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flightgear/src/Cockpit/panel.cxx

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// panel.cxx - default, 2D single-engine prop instrument 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.
//
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// 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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// $Id$
#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>
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#include <simgear/debug/logstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Objects/texload.h>
#include "hud.hxx"
#include "panel.hxx"
////////////////////////////////////////////////////////////////////////
// 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 = NULL;
FGPanel::FGPanel (int x, int y, int w, int h)
: _mouseDown(false),
_mouseInstrument(0),
_x(x), _y(y), _w(w), _h(h)
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{
setVisibility(current_options.get_panel_status());
_panel_h = (int)(h * 0.5768 + 1);
}
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);
}
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void
FGPanel::update () const
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{
// Do nothing if the panel isn't visible.
if (!_visibility)
return;
// If the mouse is down, do something
if (_mouseDown) {
_mouseDelay--;
if (_mouseDelay < 0) {
_mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
_mouseDelay = 2;
}
}
// Now, draw the panel
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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);
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// glColor4f(1.0, 1.0, 1.0, 1.0);
if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
glColor4fv( cur_light_params.scene_diffuse );
} else {
glColor4f(0.7, 0.2, 0.2, 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;
}
void
FGPanel::setBackground (ssgTexture * texture)
{
_bg = texture;
}
bool
FGPanel::doMouseAction (int button, int updown, int x, int y)
{
// Note a released button and return
// cerr << "Doing mouse action\n";
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
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';
_mouseDown = true;
_mouseDelay = 20;
_mouseInstrument = inst;
_mouseButton = button;
_mouseX = x - ix;
_mouseY = y - iy;
// Always do the action once.
_mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
return true;
}
}
// cout << "Did not click on an instrument\n";
return false;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGAdjustAction.
////////////////////////////////////////////////////////////////////////
FGAdjustAction::FGAdjustAction (getter_type getter, setter_type setter,
float increment, float min, float max,
bool wrap=false)
: _getter(getter), _setter(setter), _increment(increment),
_min(min), _max(max), _wrap(wrap)
{
}
FGAdjustAction::~FGAdjustAction ()
{
}
void
FGAdjustAction::doAction ()
{
float 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);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGSwapAction.
////////////////////////////////////////////////////////////////////////
FGSwapAction::FGSwapAction (getter_type getter1, setter_type setter1,
getter_type getter2, setter_type setter2)
: _getter1(getter1), _setter1(setter1),
_getter2(getter2), _setter2(setter2)
{
}
FGSwapAction::~FGSwapAction ()
{
}
void
FGSwapAction::doAction ()
{
float value = (*_getter1)();
(*_setter1)((*_getter2)());
(*_setter2)(value);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGToggleAction.
////////////////////////////////////////////////////////////////////////
FGToggleAction::FGToggleAction (getter_type getter, setter_type setter)
: _getter(getter), _setter(setter)
{
}
FGToggleAction::~FGToggleAction ()
{
}
void
FGToggleAction::doAction ()
{
(*_setter)(!((*_getter)()));
}
////////////////////////////////////////////////////////////////////////
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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;
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}
int
FGPanelInstrument::getWidth () const
{
return _w;
}
int
FGPanelInstrument::getHeight () const
{
return _h;
}
void
FGPanelInstrument::addAction (int button, int x, int y, int w, int h,
FGPanelAction * action)
{
FGPanelInstrument::inst_action act;
act.button = button;
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 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 (button == it->button &&
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.
////////////////////////////////////////////////////////////////////////
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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
{
for (int i = 0; i < _layers.size(); i++) {
glPushMatrix();
glTranslatef(0.0, 0.0, (i / 100.0) + 0.1);
_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 (CroppedTexture &texture,
int w = -1, int h = -1)
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{
return addLayer(new FGTexturedLayer(texture, w, h));
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}
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void
FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
FGInstrumentLayer::transform_func func,
float min, float max,
float factor, float offset)
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{
int layer = _layers.size() - 1;
_layers[layer]->addTransformation(type, func, min, max, factor, offset);
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}
void
FGLayeredInstrument::addTransformation (FGInstrumentLayer::transform_type type,
float offset)
{
addTransformation(type, 0, 0.0, 0.0, 1.0, offset);
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGInstrumentLayer.
////////////////////////////////////////////////////////////////////////
FGInstrumentLayer::FGInstrumentLayer (int w, int h)
: _w(w),
_h(h)
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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
{
transformation_list::const_iterator it = _transformations.begin();
transformation_list::const_iterator last = _transformations.end();
while (it != last) {
transformation *t = *it;
float 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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}
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}
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void
FGInstrumentLayer::addTransformation (transform_type type,
transform_func func,
float min, float max,
float factor, float 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);
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}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTexturedLayer.
