diff --git a/Simulator/Autopilot/autopilot.cxx b/Simulator/Autopilot/autopilot.cxx index 5dc892520..279c13fbf 100644 --- a/Simulator/Autopilot/autopilot.cxx +++ b/Simulator/Autopilot/autopilot.cxx @@ -35,6 +35,8 @@ #include #include #include
+#include +#include
#include @@ -328,10 +330,18 @@ static void rolloutsmooth_adj( puObject *hs ) static void goAwayAPAdjust (puObject *) { + FGView *v = ¤t_view; puPopLiveInterface ( ) ; - // puPopInterface ( ) ; puPopGroup ( ) ; APAdjustDialog -> hide(); + if ( current_options.get_panel_status() ) { + // this seems to be the only way to do this :-( + // problem is the viewport has been mucked with + // current_options.toggle_panel(); + // current_options.toggle_panel(); + xglViewport(0, 0, (GLint)(v->winWidth), (GLint)(v->winHeight) ); + FGPanel::OurPanel->ReInit(0, 0, 1024, 768); + } } void cancelAPAdjust(puObject *) diff --git a/Simulator/Cockpit/panel.cxx b/Simulator/Cockpit/panel.cxx index 37a8a59b5..4680e477b 100644 --- a/Simulator/Cockpit/panel.cxx +++ b/Simulator/Cockpit/panel.cxx @@ -73,9 +73,14 @@ static float alpha; static int n1; static int n2; -static GLfloat Wings[] = {-1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125}; -static GLfloat Elevator[] = { 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375}; -static GLfloat Rudder[] = {2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55}; +static GLfloat Wings[] = { + -1.25, -28.125, 1.255, -28.125, 1.255, 28.125, -1.25, 28.125}; + +static GLfloat Elevator[] = { + 3.0, -10.9375, 4.5, -10.9375, 4.5, 10.9375, 3.0, 10.9375}; + +static GLfloat Rudder[] = { + 2.0, -0.45, 10.625, -0.45, 10.625, 0.55, 2.0, 0.55}; FGPanel* FGPanel::OurPanel = 0; @@ -87,23 +92,33 @@ FGPanel::FGPanel(void){ GLint test; GLubyte *tex = new GLubyte[262144]; -OurPanel = this; + if(OurPanel) { + FG_LOG( FG_GENERAL, FG_ALERT, "Error: only one Panel allowed" ); + exit(-1); + } + + OurPanel = this; Xzoom = (float)((float)(current_view.get_winWidth())/1024); Yzoom = (float)((float)(current_view.get_winHeight())/768); - -test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0, 260.0, -20.0, 360, 65, 193, 0); -test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100, 440, 66.15, 66, 2); -test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0, 360, 194, 191, 1); -test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0, 1080, 194, 191, 1); -test_instr[0] = new FGHorizon(251, 166.75); -test_instr[1] = new FGTurnCoordinator(143.75, 51.75); -//test_instr[2] = new FGRpmGauge(462.5, 133); -test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0, -67, 180, 174, 83, 3); - -// FontList = glGenLists (256); -// glListBase(FontList); -// InitLists(); + + test_instr[3] = new FGTexInstrument(144.375, 166.875, 4, 32, 3, 30, 15.0, + 260.0, -20.0, 360, 65, 193, 0); + test_instr[4] = new FGTexInstrument(358, 52, 4, 30, 3, 30, -3.0, 3.0, 100, + 440, 66.15, 66, 2); + test_instr[5] = new FGTexInstrument(357.5, 167, 5, 25, 4, 30, 0, 10000, 0, + 360, 194, 191, 1); + test_instr[6] = new FGTexInstrument(357.5, 167, 5, 32, 3, 30, 0, 3000, 0, + 1080, 194, 191, 1); + test_instr[0] = new FGHorizon(251, 166.75); + test_instr[1] = new FGTurnCoordinator(143.75, 51.75); + //test_instr[2] = new FGRpmGauge(462.5, 133); + test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0, + -67, 180, 174, 83, 3); + + // FontList = glGenLists (256); + // glListBase(FontList); + // InitLists(); #ifdef GL_VERSION_1_1 xglGenTextures(2, panel_tex_id); @@ -148,28 +163,28 @@ test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0, tpath.set( current_options.get_fg_root() ); tpath.append( "Textures/Fullone.rgb" ); if ((background = read_rgb_texture( (char *)tpath.c_str(), &width, &height ))==NULL ){ - } + } -// for(y=0;y<256;y++){ -// for(x=0;x<256;x++){ -// tex[(y+x*256)*3] = imag[(y+x*256)*3]; -// tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1]; -// tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2]; -// tex[(y+x*256)*3 + 3] = (imag[(y+x*256)*3 + 1] + imag[(y+x*256)*3 + 2] // + imag[(y+x*256)*3 + 0])/3; -// -// if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){ -// tex[(y+x*256)*3 + 3] = 0x0; -// } -// else{ -// tex[(y+x*256)*3 + 3] = 0xff; -// } -// } -// } + // for(y=0;y<256;y++){ + // for(x=0;x<256;x++){ + // tex[(y+x*256)*3] = imag[(y+x*256)*3]; + // tex[(y+x*256)*3 + 1] = imag[(y+x*256)*3 + 1]; + // tex[(y+x*256)*3 + 2] = imag[(y+x*256)*3 + 2]; + // tex[(y+x*256)*3 + 3] = (imag[(y+x*256)*3 + 1] + imag[(y+x*256)*3 + 2] // + imag[(y+x*256)*3 + 0])/3; + // + // if((imag[(y+x*256)*3] < 150) && (imag[(y+x*256)*3 +1] < 150) && // (imag[(y+x*256)*3 + 2] < 150) ){ + // tex[(y+x*256)*3 + 3] = 