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGSteam::get_VSI_fps,
-2000.0, 2000.0, 42.0/500.0, 270.0);
return inst;
}
/**
* Construct an RPM gauge.
*/
static FGPanelInstrument *
createRPMGauge (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
// Layer 0: gauge background
inst->addLayer(0, createTexture("Textures/Panel/rpm.rgb"));
// Layer 1: long needle
// FIXME: moves with throttle (for now)
inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGBFI::getThrottle,
0.0, 100.0, 300.0, -150.0);
return inst;
}
/**
* Construct a flap position indicator.
*/
static FGPanelInstrument *
createFlapIndicator (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
// Layer 0: gauge background
inst->addLayer(0, createTexture("Textures/Panel/flaps.rgb"));
// Layer 1: long needle
// shifted over, rotates with flap position
inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
-(SMALL_W / 4) + (SMALL_W / 16));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGBFI::getFlaps,
0.0, 1.0, 120.0, 30.0);
return inst;
}
static FGPanelInstrument *
createChronometer (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
// Layer 0: gauge background
inst->addLayer(0, createTexture("Textures/Panel/clock.rgb"));
// Layer 1: text
// displays current GMT
FGCharInstrumentLayer * text =
new FGCharInstrumentLayer(panelGetTime,
SMALL_W, SMALL_W, 1);
text->setPointSize(14);
text->setColor(0.2, 0.2, 0.2);
inst->addLayer(text);
inst->addTransformation(1, FGInstrumentLayer::XSHIFT, SMALL_W * -0.38);
inst->addTransformation(1, FGInstrumentLayer::YSHIFT, SMALL_W * -0.06);
return inst;
}
/**
* Construct control-position indicators.
*/
static FGPanelInstrument *
createControls (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SMALL_W, SMALL_W);
// Layer 0: gauge background
inst->addLayer(0, createTexture("Textures/Panel/controls.rgb"));
// Layer 1: bug
// moves left-right with aileron
inst->addLayer(1, createTexture("Textures/Panel/bug.rgb"));
inst->addTransformation(1, FGInstrumentLayer::XSHIFT, FGBFI::getAileron,
-1.0, 1.0, SMALL_W * .75 / 2.0, 0.0);
// Layer 2: bug
// moves left-right with rudder
inst->addLayer(2, createTexture("Textures/Panel/bug.rgb"));
inst->addTransformation(2, FGInstrumentLayer::ROTATION, 180.0);
inst->addTransformation(2, FGInstrumentLayer::XSHIFT, FGBFI::getRudder,
-1.0, 1.0, -SMALL_W * .75 / 2.0, 0.0);
// Layer 3: bug
// moves up-down with elevator trim
inst->addLayer(3, createTexture("Textures/Panel/bug.rgb"));
inst->addTransformation(3, FGInstrumentLayer::ROTATION, 270.0);
inst->addTransformation(3, FGInstrumentLayer::YSHIFT,
-SMALL_W * (3.0 / 8.0));
inst->addTransformation(3, FGInstrumentLayer::XSHIFT, FGBFI::getElevatorTrim,
-1.0, 1.0, SMALL_W * .75 / 2.0, 0.0);
// Layer 4: bug
// moves up-down with elevator
inst->addLayer(4, createTexture("Textures/Panel/bug.rgb"));
inst->addTransformation(4, FGInstrumentLayer::ROTATION, 90.0);
inst->addTransformation(4, FGInstrumentLayer::YSHIFT,
-SMALL_W * (3.0 / 8.0));
inst->addTransformation(4, FGInstrumentLayer::XSHIFT, FGBFI::getElevator,
-1.0, 1.0, -SMALL_W * .75 / 2.0, 0.0);
return inst;
}
/**
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
* Construct a NAV1 gauge (hardwired).
*/
static FGPanelInstrument *
createNAV1 (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Action: increase selected radial
inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getNAV1Radial,
FGBFI::setNAV1Radial,
1.0, 0.0, 360.0, true));
// Action: decrease selected radial
inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getNAV1Radial,
FGBFI::setNAV1Radial,
-1.0, 0.0, 360.0, true));
// Layer 0: background
inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
inst->addTransformation(0, FGInstrumentLayer::ROTATION,
FGBFI::getNAV1Radial,
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
-360.0, 360.0, -1.0, 0.0);
// Layer 1: left-right needle.
