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flightgear/src/Cockpit/panel.hxx

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// panel.hxx - 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.
//
// 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
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
#endif
#include <GL/glut.h>
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#include <plib/ssg.h>
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#include <vector>
#include <map>
#include <plib/fnt.h>
FG_USING_STD(vector);
FG_USING_STD(map);
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class FGPanelInstrument;
////////////////////////////////////////////////////////////////////////
// Texture manager (should migrate out into FGFS).
//
// This class ensures that no texture is loaded more than once.
////////////////////////////////////////////////////////////////////////
class FGTextureManager
{
public:
static ssgTexture * createTexture(const char * relativePath);
private:
static map<const char *,ssgTexture *>_textureMap;
};
////////////////////////////////////////////////////////////////////////
// Cropped texture (should migrate out into FGFS).
//
// This class defines a rectangular cropped area of a texture.
////////////////////////////////////////////////////////////////////////
struct CroppedTexture
{
CroppedTexture () {}
CroppedTexture (const char * path,
float _minX = 0.0, float _minY = 0.0,
float _maxX = 1.0, float _maxY = 1.0)
: texture(FGTextureManager::createTexture(path)),
minX(_minX), minY(_minY), maxX(_maxX), maxY(_maxY) {}
ssgTexture * texture;
float minX, minY, maxX, maxY;
};
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////////////////////////////////////////////////////////////////////////
// Instrument panel class.
//
// The panel is a container that has a background texture and holds
// zero or more instruments. The panel will order the instruments to
// redraw themselves when necessary, and will pass mouse clicks on to
// the appropriate instruments for processing.
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////////////////////////////////////////////////////////////////////////
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class FGPanel
{
public:
FGPanel (int x, int y, int w, int h);
virtual ~FGPanel ();
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
// Update the panel (every frame).
virtual void update () const;
// Background texture.
virtual void setBackground (ssgTexture * texture);
// Make the panel visible or invisible.
virtual bool getVisibility () const;
virtual void setVisibility (bool visibility);
// Handle a mouse click.
virtual bool doMouseAction (int button, int updown, int x, int y);
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private:
bool _visibility;
bool _mouseDown;
int _mouseButton, _mouseX, _mouseY;
mutable int _mouseDelay;
FGPanelInstrument * _mouseInstrument;
typedef vector<FGPanelInstrument *> instrument_list_type;
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int _x, _y, _w, _h;
int _panel_h;
ssgTexture * _bg;
// List of instruments in panel.
instrument_list_type _instruments;
};
////////////////////////////////////////////////////////////////////////
// Base class for user action types.
//
// Individual instruments can have actions associated with a mouse
// click in a rectangular area. Current concrete classes are
// FGAdjustAction and FGSwapAction.
////////////////////////////////////////////////////////////////////////
class FGPanelAction
{
public:
virtual void doAction () = 0;
};
////////////////////////////////////////////////////////////////////////
// Adjustment action.
//
// This is an action to increase or decrease an FGFS value by a certain
// increment within a certain range. If the wrap flag is true, the
// value will wrap around if it goes below min or above max; otherwise,
// it will simply stop at min or max.
////////////////////////////////////////////////////////////////////////
class FGAdjustAction : public FGPanelAction
{
public:
typedef double (*getter_type)();
typedef void (*setter_type)(double);
FGAdjustAction (getter_type getter, setter_type setter, float increment,
float min, float max, bool wrap=false);
virtual ~FGAdjustAction ();
virtual void doAction ();
private:
getter_type _getter;
setter_type _setter;
float _increment;
float _min;
float _max;
bool _wrap;
};
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////////////////////////////////////////////////////////////////////////
// Swap action.
//
// This is an action to swap two values. It's currently used in the
// navigation radios.