////////////////////////////////////////////////////////////////////////
// FGTexturedLayer::FGTexturedLayer (ssgTexture * texture, int w, int h,
// float texX1 = 0.0, float texY1 = 0.0,
// float texX2 = 1.0, float texY2 = 1.0)
// : FGInstrumentLayer(w, h),
// _texX1(texX1), _texY1(texY1), _texX2(texX2), _texY2(texY2)
// {
// setTexture(texture);
// }
FGTexturedLayer::FGTexturedLayer (CroppedTexture &texture, int w, int h)
: FGInstrumentLayer(w, h),
_texX1(texture.minX), _texY1(texture.minY),
_texX2(texture.maxX), _texY2(texture.maxY)
{
setTexture(texture.texture);
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}
FGTexturedLayer::~FGTexturedLayer ()
{
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}
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void
FGTexturedLayer::draw () const
{
int w2 = _w / 2;
int h2 = _h / 2;
transform();
glBindTexture(GL_TEXTURE_2D, _texture->getHandle());
glBegin(GL_POLYGON);
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if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) {
glColor4fv( cur_light_params.scene_diffuse );
} else {
glColor4f(0.7, 0.2, 0.2, 1.0);
}
glTexCoord2f(_texX1, _texY1); glVertex2f(-w2, -h2);
glTexCoord2f(_texX2, _texY1); glVertex2f(w2, -h2);
glTexCoord2f(_texX2, _texY2); glVertex2f(w2, h2);
glTexCoord2f(_texX1, _texY2); glVertex2f(-w2, h2);
glEnd();
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}
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////////////////////////////////////////////////////////////////////////
// Implementation of FGTextLayer.
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////////////////////////////////////////////////////////////////////////
FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2,
Chunk * chunk3)
: FGInstrumentLayer(w, h)
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{
_color[0] = _color[1] = _color[2] = 0.0;
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_color[3] = 1.0;
if (chunk1)
addChunk(chunk1);
if (chunk2)
addChunk(chunk2);
if (chunk3)
addChunk(chunk3);
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}
FGTextLayer::~FGTextLayer ()
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{
chunk_list::iterator it = _chunks.begin();
chunk_list::iterator last = _chunks.end();
for ( ; it != last; it++) {
delete *it;
}
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}
void
FGTextLayer::draw () const
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{
glPushMatrix();
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glColor4fv(_color);
transform();
_renderer.setFont(guiFntHandle);
_renderer.setPointSize(14);
_renderer.begin();
_renderer.start3f(0, 0, 0);
// Render each of the chunks.
chunk_list::const_iterator it = _chunks.begin();
chunk_list::const_iterator last = _chunks.end();
for ( ; it != last; it++) {
_renderer.puts((*it)->getValue());
}
_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
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;
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_color[3] = 1.0;
}
void
FGTextLayer::setPointSize (const float size)
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{
_renderer.setPointSize(size);
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}
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void
FGTextLayer::setFont(fntFont * font)
{
_renderer.setFont(font);
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}
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////////////////////////////////////////////////////////////////////////
// Implementation of FGTextLayer::Chunk.
////////////////////////////////////////////////////////////////////////
FGTextLayer::Chunk::Chunk (char * text, char * fmt = "%s")
: _type(FGTextLayer::TEXT), _fmt(fmt)
{
_value._text = text;
}
FGTextLayer::Chunk::Chunk (text_func func, char * fmt = "%s")
: _type(FGTextLayer::TEXT_FUNC), _fmt(fmt)
{
_value._tfunc = func;
}
FGTextLayer::Chunk::Chunk (double_func func, char * fmt = "%.2f",
float mult = 1.0)
: _type(FGTextLayer::DOUBLE_FUNC), _fmt(fmt), _mult(mult)
{
_value._dfunc = func;
}
char *
FGTextLayer::Chunk::getValue () const
{
switch (_type) {
case TEXT:
sprintf(_buf, _fmt, _value._text);
return _buf;
case TEXT_FUNC:
sprintf(_buf, _fmt, (*(_value._tfunc))());
break;
case DOUBLE_FUNC:
sprintf(_buf, _fmt, (*(_value._dfunc))() * _mult);
break;
}
return _buf;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGSwitchLayer.
////////////////////////////////////////////////////////////////////////
FGSwitchLayer::FGSwitchLayer (int w, int h, switch_func func,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2)
: FGInstrumentLayer(w, h), _func(func), _layer1(layer1), _layer2(layer2)
{
}
FGSwitchLayer::~FGSwitchLayer ()
{
delete _layer1;
delete _layer2;
}
void
FGSwitchLayer::draw () const
{
transform();
if ((*_func)()) {
_layer1->draw();
} else {
_layer2->draw();
}
}
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// end of panel.cxx