inst->addLayer(1, createTexture("Textures/Panel/nav-needle.rgb"));
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
FGSteam::get_HackVOR1_deg,
-10.0, 10.0, SIX_W / 40.0, 0.0);
// Layer 2: glidescope needle
inst->addLayer(2, createTexture("Textures/Panel/nav-needle.rgb"));
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
inst->addTransformation(2, FGInstrumentLayer::YSHIFT,
FGSteam::get_HackGS_deg,
-1.0, 1.0, SIX_W / 5.0, 0.0);
inst->addTransformation(2, FGInstrumentLayer::ROTATION,
90 );
// Layer 3: face with markings
inst->addLayer(3, createTexture("Textures/Panel/nav-face.rgb"));
// Layer 4: heading knob
// rotates with selected radial
inst->addLayer(4, createTexture("Textures/Panel/heading-knob.rgb"));
inst->addTransformation(4, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10);
inst->addTransformation(4, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10);
inst->addTransformation(4, FGInstrumentLayer::ROTATION,
FGBFI::getNAV1Radial,
-360.0, 360.0, -1.0, 0.0);
return inst;
}
/**
* Construct a NAV2 gauge.
*/
static FGPanelInstrument *
createNAV2 (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Action: increase selected radial
inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getNAV2Radial,
FGBFI::setNAV2Radial,
1.0, 0.0, 360.0, true));
// Action: decrease selected radial
inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getNAV2Radial,
FGBFI::setNAV2Radial,
-1.0, 0.0, 360.0, true));
// Layer 0: background
inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
inst->addTransformation(0, FGInstrumentLayer::ROTATION,
FGBFI::getNAV2Radial,
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
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-360.0, 360.0, -1.0, 0.0);
// Layer 1: left-right needle.
inst->addLayer(1, createTexture("Textures/Panel/nav-needle.rgb"));
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
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inst->addTransformation(1, FGInstrumentLayer::XSHIFT,
FGSteam::get_HackVOR2_deg,
-10.0, 10.0, SIX_W / 40.0, 0.0);
// inst->addTransformation(1, FGInstrumentLayer::YSHIFT,
// -SIX_W / 4.4 );
// Layer 2: face with markings.
inst->addLayer(2, createTexture("Textures/Panel/nav-face.rgb"));
// Layer 3: heading knob
// rotates with selected radial
inst->addLayer(3, createTexture("Textures/Panel/heading-knob.rgb"));
inst->addTransformation(3, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10);
inst->addTransformation(3, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10);
inst->addTransformation(3, FGInstrumentLayer::ROTATION,
FGBFI::getNAV2Radial,
-360.0, 360.0, -1.0, 0.0);
return inst;
}
/**
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
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* Construct an ADF gauge (hardwired).
*/
static FGPanelInstrument *
createADF (int x, int y)
{
FGLayeredInstrument * inst = new FGLayeredInstrument(x, y, SIX_W, SIX_W);
// Action: increase selected rotation
inst->addAction(SIX_W/2 - SIX_W/5, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getADFRotation,
FGBFI::setADFRotation,
1.0, 0.0, 360.0, true));
// Action: decrease selected rotation
inst->addAction(SIX_W/2 - SIX_W/10, -SIX_W/2, SIX_W/10, SIX_W/5,
new FGAdjustAction(FGBFI::getADFRotation,
FGBFI::setADFRotation,
-1.0, 0.0, 360.0, true));
// Layer 0: background
inst->addLayer(0, createTexture("Textures/Panel/gyro-bg.rgb"));
inst->addTransformation(0, FGInstrumentLayer::ROTATION,
FGBFI::getADFRotation,
0.0, 360.0, 1.0, 0.0);
// Layer 1: Direction needle.
NAV1 is now the ILS-28R on airport KMYF, NAV2 is now the VOR radial 068 from MZB, ADF is now the Compass locator on the outer marker. This combination is more than the legally required to fly any of KMYF-ILS-28R, KMYF-LOC-28R KMYF-NDB28. If you don't have access to the approach plates and would like them, let me know and I'll scan them (and put them on the webpage area). The approaches do work; I've checked them all out in terms of altitude profile, centerlines and other stuff. In real life, the radar vectoring will basically abandon you overhead KSEE airport at 4000 ft heading 210 or so. Sometime later you'll be turned to a heading of 260 if the controller doesn't have too much else to do, just before you hit the extended centerline. You can't rely on that though. Maintain 3500ft until established, 2100 ft until the outer marker, If non-precision, maintain 1340 until crossing the radial, then 900 thereafter until you miss, based on time from the NDB. The miss takes you heading 270 to intercept a radial which this hacky implementation will not let you set up the computer for. The hacky math implementation does not take range and/or signal strength into account, so you can fly to San Diego from England by following the needle indication on the ADF. It is also fairly inaccurate math; about as accurate as the real-life signals. When we have a _real_ radio module, I will be very happy to throw all that code away. For now, it makes it demonstratable. Please notice the nastiness involving the "VARY_E" constant. This is _not_ something that will go away with the radio module. As far as I know, we don't have a routine that calculates magnetic variation as a function of global position. We will need one, probably within the next two months.