0x0; + // } + // else{ + // tex[(y+x*256)*3 + 3] = 0xff; + // } + // } + // } xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); - xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); + xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); xglRasterPos2i(0,0); xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 256); @@ -186,7 +201,7 @@ test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0, xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img)); + xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 256, 256, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(img)); xglMatrixMode(GL_MODELVIEW); xglPopMatrix(); @@ -194,6 +209,7 @@ test_instr[2] = new FGTexInstrument(462.5, 133, 10, 20, 5.5, 60, 0.0, 1.0, void FGPanel::ReInit( int x, int y, int finx, int finy){ fgOPTIONS *o; + FGView *v = ¤t_view; int i; GLint buffer; @@ -218,7 +234,7 @@ void FGPanel::ReInit( int x, int y, int finx, int finy){ xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); - xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); + xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); xglPixelZoom(Xzoom, Yzoom); xglPixelStorei(GL_UNPACK_ALIGNMENT, 1); xglPixelStorei(GL_UNPACK_ROW_LENGTH, 1024); @@ -226,8 +242,9 @@ void FGPanel::ReInit( int x, int y, int finx, int finy){ xglPixelStorei(GL_UNPACK_SKIP_ROWS, y); xglRasterPos2i(x, y); xglPixelZoom(Xzoom, Yzoom); - xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid *)(background)); - + xglDrawPixels(finx - x, finy - y, GL_RGB, GL_UNSIGNED_BYTE, + (GLvoid *)(background)); + // restore original buffer state xglDrawBuffer( (GLenum)buffer ); xglEnable(GL_DEPTH_TEST); @@ -242,11 +259,11 @@ void FGPanel::Update ( void ) { double speed; int i; -// static bool beech_drawn = false; -// char *test = "ALM 100"; + // static bool beech_drawn = false; + // char *test = "ALM 100"; var[0] = get_speed() /* * 1.4 */; // We have to multiply the airspeed by a - // factor, to simulate flying a Bonanza + // factor, to simulate flying a Bonanza var[1] = get_altitude(); var[2] = get_climb_rate() / 1000.0; var[3] = get_throttleval(); @@ -268,18 +285,18 @@ void FGPanel::Update ( void ) { xglPushMatrix(); xglDisable(GL_LIGHTING); - test_instr[3]->Render(); - test_instr[4]->Render(); - test_instr[5]->Render(); - test_instr[6]->Render(); + test_instr[3]->Render(); + test_instr[4]->Render(); + test_instr[5]->Render(); + test_instr[6]->Render(); xglPopMatrix(); xglPushMatrix(); test_instr[1]->Render(); test_instr[2]->Render(); -// DrawBeechcraftLogo(230, 235, 30, 10); -// DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0); + // DrawBeechcraftLogo(230, 235, 30, 10); + // DrawScale(144.375, 166.875, 38, 41.0, 18, 340, 44, 2.0, 1.0, 1.0, 1.0); xglEnable(GL_LIGHTING); @@ -309,8 +326,8 @@ void FGHorizon::Render(void){ GLboolean Light; GLfloat normal[2]; - static int n, dn, rot, tmp1, tmp2; - float a; + static int n, dn, rot, tmp1, tmp2; + float a; GLfloat material[] = { 0.714844, 0.265625, 0.056875 ,1.0}; GLfloat material2[] = {0.6640625, 0.921875, 0.984375, 1.0}; @@ -326,10 +343,10 @@ void FGHorizon::Render(void){ pitch = get_pitch() * RAD_TO_DEG; if(pitch > 45) - pitch = 45; + pitch = 45; if(pitch < -45) - pitch = -45; + pitch = -45; roll = get_roll() * RAD_TO_DEG; @@ -351,26 +368,26 @@ void FGHorizon::Render(void){ shifted = -((pitch / 10) * 7.0588235); if(shifted > (bottom - radius)){ - theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG)); - n = (int)(theta / epsi) - 1; - n1 = n; - n2 = (180 - n1) + 2; - dn = n2 - n1; - rot = (int)(roll / epsi); - n1 += rot + 45; - n2 += rot + 45; + theta = (180 - (acos((bottom - shifted) / radius)*RAD_TO_DEG)); + n = (int)(theta / epsi) - 1; + n1 = n; + n2 = (180 - n1) + 2; + dn = n2 - n1; + rot = (int)(roll / epsi); + n1 += rot + 45; + n2 += rot + 45; } if(shifted < (-top + radius)){ - theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG)); - n = (int)(theta / epsi) + 1; - n1 = n; - n2 = (180 - n1) + 2; - dn = n2 - n1; - rot = (int)(roll / epsi); - n1 += rot - 45; - n2 += rot - 45; - if(n1 < 0){ n1 += 180; n2 +=180;} + theta = ((acos((-top - shifted) / radius)*RAD_TO_DEG)); + n = (int)(theta / epsi) + 1; + n1 = n; + n2 = (180 - n1) + 2; + dn = n2 - n1; + rot = (int)(roll / epsi); + n1 += rot - 45; + n2 += rot - 45; + if(n1 < 0){ n1 += 180; n2 +=180;} } // end of computations @@ -385,13 +402,13 @@ void FGHorizon::Render(void){ xglLightfv(GL_LIGHT1, GL_SPECULAR, light_specular); xglLightfv(GL_LIGHT1, GL_SPOT_DIRECTION, direction); - #ifdef GL_VERSION_1_1 +#ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); - #elif GL_EXT_texture_object +#elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); - #else - # error port me - #endif +#else +# error port me +#endif xglLoadIdentity(); xglTranslatef(0.0, ((pitch / 10) * 0.046875), 0.0); @@ -401,90 +418,94 @@ void FGHorizon::Render(void){ // the following loop draws the textured part of the AH - xglMaterialf(GL_FRONT, GL_SHININESS, 85.0); + xglMaterialf(GL_FRONT, GL_SHININESS, 85.0); - xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4); - xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5); - xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3); + xglMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, material4); + xglMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, material5); + xglMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, material3); xglMatrixMode(GL_MODELVIEW); xglBegin(GL_TRIANGLES); - for(i=45;i<225;i++){ - xglTexCoord2f(0.0, 0.0); - xglNormal3f(0.0, 0.0, 0.6); - xglVertex3f(0.0, 0.0, 0.0); - xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]); - xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6); - xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0); - n = (i + 1) % 180; - xglTexCoord2f(texCoord[n][0], texCoord[n][1]); - xglNormal3f(normals[n][0], normals[n][1], 0.6); - xglVertex3f(vertices[n][0], vertices[n][1], 0.0); - } - xglEnd(); + for(i=45;i<225;i++){ + xglTexCoord2f(0.0, 0.0); + xglNormal3f(0.0, 0.0, 0.6); + xglVertex3f(0.0, 0.0, 0.0); + xglTexCoord2f(texCoord[i % 180][0], texCoord[i % 180][1]); + xglNormal3f(normals[i % 180][0], normals[i % 180][1], 0.6); + xglVertex3f(vertices[i % 180][0], vertices[i % 180][1], 0.0); + n = (i + 1) % 180; + xglTexCoord2f(texCoord[n][0], texCoord[n][1]); + xglNormal3f(normals[n][0], normals[n][1], 0.6); + xglVertex3f(vertices[n][0], vertices[n][1], 0.0); + } + xglEnd(); if((shifted > (bottom - radius)) && (n1 < 1000) && (n1 > 0)){ - a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD); -light_ambient2[0] = a; -light_ambient2[1] = a; -light_ambient2[2] = a; + a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD); + light_ambient2[0] = a; + light_ambient2[1] = a; + light_ambient2[2] = a; - xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); - xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); - xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); + xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); + xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); + xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); - xglBegin(GL_TRIANGLES); + xglBegin(GL_TRIANGLES); - tmp1 = n1; tmp2 = n2; + tmp1 = n1; tmp2 = n2; - for(i = tmp1; i < tmp2 + 1; i++){ - n = i % 180; - xglNormal3f(0.0, 0.0, 1.5); - xglTexCoord2f((56 / 256), (140 / 256)); - xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0); + for(i = tmp1; i < tmp2 + 1; i++){ + n = i % 180; + xglNormal3f(0.0, 0.0, 1.5); + xglTexCoord2f((56 / 256), (140 / 256)); + xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), + ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), + 0.0); - xglTexCoord2f((57 / 256), (139 / 256)); - xglNormal3f(normals[n][0], normals[n][1], normals[n][3]); - xglVertex3f(vertices[n][0], vertices[n][1], 0.0); + xglTexCoord2f((57 / 256), (139 / 256)); + xglNormal3f(normals[n][0], normals[n][1], normals[n][3]); + xglVertex3f(vertices[n][0], vertices[n][1], 0.0); - n = (i + 1) % 180; - xglTexCoord2f((57 / 256), (139 / 256)); - xglNormal3f(normals[n][0], normals[n][1], normals[n][3]); - xglVertex3f(vertices[n][0], vertices[n][1], 0.0); - } - xglEnd(); + n = (i + 1) % 180; + xglTexCoord2f((57 / 256), (139 / 256)); + xglNormal3f(normals[n][0], normals[n][1], normals[n][3]); + xglVertex3f(vertices[n][0], vertices[n][1], 0.0); + } + xglEnd(); } if((shifted < (-top + radius)) && (n1 < 1000) && (n1 > 0)){ - a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD); -light_ambient2[0] = a; -light_ambient2[1] = a; -light_ambient2[2] = a; + a = sin(theta * DEG_TO_RAD) * sin(theta * DEG_TO_RAD); + light_ambient2[0] = a; + light_ambient2[1] = a; + light_ambient2[2] = a; - xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); - xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); - xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); - xglMaterialf(GL_FRONT, GL_SHININESS, a * 85); - xglBegin(GL_TRIANGLES); - tmp1 = n1; tmp2 = n2; - for(i = tmp1; i <= tmp2; i++){ - n = i % 180; - xglNormal3f(0.0, 0.0, 1.5); - xglTexCoord2f((73 / 256), (237 / 256)); - xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), 0.0); + xglLightfv(GL_LIGHT1, GL_AMBIENT, light_ambient2); + xglLightfv(GL_LIGHT1, GL_DIFFUSE, light_ambient2); + xglLightfv(GL_LIGHT1, GL_SPECULAR, light_ambient2); + xglMaterialf(GL_FRONT, GL_SHININESS, a * 85); + xglBegin(GL_TRIANGLES); + tmp1 = n1; tmp2 = n2; + for(i = tmp1; i <= tmp2; i++){ + n = i % 180; + xglNormal3f(0.0, 0.0, 1.5); + xglTexCoord2f((73 / 256), (237 / 256)); + xglVertex3f(((vertices[n1 % 180][0] + vertices[n2 % 180][0]) / 2), + ((vertices[n1 % 180][1] + vertices[n2 % 180][1]) / 2), + 0.0); - xglTexCoord2f((73 / 256), (236 / 256)); - xglNormal3f(normals[n][0], normals[n][1], normals[n][2]); - xglVertex3f(vertices[n][0], vertices[n][1], 0.0); + xglTexCoord2f((73 / 256), (236 / 256)); + xglNormal3f(normals[n][0], normals[n][1], normals[n][2]); + xglVertex3f(vertices[n][0], vertices[n][1], 0.0); - n = (i + 1) % 180; - xglTexCoord2f((73 / 256), (236 / 256)); - xglNormal3f(normals[n][0], normals[n][1], normals[n][2]); - xglVertex3f(vertices[n][0], vertices[n][1], 0.0); - } - xglEnd(); + n = (i + 1) % 180; + xglTexCoord2f((73 / 256), (236 / 256)); + xglNormal3f(normals[n][0], normals[n][1], normals[n][2]); + xglVertex3f(vertices[n][0], vertices[n][1], 0.0); + } + xglEnd(); } // Now we will have to draw the small triangle indicating the roll value @@ -525,29 +546,29 @@ light_ambient2[2] = a; xglDisable(GL_LIGHTING); xglDisable(GL_LIGHT1); xglEnable(GL_LIGHT0); - } +} // fgHorizonInit - initialize values for the AH void FGHorizon::Init(void){ - radius = 28.9; - texXPos = 56; - texYPos = 174; - bottom = 36.5; - top = 36.5; - int n; + radius = 28.9; + texXPos = 56; + texYPos = 174; + bottom = 36.5; + top = 36.5; + int n; -float step = (360*DEG_TO_RAD)/180; + float step = (360*DEG_TO_RAD)/180; -for(n=0;n<180;n++){ - vertices[n][0] = cos(n * step) * radius; - vertices[n][1] = sin(n * step) * radius; - texCoord[n][0] = (cos(n * step) * radius)/256; - texCoord[n][1] = (sin(n * step) * radius)/256; - normals[n][0] = cos(n * step) * radius + sin(n * step); - normals[n][1] = sin(n * step) * radius + cos(n * step); - normals[n][2] = 0.0; - } + for(n=0;n<180;n++){ + vertices[n][0] = cos(n * step) * radius; + vertices[n][1] = sin(n * step) * radius; + texCoord[n][0] = (cos(n * step) * radius)/256; + texCoord[n][1] = (sin(n * step) * radius)/256; + normals[n][0] = cos(n * step) * radius + sin(n * step); + normals[n][1] = sin(n * step) * radius + cos(n * step); + normals[n][2] = 0.0; + } } void FGTexInstrument::UpdatePointer(void){ @@ -558,12 +579,13 @@ void FGTexInstrument::UpdatePointer(void){ glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); - alpha=((((float)((var[variable]) - (value1))) / (value2 - value1))* (alpha2 - alpha1) + alpha1); + alpha=((((float)((var[variable]) - (value1))) / + (value2 - value1))* (alpha2 - alpha1) + alpha1); - if (alpha < alpha1) - alpha = alpha1; - if (alpha > alpha2) - alpha = alpha2; + if (alpha < alpha1) + alpha = alpha1; + if (alpha > alpha2) + alpha = alpha2; xglMatrixMode(GL_MODELVIEW); xglPushMatrix(); xglLoadIdentity(); @@ -582,258 +604,262 @@ void FGTexInstrument::UpdatePointer(void){ // area. Shall be a method of a panel class once. void fgEraseArea(GLfloat *array, int NumVerti, GLfloat texXPos, GLfloat texYPos, GLfloat XPos, GLfloat YPos, int Texid, float ScaleFactor){ -int i, j; -int n; -float a; -float ififth; + int i, j; + int n; + float a; + float ififth; -xglEnable(GL_TEXTURE_2D); -xglEnable(GL_TEXTURE_GEN_S); -xglEnable(GL_TEXTURE_GEN_T); -glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); -glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); -xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); -xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); -xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); -xglMatrixMode(GL_TEXTURE); -xglLoadIdentity(); + xglEnable(GL_TEXTURE_2D); + xglEnable(GL_TEXTURE_GEN_S); + xglEnable(GL_TEXTURE_GEN_T); + glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR); + xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + xglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + xglMatrixMode(GL_TEXTURE); + xglLoadIdentity(); - #ifdef GL_VERSION_1_1 +#ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[Texid]); - #elif GL_EXT_texture_object +#elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[Texid]); - #else - # error port me - #endif +#else +# error port me +#endif -xglMatrixMode(GL_TEXTURE); -xglLoadIdentity(); -xglTranslatef(-((float)((XPos/0.625)/256)), -((float)((YPos/0.625)/256)), 0.0); -xglTranslatef(texXPos/256 , texYPos/256, 0.0); -xglScalef(0.00625, 0.00625, 1.0); + xglMatrixMode(GL_TEXTURE); + xglLoadIdentity(); + xglTranslatef(-((float)((XPos/0.625)/256)), -((float)((YPos/0.625)/256)), 0.0); + xglTranslatef(texXPos/256 , texYPos/256, 0.0); + xglScalef(0.00625, 0.00625, 1.0); - xglBegin(GL_POLYGON); -for(n=0;n 