// panel.cxx - default, 2D single-engine prop instrument panel // // Written by David Megginson, started January 2000. // // 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // // $Id: panel.cxx,v 1.44 2006/09/05 20:28:48 curt Exp $ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include // sprintf #include #include #if defined (SG_MAC) #include #else #include #endif #include #include #include #include #include "panel.hxx" #include "ApplicationProperties.hxx" //////////////////////////////////////////////////////////////////////// // Local functions. //////////////////////////////////////////////////////////////////////// class FGDummyTextureLoader : public FGTextureLoaderInterface { public: virtual GLuint loadTexture( const string & filename ); }; GLuint FGDummyTextureLoader::loadTexture( const string & filename ) { GLuint _texture = 0; glGenTextures( 1, &_texture ); glBindTexture( GL_TEXTURE_2D, _texture ); // glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ; // glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ) ; // glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ) ; // glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ; // glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ; GLubyte image[ 2 * 2 * 3 ] ; /* Red and white chequerboard */ image [ 0 ] = 255 ; image [ 1 ] = 0 ; image [ 2 ] = 0 ; image [ 3 ] = 255 ; image [ 4 ] = 255 ; image [ 5 ] = 255 ; image [ 6 ] = 255 ; image [ 7 ] = 255 ; image [ 8 ] = 255 ; image [ 9 ] = 255 ; image [ 10] = 0 ; image [ 11] = 0 ; glTexImage2D(GL_TEXTURE_2D,0, GL_RGB, 2, 2, 0, GL_RGB, GL_UNSIGNED_BYTE, (GLvoid*) image); return _texture; } //////////////////////////////////////////////////////////////////////// // Implementation of FGCropped Texture. //////////////////////////////////////////////////////////////////////// GLuint FGCroppedTexture::current_bound_texture = 0; map FGCroppedTexture::cache; map FGCroppedTexture::textureLoader; static FGDummyTextureLoader dummyTextureLoader; FGCroppedTexture::FGCroppedTexture (const string &path, float minX, float minY, float maxX, float maxY) : _path(path), _minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY), _texture(0) { } FGCroppedTexture::~FGCroppedTexture () { } void FGCroppedTexture::bind( bool doGLBind ) { if( _texture == 0 ) { SG_LOG( SG_COCKPIT, SG_DEBUG, "First bind of texture " << _path ); if( cache.count(_path) > 0 ) { _texture = cache[_path]; SG_LOG( SG_COCKPIT, SG_DEBUG, "Using texture " << _path << " from cache (#" << _texture << ")" ); } else { SGPath tpath = ApplicationProperties::GetRootPath(_path.c_str()); string extension = tpath.extension(); FGTextureLoaderInterface * loader = &dummyTextureLoader; if( textureLoader.count( extension ) == 0 ) { SG_LOG( SG_COCKPIT, SG_ALERT, "Can't handle textures of type " << extension ); } else { loader = textureLoader[extension]; } _texture = loader->loadTexture( tpath.c_str() ); SG_LOG( SG_COCKPIT, SG_DEBUG, "Texture " << tpath.c_str() << " loaded from file as #" << _texture ); cache[_path] = _texture; } } if( !doGLBind || current_bound_texture == _texture ) return; glBindTexture( GL_TEXTURE_2D, _texture ); current_bound_texture = _texture; } //////////////////////////////////////////////////////////////////////// // Implementation of FGPanel. //////////////////////////////////////////////////////////////////////// /** * Constructor. */ FGPanel::FGPanel ( SGPropertyNode_ptr root) : _root(root), _flipx(root->getNode("/sim/panel/flip-x", true)), _rotate(root->getNode("/sim/panel/rotate-deg", true)), _bg_width(1.0), _bg_height(1.0), initDisplayList(0) { } /** * Destructor. */ FGPanel::~FGPanel () { for (instrument_list_type::iterator it = _instruments.begin(); it != _instruments.end(); it++) { delete *it; *it = 0; } } /** * Add an instrument to the panel. */ void FGPanel::addInstrument (FGPanelInstrument * instrument) { _instruments.push_back(instrument); } /** * Initialize the panel. */ void FGPanel::init () { } /** * Bind panel properties. */ void FGPanel::bind () { } /** * Unbind panel properties. */ void FGPanel::unbind () { } GLuint FGPanel::getInitDisplayList() { if( initDisplayList != 0 ) return initDisplayList; glMatrixMode(GL_PROJECTION); glLoadIdentity(); if ( _flipx->getBoolValue() ) { gluOrtho2D( _width, 0, _height, 0 ); /* up side down */ } else { gluOrtho2D( 0, _width, 0, _height ); /* right side up */ } glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glClear( GL_COLOR_BUFFER_BIT); // save some state glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE | GL_DEPTH_BUFFER_BIT ); // Draw the background glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glDisable(GL_DEPTH_TEST); if (_bg != NULL) { _bg->bind(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(0, 0); glTexCoord2f(_bg_width, 0.0); glVertex2f(_width, 0); glTexCoord2f(_bg_width, _bg_height); glVertex2f(_width, _height); glTexCoord2f(0.0, _bg_height); glVertex2f(0, _height); glEnd(); } else if( _mbg[0] != NULL ) { for (int i = 0; i < 4; i ++) { // top row of textures...(1,3,5,7) _mbg[i*2]->bind(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(i*_width/4, _height/2); glTexCoord2f(1.0, 0.0); glVertex2f((i+1)*_width/4, _height/2); glTexCoord2f(1.0, 1.0); glVertex2f((i+1)*_width/4, _height); glTexCoord2f(0.0, 1.0); glVertex2f(i*_width/4, _height); glEnd(); // bottom row of textures...(2,4,6,8) _mbg[i*2+1]->bind(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f( i*_width/4, 0); glTexCoord2f(1.0, 0.0); glVertex2f( (i+1)*_width/4, 0); glTexCoord2f(1.0, 1.0); glVertex2f( (i+1)*_width/4, _height/2); glTexCoord2f(0.0, 1.0); glVertex2f( i*_width/4, _height/2); glEnd(); } } else { float c[4]; glGetFloatv( GL_CURRENT_COLOR, c ); glColor4f( 0.0, 0.0, 0.0, 1.0 ); glBegin(GL_QUADS); glVertex2f(0, 0); glVertex2f(_width, 0); glVertex2f(_width, _height); glVertex2f(0, _height); glEnd(); glColor4fv( c ); } return initDisplayList; } void FGPanel::update (double dt) { /*glCallList*/(getInitDisplayList()); // Draw the instruments. // Syd Adams: added instrument clipping instrument_list_type::const_iterator current = _instruments.begin(); instrument_list_type::const_iterator end = _instruments.end(); GLdouble blx[4]={1.0,0.0,0.0,0.0}; GLdouble bly[4]={0.0,1.0,0.0,0.0}; GLdouble urx[4]={-1.0,0.0,0.0,0.0}; GLdouble ury[4]={0.0,-1.0,0.0,0.0}; for ( ; current != end; current++) { FGPanelInstrument * instr = *current; glPushMatrix(); glTranslated(instr->getXPos(), instr->getYPos(), 0); int ix= instr->getWidth(); int iy= instr->getHeight(); glPushMatrix(); glTranslated(-ix/2,-iy/2,0); glClipPlane(GL_CLIP_PLANE0,blx); glClipPlane(GL_CLIP_PLANE1,bly); glEnable(GL_CLIP_PLANE0); glEnable(GL_CLIP_PLANE1); glTranslated(ix,iy,0); glClipPlane(GL_CLIP_PLANE2,urx); glClipPlane(GL_CLIP_PLANE3,ury); glEnable(GL_CLIP_PLANE2); glEnable(GL_CLIP_PLANE3); glPopMatrix(); instr->draw(); glPopMatrix(); } glDisable(GL_CLIP_PLANE0); glDisable(GL_CLIP_PLANE1); glDisable(GL_CLIP_PLANE2); glDisable(GL_CLIP_PLANE3); // restore some original state glPopAttrib(); } #if 0 /** * Update the panel. */ void FGPanel::update (double dt) { glMatrixMode(GL_PROJECTION); glLoadIdentity(); if ( _flipx->getBoolValue() ) { gluOrtho2D( _width, 0, _height, 0 ); /* up side down */ } else { gluOrtho2D( 0, _width, 0, _height ); /* right side up */ } glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); draw(); } void FGPanel::draw() { glClear( GL_COLOR_BUFFER_BIT); // save some state glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE | GL_DEPTH_BUFFER_BIT ); // Draw the background glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_ALPHA_TEST); glEnable(GL_COLOR_MATERIAL); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); glDisable(GL_DEPTH_TEST); if (_bg != NULL) { _bg->bind(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(0, 0); glTexCoord2f(_bg_width, 0.0); glVertex2f(_width, 0); glTexCoord2f(_bg_width, _bg_height); glVertex2f(_width, _height); glTexCoord2f(0.0, _bg_height); glVertex2f(0, _height); glEnd(); } else if( _mbg[0] != NULL ) { for (int i = 0; i < 4; i ++) { // top row of textures...