2000-03-26 16:52:36 +00:00
inst->addLayer(1, createTexture("Textures/Panel/long-needle.rgb"));
inst->addTransformation(1, FGInstrumentLayer::ROTATION,
FGSteam::get_HackADF_deg,
-720.0, 720.0, 1.0, 0.0);
// Layer 2: heading knob
// rotates with selected radial
inst->addLayer(2, createTexture("Textures/Panel/heading-knob.rgb"));
inst->addTransformation(2, FGInstrumentLayer::XSHIFT, SIX_W/2 - 10);
inst->addTransformation(2, FGInstrumentLayer::YSHIFT, -SIX_W/2 + 10);
inst->addTransformation(2, FGInstrumentLayer::ROTATION,
FGBFI::getADFRotation,
-360.0, 360.0, -1.0, 0.0);
return inst;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
map<const char *,ssgTexture *> FGTextureManager::_textureMap;
ssgTexture *
FGTextureManager::createTexture (const char * relativePath)
{
ssgTexture *texture;
texture = _textureMap[relativePath];
if (texture == 0) {
FGPath tpath(current_options.get_fg_root());
tpath.append(relativePath);
texture = new ssgTexture((char *)tpath.c_str(), false, false);
_textureMap[relativePath] = texture;
cerr << "Created texture " << relativePath
<< " handle=" << texture->getHandle() << endl;
}
return texture;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
FGPanel current_panel;
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FGPanel::FGPanel ()
: _initialized(false),
_visibility(false)
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{
}
FGPanel::~FGPanel ()
{
instrument_list_type::iterator current = _instruments.begin();
instrument_list_type::iterator last = _instruments.end();
for ( ; current != last; ++current) {
delete *current;
*current = 0;
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}
}
void
FGPanel::addInstrument (FGPanelInstrument * instrument)
{
_instruments.push_back(instrument);
}
void
FGPanel::init (int x, int y, int finx, int finy)
{
_x = x;
_y = y;
_w = finx - x;
_h = finy - y;
_panel_h = (int)((finy - y) * 0.5768 + 1);
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// Don't reconstruct all of the
// instruments.
if (_initialized)
return;
x = SIX_X;
y = SIX_Y;
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_bg = createTexture("Textures/Panel/panel-bg.rgb");
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// Chronometer alone at side
x = SIX_X - SIX_SPACING - 8;
addInstrument(createChronometer(x, y));
// Top row
x = SIX_X;
addInstrument(createAirspeedIndicator(x, y));
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x += SIX_SPACING;
addInstrument(createHorizon(x, y));
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x += SIX_SPACING;
addInstrument(createAltimeter(x, y));
x += SIX_SPACING + 20;
addInstrument(createNAV1(x, y));
// Middle row
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x = SIX_X;
y -= SIX_SPACING;
addInstrument(createTurnCoordinator(x, y));
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x += SIX_SPACING;
addInstrument(createGyroCompass(x, y));
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x += SIX_SPACING;
addInstrument(createVerticalVelocity(x, y));
x += SIX_SPACING + 20;
addInstrument(createNAV2(x, y));
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// Bottom row
x = SIX_X;
y -= SIX_SPACING + 10;
addInstrument(createControls(x, y));
x += SIX_SPACING;
addInstrument(createFlapIndicator(x, y));
x += SIX_SPACING;
addInstrument(createRPMGauge(x, y));
x += SIX_SPACING + 20;
y += 10;
addInstrument(createADF(x, y));
}
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void
FGPanel::update () const
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{
// Do nothing if the panel isn't visible.
if (!_visibility)
return;
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glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(_x, _x + _w, _y, _y + _h);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
glColor4f(1.0, 1.0, 1.0, 1.0);
glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex3f(_x, _y, 0);
glTexCoord2f(10.0, 0.0); glVertex3f(_x + _w, _y, 0);
glTexCoord2f(10.0, 5.0); glVertex3f(_x + _w, _y + _panel_h, 0);
glTexCoord2f(0.0, 5.0); glVertex3f(_x, _y + _panel_h, 0);
glEnd();
// Draw the instruments.