56){ - alpha = 56; - } - if(alpha < -56){ - alpha = -56; - } + alpha = (get_sideslip() / 1.5) * 560; + if(alpha > 56){ + alpha = 56; + } + if(alpha < -56){ + alpha = -56; + } - PlaneAlpha = get_roll(); + PlaneAlpha = get_roll(); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); - xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); + xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); -xglMatrixMode(GL_MODELVIEW); -xglLoadIdentity(); -xglTranslatef(BallXPos, BallYPos, 0.0); -xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0); -fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1); -xglDisable(GL_TEXTURE_2D); -xglEnable(GL_BLEND); -xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); -xglMatrixMode(GL_MODELVIEW); -xglLoadIdentity(); -xglTranslatef(BallXPos, BallYPos, 0.0); -xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0); -xglBegin(GL_POLYGON); -xglColor3f(0.8, 0.8, 0.8); -for(i=0;i<36;i++){ -xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]); -} -xglEnd(); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); + xglTranslatef(BallXPos, BallYPos, 0.0); + xglTranslatef(0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39)), 0.0); + fgEraseArea(vertices, 72, BallTexXPos + ((0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31) / 0.625), BallTexYPos + ((0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))) / 0.625), BallXPos + (0.75 * sin(alphahist[0] * DEG_TO_RAD) * 31), BallYPos + (0.3 * (39 - (cos(alphahist[0] * DEG_TO_RAD) * 39))), 1, 1); + xglDisable(GL_TEXTURE_2D); + xglEnable(GL_BLEND); + xglBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ONE); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); + xglTranslatef(BallXPos, BallYPos, 0.0); + xglTranslatef(0.75 * sin(alpha * DEG_TO_RAD) * 31, 0.3 * (39 - (cos(alpha * DEG_TO_RAD) * 39)), 0.0); + xglBegin(GL_POLYGON); + xglColor3f(0.8, 0.8, 0.8); + for(i=0;i<36;i++){ + xglVertex2f(vertices[2 * i], vertices[(2 * i) + 1]); + } + xglEnd(); -xglDisable(GL_TEXTURE_2D); -xglDisable(GL_BLEND); + xglDisable(GL_TEXTURE_2D); + xglDisable(GL_BLEND); -xglMatrixMode(GL_MODELVIEW); -xglLoadIdentity(); -xglTranslatef(XPos, YPos, 0.0); -xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); + xglTranslatef(XPos, YPos, 0.0); + xglRotatef(rollhist[0] * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); -fgEraseArea(Wings, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); -fgEraseArea(Elevator, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); -fgEraseArea(Rudder, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); + fgEraseArea(Wings, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); + fgEraseArea(Elevator, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); + fgEraseArea(Rudder, 8, PlaneTexXPos, PlaneTexYPos, XPos, YPos, 1, 1); -xglLoadIdentity(); -xglTranslatef(XPos, YPos, 0.0); -xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); + xglLoadIdentity(); + xglTranslatef(XPos, YPos, 0.0); + xglRotatef(-get_roll() * RAD_TO_DEG + 90, 0.0, 0.0, 1.0); -xglBegin(GL_POLYGON); -xglColor3f(1.0, 1.0, 1.0); -for(i=0;i<90;i++){ -xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5); -} -xglEnd(); + xglBegin(GL_POLYGON); + xglColor3f(1.0, 1.0, 1.0); + for(i=0;i<90;i++){ + xglVertex2f(cos(i * 4 * DEG_TO_RAD) * 5, sin(i * 4 * DEG_TO_RAD) * 5); + } + xglEnd(); -xglBegin(GL_POLYGON); -xglVertex2f(Wings[0], Wings[1]); -xglVertex2f(Wings[2], Wings[3]); -xglVertex2f(Wings[4], Wings[5]); -xglVertex2f(Wings[6], Wings[7]); -xglVertex2f(Wings[0], Wings[1]); -xglEnd(); + xglBegin(GL_POLYGON); + xglVertex2f(Wings[0], Wings[1]); + xglVertex2f(Wings[2], Wings[3]); + xglVertex2f(Wings[4], Wings[5]); + xglVertex2f(Wings[6], Wings[7]); + xglVertex2f(Wings[0], Wings[1]); + xglEnd(); -xglBegin(GL_POLYGON); -xglVertex2f(Elevator[0], Elevator[1]); -xglVertex2f(Elevator[2], Elevator[3]); -xglVertex2f(Elevator[4], Elevator[5]); -xglVertex2f(Elevator[6], Elevator[7]); -xglVertex2f(Elevator[0], Elevator[1]); -xglEnd(); + xglBegin(GL_POLYGON); + xglVertex2f(Elevator[0], Elevator[1]); + xglVertex2f(Elevator[2], Elevator[3]); + xglVertex2f(Elevator[4], Elevator[5]); + xglVertex2f(Elevator[6], Elevator[7]); + xglVertex2f(Elevator[0], Elevator[1]); + xglEnd(); -xglBegin(GL_POLYGON); -xglVertex2f(Rudder[0], Rudder[1]); -xglVertex2f(Rudder[2], Rudder[3]); -xglVertex2f(Rudder[4], Rudder[5]); -xglVertex2f(Rudder[6], Rudder[7]); -xglVertex2f(Rudder[0], Rudder[1]); -xglEnd(); + xglBegin(GL_POLYGON); + xglVertex2f(Rudder[0], Rudder[1]); + xglVertex2f(Rudder[2], Rudder[3]); + xglVertex2f(Rudder[4], Rudder[5]); + xglVertex2f(Rudder[6], Rudder[7]); + xglVertex2f(Rudder[0], Rudder[1]); + xglEnd(); -alphahist[0] = alphahist[1]; -alphahist[1] = alpha; -rollhist[0] = rollhist[1]; -rollhist[1] = -get_roll(); + alphahist[0] = alphahist[1]; + alphahist[1] = alpha; + rollhist[0] = rollhist[1]; + rollhist[1] = -get_roll(); -xglDisable(GL_BLEND); + xglDisable(GL_BLEND); } void