////////////////////////////////////////////////////////////////////////
class FGSwapAction : public FGPanelAction
{
public:
typedef double (*getter_type)();
typedef void (*setter_type)(double);
FGSwapAction (getter_type getter1, setter_type setter1,
getter_type getter2, setter_type setter2);
virtual ~FGSwapAction ();
virtual void doAction ();
private:
getter_type _getter1, _getter2;
setter_type _setter1, _setter2;
};
////////////////////////////////////////////////////////////////////////
// Toggle action.
//
// This is an action to toggle a boolean value.
////////////////////////////////////////////////////////////////////////
class FGToggleAction : public FGPanelAction
{
public:
typedef bool (*getter_type)();
typedef void (*setter_type)(bool);
FGToggleAction (getter_type getter, setter_type setter);
virtual ~FGToggleAction ();
virtual void doAction ();
private:
getter_type _getter;
setter_type _setter;
};
////////////////////////////////////////////////////////////////////////
// Abstract base class for a panel instrument.
//
// A panel instrument consists of zero or more actions, associated
// with mouse clicks in rectangular areas. Currently, the only
// concrete class derived from this is FGLayeredInstrument, but others
// may show up in the future (some complex instruments could be
// entirely hand-coded, for example).
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////////////////////////////////////////////////////////////////////////
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class FGPanelInstrument
{
public:
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FGPanelInstrument ();
FGPanelInstrument (int x, int y, int w, int h);
virtual ~FGPanelInstrument ();
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virtual void draw () const = 0;
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virtual void setPosition(int x, int y);
virtual void setSize(int w, int h);
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virtual int getXPos () const;
virtual int getYPos () const;
virtual int getWidth () const;
virtual int getHeight () const;
// Coordinates relative to centre.
// Transfer pointer ownership!!
virtual void addAction (int button, int x, int y, int w, int h,
FGPanelAction * action);
// Coordinates relative to centre.
virtual bool doMouseAction (int button, int x, int y);
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protected:
int _x, _y, _w, _h;
typedef struct {
int button;
int x;
int y;
int w;
int h;
FGPanelAction * action;
} inst_action;
typedef vector<inst_action> action_list_type;
action_list_type _actions;
};
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////////////////////////////////////////////////////////////////////////
// Abstract base class for an instrument layer.
//
// The FGLayeredInstrument class builds up instruments by using layers
// of textures or text. Each layer can have zero or more
// transformations applied to it: for example, a needle layer can
// rotate to show the altitude or airspeed.
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////////////////////////////////////////////////////////////////////////
/**
* A 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:
typedef enum {
XSHIFT,
YSHIFT,
ROTATION
} transform_type;
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typedef double (*transform_func)();
FGInstrumentLayer (int w = -1, int h = -1);
virtual ~FGInstrumentLayer ();
virtual void draw () const = 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; }
virtual void addTransformation (transform_type type, transform_func func,
float min, float max,
float factor = 1.0, float offset = 0.0);
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protected:
int _w, _h;
typedef struct {
transform_type type;
transform_func func;
float min;
float max;
float factor;
float offset;
} transformation;
typedef vector<transformation *> transformation_list;
transformation_list _transformations;
};
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////////////////////////////////////////////////////////////////////////
// An instrument composed of layers.
//
// This class represents an instrument which is simply a series of
// layers piled one on top of the other, each one undergoing its own
// set of transformations. For example, one layer can represent
// the instrument's face (which doesn't move), while the next layer
// can represent a needle that rotates depending on an FGFS variable.
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////////////////////////////////////////////////////////////////////////
/**
* An instrument constructed of multiple layers.
*
* Each individual layer can be rotated or shifted to correspond
* to internal FGFS instrument readings.
*/
class FGLayeredInstrument : public FGPanelInstrument
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{
public:
typedef vector<FGInstrumentLayer *> layer_list;
FGLayeredInstrument (int x, int y, int w, int h);
virtual ~FGLayeredInstrument ();
virtual void draw () const;
// Transfer pointer ownership!!
virtual int addLayer (FGInstrumentLayer *layer);
virtual int addLayer (CroppedTexture &texture,
int w = -1, int h = -1);
virtual void addTransformation (FGInstrumentLayer::transform_type type,
FGInstrumentLayer::transform_func func,
float min, float max,
float factor = 1.0, float offset = 0.0);
virtual void addTransformation (FGInstrumentLayer::transform_type type,
float offset);
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protected:
layer_list _layers;
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};
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////////////////////////////////////////////////////////////////////////
// A textured layer of an instrument.