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glLoadIdentity();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
}
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glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ssgForceBasicState();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void
FGPanel::setVisibility (bool visibility)
{
_visibility = visibility;
}
bool
FGPanel::getVisibility () const
{
return _visibility;
}
bool
FGPanel::doMouseAction (int button, int updown, int x, int y)
{
// For now, ignore the release
if (updown == 1)
return true;
x = (int)(((float)x / current_view.get_winWidth()) * _w);
y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h));
for (int i = 0; i < _instruments.size(); i++) {
FGPanelInstrument *inst = _instruments[i];
int ix = inst->getXPos();
int iy = inst->getYPos();
int iw = inst->getWidth() / 2;
int ih = inst->getHeight() / 2;
if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) {
cout << "Do mouse action for component " << i << '\n';
return inst->doMouseAction(button, updown, x - ix, y - iy);
}
}
cout << "Did not click on an instrument\n";
return false;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAdjustAction.
////////////////////////////////////////////////////////////////////////
FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
double increment, double min, double max,
bool wrap=false)
: _getter(getter), _setter(setter), _increment(increment),
_min(min), _max(max), _wrap(wrap)
{
}
FGAdjustAction::~FGAdjustAction ()
{
}
void
FGAdjustAction::doAction ()
{
double value = (*_getter)();
cout << "Do action; value=" << value << '\n';
value += _increment;
if (value < _min) {
value = (_wrap ? _max : _min);
} else if (value > _max) {
value = (_wrap ? _min : _max);
}
cout << "New value is " << value << '\n';
(*_setter)(value);
}
////////////////////////////////////////////////////////////////////////
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// Implementation of FGPanelInstrument.
////////////////////////////////////////////////////////////////////////
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FGPanelInstrument::FGPanelInstrument ()
{
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setPosition(0, 0);
setSize(0, 0);
}
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FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
{
setPosition(x, y);
setSize(w, h);
}
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FGPanelInstrument::~FGPanelInstrument ()
{
action_list_type::iterator it = _actions.begin();
action_list_type::iterator last = _actions.end();
for ( ; it != last; it++) {
delete it->action;
}
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}
void
FGPanelInstrument::setPosition (int x, int y)
{
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_x = x;
_y = y;
}
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void
FGPanelInstrument::setSize (int w, int h)
{
_w = w;
_h = h;
}
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int
FGPanelInstrument::getXPos () const
{
return _x;
}
int
FGPanelInstrument::getYPos () const
{
return _y;
1999-01-07 19:25:53 +00:00
}
int
FGPanelInstrument::getWidth () const
{
return _w;
}
int
FGPanelInstrument::getHeight () const
{
return _h;
}
void
FGPanelInstrument::addAction (int x, int y, int w, int h,
FGPanelAction * action)
{
FGPanelInstrument::inst_action act;
act.x = x;
act.y = y;
act.w = w;
act.h = h;
act.action = action;
_actions.push_back(act);
}
// Coordinates relative to centre.
bool
FGPanelInstrument::doMouseAction (int button, int updown, int x, int y)
{
action_list_type::iterator it = _actions.begin();
action_list_type::iterator last = _actions.end();
cout << "Mouse action at " << x << ',' << y << '\n';
for ( ; it != last; it++) {
cout << "Trying action at " << it->x << ',' << it->y << ','
<< it->w <<',' << it->h << '\n';
if (x >= it->x && x < it->x + it->w && y >= it->y && y < it->y + it->h) {
it->action->doAction();
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGLayeredInstrument.
