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