FGTurnCoordinator::Init(void){ -int n; -PlaneTexXPos = 49; -PlaneTexYPos = 59.75; -BallXPos = 145; -BallYPos = 24; -BallTexXPos = 49; -BallTexYPos = 16; -BallRadius = 3.5; + int n; + PlaneTexXPos = 49; + PlaneTexYPos = 59.75; + BallXPos = 145; + BallYPos = 24; + BallTexXPos = 49; + BallTexYPos = 16; + BallRadius = 3.5; -for(n=0;n<36;n++){ -vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius; -vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius; - } + for(n=0;n<36;n++){ + vertices[2 * n] = cos(10 * n * DEG_TO_RAD) * BallRadius; + vertices[(2 * n) + 1] = sin(10 * n * DEG_TO_RAD) * BallRadius; + } } -void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius, float alpha1, float alpha2, int steps, float LineWidth, float red, float green, float blue, bool filled){ - int i; - float diff = (alpha2 - alpha1) / (float)(steps - 1); +void DrawScale(float XPos, float YPos, float InnerRadius, float OuterRadius, + float alpha1, float alpha2, int steps, float LineWidth, + float red, float green, float blue, bool filled){ + int i; + float diff = (alpha2 - alpha1) / (float)(steps - 1); - #define ANTIALIASED_INSTRUMENTS +#define ANTIALIASED_INSTRUMENTS - #ifdef ANTIALIASED_INSTRUMENTS - xglEnable(GL_LINE_SMOOTH); - xglEnable(GL_BLEND); - xglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST); - #endif +#ifdef ANTIALIASED_INSTRUMENTS + xglEnable(GL_LINE_SMOOTH); + xglEnable(GL_BLEND); + xglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST); +#endif - xglMatrixMode(GL_MODELVIEW); - xglLoadIdentity(); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); - xglTranslatef(XPos, YPos, 0.0); - xglRotatef(-alpha1, 0.0, 0.0, 1.0); + xglTranslatef(XPos, YPos, 0.0); + xglRotatef(-alpha1, 0.0, 0.0, 1.0); - xglLineWidth(LineWidth); - xglColor3f(red, green, blue); + xglLineWidth(LineWidth); + xglColor3f(red, green, blue); - if(!filled){ - xglBegin(GL_LINES); - } - else{ - xglBegin(GL_QUAD_STRIP); - } + if(!filled){ + xglBegin(GL_LINES); + } + else{ + xglBegin(GL_QUAD_STRIP); + } - for(i=0;i < steps; i++){ - xglVertex3f(sin(i * diff * DEG_TO_RAD) * OuterRadius, cos(i * diff * DEG_TO_RAD) * OuterRadius, 0.0); - xglVertex3f(sin(i * diff * DEG_TO_RAD) * InnerRadius, cos(i * diff * DEG_TO_RAD) * InnerRadius, 0.0); - } - xglEnd(); + for(i=0;i < steps; i++){ + xglVertex3f(sin(i * diff * DEG_TO_RAD) * OuterRadius, + cos(i * diff * DEG_TO_RAD) * OuterRadius, 0.0); + xglVertex3f(sin(i * diff * DEG_TO_RAD) * InnerRadius, + cos(i * diff * DEG_TO_RAD) * InnerRadius, 0.0); + } + xglEnd(); - xglLoadIdentity(); - xglDisable(GL_LINE_SMOOTH); - xglDisable(GL_BLEND); - } + xglLoadIdentity(); + xglDisable(GL_LINE_SMOOTH); + xglDisable(GL_BLEND); +} void DrawBeechcraftLogo(float XPos, float YPos, float width, float height){ - xglMatrixMode(GL_MODELVIEW); - xglLoadIdentity(); - xglTranslatef(XPos, YPos, 0.0); - xglEnable(GL_BLEND); - xglEnable(GL_TEXTURE_2D); -// xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); -// xglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); + xglTranslatef(XPos, YPos, 0.0); + xglEnable(GL_BLEND); + xglEnable(GL_TEXTURE_2D); + // xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); + // xglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - #ifdef GL_VERSION_1_1 +#ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); - #elif GL_EXT_texture_object +#elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); - #else - # error port me - #endif +#else +# error port me +#endif xglBegin(GL_POLYGON); @@ -850,212 +876,216 @@ void DrawBeechcraftLogo(float XPos, float YPos, float width, float height){ xglDisable(GL_BLEND); xglDisable(GL_TEXTURE_2D); - } +} // PrintMatrix - routine to print the current modelview matrix. void PrintMatrix( void){ -xglGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix); -printf("matrix2 = %f %f %f %f \n", mvmatrix[0], mvmatrix[1], mvmatrix[2], mvmatrix[3]); -printf(" %f %f %f %f \n", mvmatrix[4], mvmatrix[5], mvmatrix[6], mvmatrix[7]); -printf(" %f %f %f %f \n", mvmatrix[8], mvmatrix[9], mvmatrix[10], mvmatrix[11]); -printf(" %f %f %f %f \n", mvmatrix[12], mvmatrix[13], mvmatrix[14], mvmatrix[15]); + xglGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix); + printf("matrix2 = %f %f %f %f \n", + mvmatrix[0], mvmatrix[1], mvmatrix[2], mvmatrix[3]); + printf(" %f %f %f %f \n", + mvmatrix[4], mvmatrix[5], mvmatrix[6], mvmatrix[7]); + printf(" %f %f %f %f \n", + mvmatrix[8], mvmatrix[9], mvmatrix[10], mvmatrix[11]); + printf(" %f %f %f %f \n", + mvmatrix[12], mvmatrix[13], mvmatrix[14], mvmatrix[15]); } void FGRpmGauge::Init(void){ - list = xglGenLists (1); - int n; + list = xglGenLists (1); + int n; - xglNewList(list, GL_COMPILE); + xglNewList(list, GL_COMPILE); - xglColor3f(.26, .289, .3281); - xglBegin(GL_POLYGON); - for(n = 0; n < 180; n++){ - xglVertex2f(cos(n * 0.0349066) * 24.5, sin(n * 0.0349066) * 24.5); - } - xglEnd(); - -DrawScale(XPos, YPos, 22.5, 25.625, 50, 135, 10, 1.0, 0.0, 0.7, 0.0,FILLED); -DrawScale(XPos, YPos, 21.0, 25.625, -70, 180, 8, 1.8, 0.88, 0.88, 0.88, false); -DrawScale(XPos, YPos, 22.5, 25.0, -70, 180, 40, 0.6, 0.5, 0.5, 0.5, false); + xglColor3f(.26, .289, .3281); + xglBegin(GL_POLYGON); + for(n = 0; n < 180; n++){ + xglVertex2f(cos(n * 0.0349066) * 24.5, sin(n * 0.0349066) * 24.5); + } + xglEnd(); + + DrawScale(XPos, YPos, 22.5, 25.625, 50, 135, 10, 1.0, 0.0, 0.7, 0.0,FILLED); + DrawScale(XPos, YPos, 21.0, 25.625, -70, 180, 8, 1.8, 0.88, 0.88, 0.88, false); + DrawScale(XPos, YPos, 22.5, 25.0, -70, 180, 40, 0.6, 0.5, 0.5, 0.5, false); - xglEndList(); - } + xglEndList(); +} void FGRpmGauge::Render(void){ - xglMatrixMode(GL_MODELVIEW); - xglLoadIdentity(); - xglTranslatef(XPos, YPos, 0.0); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); + xglTranslatef(XPos, YPos, 0.0); - xglCallList(list); + xglCallList(list); - } +} void FGPanel::DrawTestLetter(float X, float Y){ - xglEnable(GL_TEXTURE_2D); - xglEnable(GL_BLEND); + xglEnable(GL_TEXTURE_2D); + xglEnable(GL_BLEND); - xglMatrixMode(GL_TEXTURE); - xglLoadIdentity(); - xglTranslatef(X, Y, 0.0); + xglMatrixMode(GL_TEXTURE); + xglLoadIdentity(); + xglTranslatef(X, Y, 0.0); DrawLetter(); - xglMatrixMode(GL_MODELVIEW); - xglTranslatef(6.0, 0.0, 0.0); - xglDisable(GL_TEXTURE_2D); - xglDisable(GL_BLEND); - } + xglMatrixMode(GL_MODELVIEW); + xglTranslatef(6.0, 0.0, 0.0); + xglDisable(GL_TEXTURE_2D); + xglDisable(GL_BLEND); +} void FGPanel::InitLists(void){ - xglNewList(FontList + 'A', GL_COMPILE); - DrawTestLetter(0.391625, 0.29296875); - xglEndList(); + xglNewList(FontList + 'A', GL_COMPILE); + DrawTestLetter(0.391625, 0.29296875); + xglEndList(); - xglNewList(FontList + 'B', GL_COMPILE); - DrawTestLetter(0.391625 + 1 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'B', GL_COMPILE); + DrawTestLetter(0.391625 + 1 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'C', GL_COMPILE); - DrawTestLetter(0.391625 + 2 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'C', GL_COMPILE); + DrawTestLetter(0.391625 + 2 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'D', GL_COMPILE); - DrawTestLetter(0.391625 + 3 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'D', GL_COMPILE); + DrawTestLetter(0.391625 + 3 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'E', GL_COMPILE); - DrawTestLetter(0.391625 + 4 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'E', GL_COMPILE); + DrawTestLetter(0.391625 + 4 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'F', GL_COMPILE); - DrawTestLetter(0.391625 + 5 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'F', GL_COMPILE); + DrawTestLetter(0.391625 + 5 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'G', GL_COMPILE); - DrawTestLetter(0.391625 + 6 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'G', GL_COMPILE); + DrawTestLetter(0.391625 + 6 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'H', GL_COMPILE); - DrawTestLetter(0.391625 + 7 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'H', GL_COMPILE); + DrawTestLetter(0.391625 + 7 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'I', GL_COMPILE); - DrawTestLetter(0.391625 + 8 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'I', GL_COMPILE); + DrawTestLetter(0.391625 + 8 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'J', GL_COMPILE); - DrawTestLetter(0.391625 + 9 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'J', GL_COMPILE); + DrawTestLetter(0.391625 + 9 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'K', GL_COMPILE); - DrawTestLetter(0.391625 + 9.7 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'K', GL_COMPILE); + DrawTestLetter(0.391625 + 9.7 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'L', GL_COMPILE); - DrawTestLetter(0.399625 + 10.6 * LETTER_OFFSET, 0.29296875); - xglEndList(); + xglNewList(FontList + 'L', GL_COMPILE); + DrawTestLetter(0.399625 + 10.6 * LETTER_OFFSET, 0.29296875); + xglEndList(); - xglNewList(FontList + 'M', GL_COMPILE); - DrawTestLetter(0.80459375, 0.29296875); - xglEndList(); + xglNewList(FontList + 