(1,3,5,7) _mbg[i*2]->bind(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(i*_width/4, _height/2); glTexCoord2f(1.0, 0.0); glVertex2f((i+1)*_width/4, _height/2); glTexCoord2f(1.0, 1.0); glVertex2f((i+1)*_width/4, _height); glTexCoord2f(0.0, 1.0); glVertex2f(i*_width/4, _height); glEnd(); // bottom row of textures...(2,4,6,8) _mbg[i*2+1]->bind(); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f( i*_width/4, 0); glTexCoord2f(1.0, 0.0); glVertex2f( (i+1)*_width/4, 0); glTexCoord2f(1.0, 1.0); glVertex2f( (i+1)*_width/4, _height/2); glTexCoord2f(0.0, 1.0); glVertex2f( i*_width/4, _height/2); glEnd(); } } else { float c[4]; glGetFloatv( GL_CURRENT_COLOR, c ); glColor4f( 0.0, 0.0, 0.0, 1.0 ); glBegin(GL_QUADS); glVertex2f(0, 0); glVertex2f(_width, 0); glVertex2f(_width, _height); glVertex2f(0, _height); glEnd(); glColor4fv( c ); } // Draw the instruments. // Syd Adams: added instrument clipping instrument_list_type::const_iterator current = _instruments.begin(); instrument_list_type::const_iterator end = _instruments.end(); GLdouble blx[4]={1.0,0.0,0.0,0.0}; GLdouble bly[4]={0.0,1.0,0.0,0.0}; GLdouble urx[4]={-1.0,0.0,0.0,0.0}; GLdouble ury[4]={0.0,-1.0,0.0,0.0}; for ( ; current != end; current++) { FGPanelInstrument * instr = *current; glPushMatrix(); glTranslated(instr->getXPos(), instr->getYPos(), 0); int ix= instr->getWidth(); int iy= instr->getHeight(); glPushMatrix(); glTranslated(-ix/2,-iy/2,0); glClipPlane(GL_CLIP_PLANE0,blx); glClipPlane(GL_CLIP_PLANE1,bly); glEnable(GL_CLIP_PLANE0); glEnable(GL_CLIP_PLANE1); glTranslated(ix,iy,0); glClipPlane(GL_CLIP_PLANE2,urx); glClipPlane(GL_CLIP_PLANE3,ury); glEnable(GL_CLIP_PLANE2); glEnable(GL_CLIP_PLANE3); glPopMatrix(); instr->draw(); glPopMatrix(); } glDisable(GL_CLIP_PLANE0); glDisable(GL_CLIP_PLANE1); glDisable(GL_CLIP_PLANE2); glDisable(GL_CLIP_PLANE3); // restore some original state glPopAttrib(); } #endif /** * Set the panel's background texture. */ void FGPanel::setBackground (FGCroppedTexture_ptr texture) { _bg = texture; } /** * Set the panel's multiple background textures. */ void FGPanel::setMultiBackground (FGCroppedTexture_ptr texture, int idx) { _bg = 0; _mbg[idx] = texture; } //////////////////////////////////////////////////////////////////////// // Implementation of FGPanelTransformation. //////////////////////////////////////////////////////////////////////// FGPanelTransformation::FGPanelTransformation () : table(0) { } FGPanelTransformation::~FGPanelTransformation () { delete table; } //////////////////////////////////////////////////////////////////////// // Implementation of FGPanelInstrument. //////////////////////////////////////////////////////////////////////// FGPanelInstrument::FGPanelInstrument () { setPosition(0, 0); setSize(0, 0); } FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h) { setPosition(x, y); setSize(w, h); } FGPanelInstrument::~FGPanelInstrument () { } void FGPanelInstrument::setPosition (int x, int y) { _x = x; _y = y; } void FGPanelInstrument::setSize (int w, int h) { _w = w; _h = h; } int FGPanelInstrument::getXPos () const { return _x; } int FGPanelInstrument::getYPos () const { return _y; } int FGPanelInstrument::getWidth () const { return _w; } int FGPanelInstrument::getHeight () const { return _h; } //////////////////////////////////////////////////////////////////////// // Implementation of FGLayeredInstrument. //////////////////////////////////////////////////////////////////////// FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h) : FGPanelInstrument(x, y, w, h) { } FGLayeredInstrument::~FGLayeredInstrument () { for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) { delete *it; *it = 0; } } void FGLayeredInstrument::draw () { if (!test()) return; for (int i = 0; i < (int)_layers.size(); i++) { glPushMatrix(); _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 (FGCroppedTexture_ptr texture, int w, int h) { return addLayer(new FGTexturedLayer(texture, w, h)); } void FGLayeredInstrument::addTransformation (FGPanelTransformation * transformation) { int layer = _layers.size() - 1; _layers[layer]->addTransformation(transformation); } //////////////////////////////////////////////////////////////////////// // Implementation of FGInstrumentLayer. //////////////////////////////////////////////////////////////////////// FGInstrumentLayer::FGInstrumentLayer (int w, int h) : _w(w), _h(h) { } FGInstrumentLayer::~FGInstrumentLayer () { for (transformation_list::iterator it = _transformations.begin(); it != _transformations.end(); it++) { delete *it; *it = 0; } } void FGInstrumentLayer::transform () const { transformation_list::const_iterator it = _transformations.begin(); transformation_list::const_iterator last = _transformations.end(); while (it != last) { FGPanelTransformation *t = *it; if (t->test()) { float val = (t->node == 0 ? 0.0 : t->node->getFloatValue()); if (t->has_mod) val = fmod(val, t->mod); if (val < t->min) { val = t->min; } else if (val > t->max) { val = t->max; } if (t->table==0) { val = val * t->factor + t->offset; } else { val = t->table->interpolate(val) * t->factor + t->offset; } switch (t->type) { case FGPanelTransformation::XSHIFT: glTranslatef(val, 0.0, 0.0); break; case FGPanelTransformation::YSHIFT: glTranslatef(0.0, val, 0.0); break; case FGPanelTransformation::ROTATION: glRotatef(-val, 0.0, 0.0, 1.0); break; } } it++; } } void FGInstrumentLayer::addTransformation (FGPanelTransformation * transformation) { _transformations.push_back(transformation); } //////////////////////////////////////////////////////////////////////// // Implementation of FGGroupLayer. //////////////////////////////////////////////////////////////////////// FGGroupLayer::FGGroupLayer () { } FGGroupLayer::~FGGroupLayer () { for (unsigned int i = 0; i < _layers.size(); i++) delete _layers[i]; } void FGGroupLayer::draw () { if (test()) { transform(); int nLayers = _layers.size(); for (int i = 0; i < nLayers; i++) _layers[i]->draw( ); } } void FGGroupLayer::addLayer (FGInstrumentLayer * layer) { _layers.push_back(layer); } //////////////////////////////////////////////////////////////////////// // Implementation of FGTexturedLayer. //////////////////////////////////////////////////////////////////////// FGTexturedLayer::FGTexturedLayer (FGCroppedTexture_ptr texture, int w, int h) : FGInstrumentLayer(w, h), _emissive(false), displayList(0) { setTexture(texture); } FGTexturedLayer::~FGTexturedLayer () { } GLuint FGTexturedLayer::getDisplayList() { if( displayList != 0 ) return displayList; int w2 = _w / 2; int h2 = _h / 2; _texture->bind( false ); displayList = glGenLists(1); glNewList(displayList,GL_COMPILE_AND_EXECUTE); glBindTexture( GL_TEXTURE_2D, _texture->getTexture() ); glBegin(GL_QUADS); glTexCoord2f(_texture->getMinX(), _texture->getMinY()); glVertex2f(-w2, -h2); glTexCoord2f(_texture->getMaxX(), _texture->getMinY()); glVertex2f(w2, -h2); glTexCoord2f(_texture->getMaxX(), _texture->getMaxY()); glVertex2f(w2, h2); glTexCoord2f(_texture->getMinX(), _texture->getMaxY()); glVertex2f(-w2, h2); glEnd(); glEndList(); return displayList; } void FGTexturedLayer::draw ( ) { if (test()) { transform(); glCallList(getDisplayList()); } } //////////////////////////////////////////////////////////////////////// // Implementation of FGTextLayer. //////////////////////////////////////////////////////////////////////// fntRenderer