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Updates from David Megginson.

Externally: added a chronometer and a control-position indicator a la
MSFS, along with dummies for the radio-nav gauges.

Internally, substantially reworked the code so that the individual gauges
can be table- (and eventually, file-) driven.
This commit is contained in:
curt 2000-02-21 22:00:24 +00:00
parent cb4164c5e1
commit 06f56d1465
2 changed files with 841 additions and 494 deletions

File diff suppressed because it is too large Load diff

View file

@ -1,4 +1,4 @@
// panel.cxx - default, 2D single-engine prop instrument panel
// panel.hxx - default, 2D single-engine prop instrument panel
//
// Written by David Megginson, started January 2000.
//
@ -35,10 +35,13 @@
#endif
#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
#include <plib/ssg.h>
#include <vector>
#include <plib/fnt.h>
FG_USING_STD(vector);
class FGPanelInstrument;
@ -50,6 +53,9 @@ class FGPanelInstrument;
class FGPanel
{
public:
typedef vector<FGPanelInstrument *> instrument_list_type;
FGPanel ();
virtual ~FGPanel ();
@ -65,14 +71,7 @@ private:
ssgTexture * _bg;
const FGPanelInstrument * _airspeed;
const FGPanelInstrument * _horizon;
const FGPanelInstrument * _altimeter;
const FGPanelInstrument * _coordinator;
const FGPanelInstrument * _gyro;
const FGPanelInstrument * _vertical;
const FGPanelInstrument * _flaps;
const FGPanelInstrument * _rpm;
instrument_list_type _instruments;
};
@ -101,146 +100,151 @@ protected:
};
////////////////////////////////////////////////////////////////////////
// A single layer of an instrument.
////////////////////////////////////////////////////////////////////////
/**
* 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;
typedef double (*transform_func)();
FGInstrumentLayer ();
FGInstrumentLayer (int w, int h, int z);
virtual ~FGInstrumentLayer ();
virtual void draw () const = 0;
virtual void transform () const;
virtual void addTransformation (transform_type type, transform_func func,
double min, double max,
double factor = 1.0, double offset = 0.0);
protected:
int _w, _h, _z;
typedef struct {
transform_type type;
transform_func func;
double min;
double max;
double factor;
double offset;
} transformation;
typedef vector<transformation *> transformation_list;
transformation_list _transformations;
};
////////////////////////////////////////////////////////////////////////
// An instrument composed of layered textures.
////////////////////////////////////////////////////////////////////////
class FGTexturedInstrument : public FGPanelInstrument
/**
* 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
{
public:
static const int MAX_LAYERS = 8;
FGTexturedInstrument (int x, int y, int w, int h);
virtual ~FGTexturedInstrument ();
virtual void addLayer (int layer, const char * textureName);
virtual void addLayer (int layer, ssgTexture * texture);
virtual void setLayerCenter (int layer, int x, int y);
virtual void setLayerRot (int layer, double rotation) const;
virtual void setLayerOffset (int layer, int xoffset, int yoffset) const;
virtual bool hasLayer (int layer) const;
typedef vector<FGInstrumentLayer *> layer_list;
FGLayeredInstrument (int x, int y, int w, int h);
virtual ~FGLayeredInstrument ();
virtual void draw () const;
virtual void addLayer (FGInstrumentLayer *layer);
virtual void addLayer (int i, const char *textureName);
virtual void addTransformation (int layer,
FGInstrumentLayer::transform_type type,
FGInstrumentLayer::transform_func func,
double min, double max,
double factor = 1.0, double offset = 0.0);
virtual void addTransformation (int layer,
FGInstrumentLayer::transform_type type,
double offset) {
addTransformation(layer, type, 0, 0.0, 0.0, 1.0, offset);
}
protected:
bool _layers[MAX_LAYERS];
mutable int _xcenter[MAX_LAYERS];
mutable int _ycenter[MAX_LAYERS];