'M', GL_COMPILE); + DrawTestLetter(0.80459375, 0.29296875); + xglEndList(); - xglNewList(FontList + 'N', GL_COMPILE); - DrawTestLetter(0.83975, 0.29296875); - xglEndList(); + xglNewList(FontList + 'N', GL_COMPILE); + DrawTestLetter(0.83975, 0.29296875); + xglEndList(); - xglNewList(FontList + 'O', GL_COMPILE); - DrawTestLetter(0.871, 0.29296875); - xglEndList(); + xglNewList(FontList + 'O', GL_COMPILE); + DrawTestLetter(0.871, 0.29296875); + xglEndList(); - xglNewList(FontList + 'P', GL_COMPILE); - DrawTestLetter(0.90715625, 0.29296875); - xglEndList(); + xglNewList(FontList + 'P', GL_COMPILE); + DrawTestLetter(0.90715625, 0.29296875); + xglEndList(); - xglNewList(FontList + 'Q', GL_COMPILE); - DrawTestLetter(0.9413125, 0.29296875); - xglEndList(); + xglNewList(FontList + 'Q', GL_COMPILE); + DrawTestLetter(0.9413125, 0.29296875); + xglEndList(); - xglNewList(FontList + '1', GL_COMPILE); - DrawTestLetter(0.390625, 0.35546875); - xglEndList(); + xglNewList(FontList + '1', GL_COMPILE); + DrawTestLetter(0.390625, 0.35546875); + xglEndList(); - xglNewList(FontList + '2', GL_COMPILE); - DrawTestLetter(0.390625 + 1*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '2', GL_COMPILE); + DrawTestLetter(0.390625 + 1*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '3', GL_COMPILE); - DrawTestLetter(0.390625 + 2*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '3', GL_COMPILE); + DrawTestLetter(0.390625 + 2*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '4', GL_COMPILE); - DrawTestLetter(0.390625 + 3*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '4', GL_COMPILE); + DrawTestLetter(0.390625 + 3*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '5', GL_COMPILE); - DrawTestLetter(0.390625 + 4*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '5', GL_COMPILE); + DrawTestLetter(0.390625 + 4*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '6', GL_COMPILE); - DrawTestLetter(0.390625 + 5*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '6', GL_COMPILE); + DrawTestLetter(0.390625 + 5*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '7', GL_COMPILE); - DrawTestLetter(0.390625 + 6*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '7', GL_COMPILE); + DrawTestLetter(0.390625 + 6*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '8', GL_COMPILE); - DrawTestLetter(0.390625 + 7*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '8', GL_COMPILE); + DrawTestLetter(0.390625 + 7*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '9', GL_COMPILE); - DrawTestLetter(0.390625 + 8*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '9', GL_COMPILE); + DrawTestLetter(0.390625 + 8*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + '0', GL_COMPILE); - DrawTestLetter(0.383625 + 9*LETTER_OFFSET, 0.3515625); - xglEndList(); + xglNewList(FontList + '0', GL_COMPILE); + DrawTestLetter(0.383625 + 9*LETTER_OFFSET, 0.3515625); + xglEndList(); - xglNewList(FontList + ' ', GL_COMPILE); - xglTranslatef(8.0, 0.0, 0.0); - xglEndList(); - } + xglNewList(FontList + ' ', GL_COMPILE); + xglTranslatef(8.0, 0.0, 0.0); + xglEndList(); +} void FGPanel::TexString(char *s, float XPos, float YPos, float size){ - xglMatrixMode(GL_MODELVIEW); - xglLoadIdentity(); - xglTranslatef(XPos, YPos, 0.0); - xglScalef(size, size, 1.0); + xglMatrixMode(GL_MODELVIEW); + xglLoadIdentity(); + xglTranslatef(XPos, YPos, 0.0); + xglScalef(size, size, 1.0); - #ifdef GL_VERSION_1_1 +#ifdef GL_VERSION_1_1 xglBindTexture(GL_TEXTURE_2D, panel_tex_id[1]); - #elif GL_EXT_texture_object +#elif GL_EXT_texture_object xglBindTextureEXT(GL_TEXTURE_2D, panel_tex_id[1]); - #else - # error port me - #endif +#else +# error port me +#endif - while((*s) != '\0'){ - xglCallList(FontList + (*s)); - s++; - } - xglLoadIdentity(); - } + while((*s) != '\0'){ + xglCallList(FontList + (*s)); + s++; + } + xglLoadIdentity(); +} void FGTexInstrument::Init(void){ - CreatePointer(); - } + CreatePointer(); +} void FGTexInstrument::Render(void){ -xglEnable(GL_TEXTURE_2D); - xglLoadIdentity(); - xglTranslatef(XPos, YPos, 0.0); - xglRotatef(-tape[0], 0.0, 0.0, 1.0); + xglEnable(GL_TEXTURE_2D); + xglLoadIdentity(); + xglTranslatef(XPos, YPos, 0.0); + xglRotatef(-tape[0], 0.0, 0.0, 1.0); fgEraseArea(vertices, 20, (GLfloat)(teXpos), (GLfloat)(texYpos), (GLfloat)(XPos), (GLfloat)(YPos), 0, 1); - UpdatePointer(); + UpdatePointer(); - xglDisable(GL_TEXTURE_2D); - } + xglDisable(GL_TEXTURE_2D); +} diff --git a/Simulator/GUI/gui.cxx b/Simulator/GUI/gui.cxx index f2d6aa93a..cee0a69f5 100644 --- a/Simulator/GUI/gui.cxx +++ b/Simulator/GUI/gui.cxx @@ -48,9 +48,11 @@ #include #include #include +#include #include #include
#include
+#include
#include