FGTextLayer::text_renderer; FGTextLayer::FGTextLayer (int w, int h) : FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("Helvetica.txf") { _then.stamp(); _color[0] = _color[1] = _color[2] = 0.0; _color[3] = 1.0; } FGTextLayer::~FGTextLayer () { chunk_list::iterator it = _chunks.begin(); chunk_list::iterator last = _chunks.end(); for ( ; it != last; it++) { delete *it; } } void FGTextLayer::draw () { if (test()) { float c[4]; glGetFloatv( GL_CURRENT_COLOR, c ); glColor4fv(_color); transform(); text_renderer.setFont(ApplicationProperties::fontCache.getTexFont(_font_name.c_str())); if (!text_renderer.getFont()) { SG_LOG( SG_COCKPIT, SG_ALERT, "Missing font file: " << _font_name ); return; } text_renderer.setPointSize(_pointSize); text_renderer.begin(); text_renderer.start3f(0, 0, 0); _now.stamp(); long diff = (_now - _then).toUSecs(); if (diff > 100000 || diff < 0 ) { // ( diff < 0 ) is a sanity check and indicates our time stamp // difference math probably overflowed. We can handle a max // difference of 35.8 minutes since the returned value is in // usec. So if the panel is left off longer than that we can // over flow the math with it is turned back on. This (diff < // 0) catches that situation, get's us out of trouble, and // back on track. recalc_value(); _then = _now; } // Something is goofy. The code in this file renders only CCW // polygons, and I have verified that the font code in plib // renders only CCW trianbles. Yet they come out backwards. // Something around here or in plib is either changing the winding // order or (more likely) pushing a left-handed matrix onto the // stack. But I can't find it; get out the chainsaw... glFrontFace(GL_CW); text_renderer.puts((char *)(_value.c_str())); glFrontFace(GL_CCW); text_renderer.end(); glColor4fv( c ); } } 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; _color[3] = 1.0; } void FGTextLayer::setPointSize (float size) { _pointSize = size; } void FGTextLayer::setFontName(const string &name) { _font_name = name + ".txf"; } void FGTextLayer::setFont(fntFont * font) { FGTextLayer::text_renderer.setFont(font); } void FGTextLayer::recalc_value () const { _value = ""; chunk_list::const_iterator it = _chunks.begin(); chunk_list::const_iterator last = _chunks.end(); for ( ; it != last; it++) { _value += (*it)->getValue(); } } //////////////////////////////////////////////////////////////////////// // Implementation of FGTextLayer::Chunk. //////////////////////////////////////////////////////////////////////// FGTextLayer::Chunk::Chunk (const string &text, const string &fmt) : _type(FGTextLayer::TEXT), _fmt(fmt) { _text = text; if (_fmt.empty()) _fmt = "%s"; } FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node, const string &fmt, float mult, float offs, bool truncation) : _type(type), _fmt(fmt), _mult(mult), _offs(offs), _trunc(truncation) { if (_fmt.empty()) { if (type == TEXT_VALUE) _fmt = "%s"; else _fmt = "%.2f"; } _node = node; } const char * FGTextLayer::Chunk::getValue () const { if (test()) { _buf[0] = '\0'; switch (_type) { case TEXT: sprintf(_buf, _fmt.c_str(), _text.c_str()); return _buf; case TEXT_VALUE: sprintf(_buf, _fmt.c_str(), _node->getStringValue()); break; case DOUBLE_VALUE: double d = _offs + _node->getFloatValue() * _mult; if (_trunc) d = (d < 0) ? -floor(-d) : floor(d); sprintf(_buf, _fmt.c_str(), d); break; } return _buf; } else { return ""; } } //////////////////////////////////////////////////////////////////////// // Implementation of FGSwitchLayer. //////////////////////////////////////////////////////////////////////// FGSwitchLayer::FGSwitchLayer () : FGGroupLayer() { } void FGSwitchLayer::draw () { if (test()) { transform(); int nLayers = _layers.size(); for (int i = 0; i < nLayers; i++) { if (_layers[i]->test()) { _layers[i]->draw(); return; } } } } // end of panel.cxx