//
// This is a layer holding a single texture. Normally, the texture's
// backgound should be transparent so that lower layers and the panel
// background can show through.
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////////////////////////////////////////////////////////////////////////
class FGTexturedLayer : public FGInstrumentLayer
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{
public:
// FGTexturedLayer (ssgTexture * texture, int w, int h,
// float texX1 = 0.0, float texY1 = 0.0,
// float texX2 = 1.0, float texY2 = 1.0);
FGTexturedLayer (int w = -1, int h = -1) : FGInstrumentLayer(w, h) {}
FGTexturedLayer (CroppedTexture &texture, int w = -1, int h = -1);
virtual ~FGTexturedLayer ();
virtual void draw () const;
virtual void setTexture (ssgTexture * texture) { _texture = texture; }
virtual ssgTexture * getTexture () { return _texture; }
virtual void setTextureCoords (float x1, float y1, float x2, float y2) {
_texX1 = x1; _texY1 = y1; _texX2 = x2; _texY2 = y2;
}
protected:
virtual void setTextureCoords (float x1, float y1,
float x2, float y2) const {
_texX1 = x1; _texY1 = y1; _texX2 = x2; _texY2 = y2;
}
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private:
ssgTexture * _texture;
mutable float _texX1, _texY1, _texX2, _texY2;
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};
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////////////////////////////////////////////////////////////////////////
// A text layer of an instrument.
//
// This is a layer holding a string of static and/or generated text.
// It is useful for instruments that have text displays, such as
// a chronometer, GPS, or NavCom radio.
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////////////////////////////////////////////////////////////////////////
class FGTextLayer : public FGInstrumentLayer
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{
public:
typedef char * (*text_func)();
typedef double (*double_func)();
typedef enum ChunkType {
TEXT,
TEXT_FUNC,
DOUBLE_FUNC
};
class Chunk {
public:
Chunk (char * text, char * fmt = "%s");
Chunk (text_func func, char * fmt = "%s");
Chunk (double_func func, char * fmt = "%.2f", float mult = 1.0);
char * getValue () const;
private:
ChunkType _type;
union {
char * _text;
text_func _tfunc;
double_func _dfunc;
} _value;
char * _fmt;
float _mult;
mutable char _buf[1024];
};
FGTextLayer (int w = -1, int h = -1, Chunk * chunk1 = 0, Chunk * chunk2 = 0,
Chunk * chunk3 = 0);
virtual ~FGTextLayer ();
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virtual void draw () const;
// Transfer pointer!!
virtual void addChunk (Chunk * chunk);
virtual void setColor (float r, float g, float b);
virtual void setPointSize (float size);
virtual void setFont (fntFont * font);
private:
typedef vector<Chunk *> chunk_list;
chunk_list _chunks;
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float _color[4];
// FIXME: need only one globally
mutable fntRenderer _renderer;
};
////////////////////////////////////////////////////////////////////////
// A layer that switches between two other layers.
////////////////////////////////////////////////////////////////////////
class FGSwitchLayer : public FGInstrumentLayer
{
public:
typedef bool (*switch_func)();
// Transfer pointers!!
FGSwitchLayer (int w, int h, switch_func func,
FGInstrumentLayer * layer1,
FGInstrumentLayer * layer2);
virtual ~FGSwitchLayer ();
virtual void draw () const;
private:
switch_func _func;
FGInstrumentLayer * _layer1, * _layer2;
};
////////////////////////////////////////////////////////////////////////
// The current panel, if any.
////////////////////////////////////////////////////////////////////////
extern FGPanel * current_panel;
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#endif // __PANEL_HXX
// end of panel.hxx
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