////////////////////////////////////////////////////////////////////////
1999-01-07 19:25:53 +00:00
FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
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: FGPanelInstrument(x, y, w, h)
{
}
FGLayeredInstrument::~FGLayeredInstrument ()
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{
// FIXME: free layers
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}
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void
FGLayeredInstrument::draw () const
{
layer_list::const_iterator it = _layers.begin();
layer_list::const_iterator last = _layers.end();
while (it != last) {
(*it)->draw();
it++;
}
}
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void
FGLayeredInstrument::addLayer (FGInstrumentLayer *layer)
{
_layers.push_back(layer);
}
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void
FGLayeredInstrument::addLayer (int layer, ssgTexture * texture)
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{
addLayer(new FGTexturedInstrumentLayer(texture, _w, _h, layer));
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}
1999-01-07 19:25:53 +00:00
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void
FGLayeredInstrument::addTransformation (int layer,
FGInstrumentLayer::transform_type type,
FGInstrumentLayer::transform_func func,
double min, double max,
double factor, double offset)
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{
_layers[layer]->addTransformation(type, func, min, max, factor, offset);
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
////////////////////////////////////////////////////////////////////////
FGInstrumentLayer::FGInstrumentLayer (int w, int h, int z)
: _w(w),
_h(h),
_z(z)
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{
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}
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FGInstrumentLayer::~FGInstrumentLayer ()
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{
transformation_list::iterator it = _transformations.begin();
transformation_list::iterator end = _transformations.end();
while (it != end) {
delete *it;
it++;
}
}
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void
FGInstrumentLayer::transform () const
{
glTranslatef(0.0, 0.0, (_z / 100.0) + 0.1);
transformation_list::const_iterator it = _transformations.begin();
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
transformation *t = *it;
double value = (t->func == 0 ? 0.0 : (*(t->func))());
if (value < t->min) {
value = t->min;
} else if (value > t->max) {
value = t->max;
}
value = value * t->factor + t->offset;
switch (t->type) {
case XSHIFT:
glTranslatef(value, 0.0, 0.0);
break;
case YSHIFT:
glTranslatef(0.0, value, 0.0);
break;
case ROTATION:
glRotatef(-value, 0.0, 0.0, 1.0);
break;
}
it++;
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}
1998-11-09 23:38:50 +00:00
}
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void
FGInstrumentLayer::addTransformation (transform_type type,
transform_func func,
double min, double max,
double factor, double offset)
{
transformation *t = new transformation;
t->type = type;
t->func = func;
t->min = min;
t->max = max;
t->factor = factor;
t->offset = offset;
_transformations.push_back(t);
1999-05-06 22:16:12 +00:00
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTexturedInstrumentLayer.
////////////////////////////////////////////////////////////////////////
// FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (const char *tname,
// int w, int h, int z)
// : FGInstrumentLayer(w, h, z)
// {
// setTexture(tname);
// }
FGTexturedInstrumentLayer::FGTexturedInstrumentLayer (ssgTexture * texture,
int w, int h, int z)
: FGInstrumentLayer(w, h, z)
{
setTexture(texture);
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}
FGTexturedInstrumentLayer::~FGTexturedInstrumentLayer ()
{
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}
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void
FGTexturedInstrumentLayer::draw () const
{
int w2 = _w / 2;
int h2 = _h / 2;
glPushMatrix();
transform();
glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
glBegin(GL_POLYGON);
// FIXME: is this really correct
// for layering?
glTexCoord2f(0.0, 0.0); glVertex2f(-w2, -h2);
glTexCoord2f(1.0, 0.0); glVertex2f(w2, -h2);
glTexCoord2f(1.0, 1.0); glVertex2f(w2, h2);
glTexCoord2f(0.0, 1.0); glVertex2f(-w2, h2);
glEnd();
glPopMatrix();
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}
// void
// FGTexturedInstrumentLayer::setTexture (const char *textureName)
// {
// FGPath tpath(current_options.get_fg_root());
// tpath.append(textureName);
// ssgTexture * texture = new ssgTexture((char *)tpath.c_str(), false, false);
// setTexture(texture);
// }
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////////////////////////////////////////////////////////////////////////
// Implementation of FGCharInstrumentLayer.
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////////////////////////////////////////////////////////////////////////
FGCharInstrumentLayer::FGCharInstrumentLayer (text_func func,
int w, int h, int z)
: FGInstrumentLayer(w, h, z),
_func(func)
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{
_renderer.setFont(guiFntHandle);
_renderer.setPointSize(14);
_color[0] = _color[1] = _color[2] = 0.0;
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_color[3] = 1.0;
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}
FGCharInstrumentLayer::~FGCharInstrumentLayer ()
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{
}
void
FGCharInstrumentLayer::draw () const
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{
glPushMatrix();
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glColor4fv(_color);
transform();
_renderer.begin();
_renderer.start3f(0, 0, 0);
_renderer.puts((*_func)(_buf));
_renderer.end();
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glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME
glPopMatrix();
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}
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void
FGCharInstrumentLayer::setColor (float r, float g, float b)
{
_color[0] = r;
_color[1] = g;
_color[2] = b;
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_color[3] = 1.0;
}
void
FGCharInstrumentLayer::setPointSize (const float size)
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{
_renderer.setPointSize(size);
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}
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void
FGCharInstrumentLayer::setFont(fntFont * font)
{
_renderer.setFont(font);
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}
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// end of panel.cxx