mutable double _rotation[MAX_LAYERS];
mutable int _xoffset[MAX_LAYERS];
mutable int _yoffset[MAX_LAYERS];
ssgTexture * _textures[MAX_LAYERS];
layer_list _layers;
};
////////////////////////////////////////////////////////////////////////
// Airspeed indicator.
// A textured layer of an instrument.
////////////////////////////////////////////////////////////////////////
class FGAirspeedIndicator : public FGTexturedInstrument
/**
* A textured layer of an instrument.
*
* This is a type of layer designed to hold a texture; normally,
* the texture's background should be transparent so that
* other layers or the panel background show through.
*/
class FGTexturedInstrumentLayer : public FGInstrumentLayer
{
public:
FGAirspeedIndicator (int x, int y);
virtual ~FGAirspeedIndicator ();
FGTexturedInstrumentLayer (const char * textureName,
int w, int h, int z);
FGTexturedInstrumentLayer (ssgTexture * texture,
int w, int h, int z);
virtual ~FGTexturedInstrumentLayer ();
virtual void draw () const;
virtual void setTexture (const char *textureName);
virtual void setTexture (ssgTexture * texture) { _texture = texture; }
private:
ssgTexture * _texture;
};
////////////////////////////////////////////////////////////////////////
// Artificial Horizon.
// A text layer of an instrument.
////////////////////////////////////////////////////////////////////////
class FGHorizon : public FGTexturedInstrument
class FGCharInstrumentLayer : public FGInstrumentLayer
{
public:
FGHorizon (int x, int y);
virtual ~FGHorizon ();
typedef char * (*text_func)(char *);
FGCharInstrumentLayer (text_func func,
int w, int h, int z);
virtual ~FGCharInstrumentLayer ();
virtual void draw () const;
};
virtual void setColor (float r, float g, float b);
virtual void setPointSize (float size);
virtual void setFont (fntFont * font);
////////////////////////////////////////////////////////////////////////
// Altimeter.
////////////////////////////////////////////////////////////////////////
class FGAltimeter : public FGTexturedInstrument
{
public:
FGAltimeter (int x, int y);
virtual ~FGAltimeter ();
virtual void draw () const;
};
////////////////////////////////////////////////////////////////////////
// Turn Co-ordinator.
////////////////////////////////////////////////////////////////////////
class FGTurnCoordinator : public FGTexturedInstrument
{
public:
FGTurnCoordinator (int x, int y);
virtual ~FGTurnCoordinator ();
virtual void draw () const;
};
////////////////////////////////////////////////////////////////////////
// Gyro Compass.
////////////////////////////////////////////////////////////////////////
class FGGyroCompass : public FGTexturedInstrument
{
public:
FGGyroCompass (int x, int y);
virtual ~FGGyroCompass ();
virtual void draw () const;
};
////////////////////////////////////////////////////////////////////////
// Vertical velocity indicator.
////////////////////////////////////////////////////////////////////////
class FGVerticalVelocity : public FGTexturedInstrument
{
public:
FGVerticalVelocity (int x, int y);
virtual ~FGVerticalVelocity ();
virtual void draw () const;
};
////////////////////////////////////////////////////////////////////////
// RPM gauge.
////////////////////////////////////////////////////////////////////////
class FGRPMGauge : public FGTexturedInstrument
{
public:
FGRPMGauge (int x, int y);
virtual ~FGRPMGauge ();
virtual void draw () const;
};
////////////////////////////////////////////////////////////////////////
// Flap position indicator.
////////////////////////////////////////////////////////////////////////
class FGFlapIndicator : public FGTexturedInstrument
{
public:
FGFlapIndicator (int x, int y);
virtual ~FGFlapIndicator ();
virtual void draw () const;
private:
text_func _func;
float _color[3];
// FIXME: need only one globally
mutable fntRenderer _renderer;
mutable char _buf[1024];
};