// panel.hxx - generic support classes for a 2D 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., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef __PANEL_HXX #define __PANEL_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #include #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include #include #include #include
#include
#include SG_USING_STD(vector); SG_USING_STD(map); class FGPanelInstrument; //////////////////////////////////////////////////////////////////////// // Texture management. //////////////////////////////////////////////////////////////////////// /** * 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 string &relativePath); private: static map _textureMap; }; /** * Cropped texture (should migrate out into FGFS). * * This structure wraps an SSG texture with cropping information. */ class FGCroppedTexture { public: FGCroppedTexture (); FGCroppedTexture (const string &path, float _minX = 0.0, float _minY = 0.0, float _maxX = 1.0, float _maxY = 1.0); virtual ~FGCroppedTexture (); virtual void setPath (const string &path) { _path = path; } virtual const string &getPath () const { return _path; } virtual ssgTexture * getTexture (); virtual void setCrop (float minX, float minY, float maxX, float maxY) { _minX = minX; _minY = minY; _maxX = maxX; _maxY = maxY; } virtual float getMinX () const { return _minX; } virtual float getMinY () const { return _minY; } virtual float getMaxX () const { return _maxX; } virtual float getMaxY () const { return _maxY; } private: string _path; ssgTexture * _texture; float _minX, _minY, _maxX, _maxY; }; //////////////////////////////////////////////////////////////////////// // Top-level panel. //////////////////////////////////////////////////////////////////////// /** * 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. */ class FGPanel : public FGSubsystem { public: FGPanel (); virtual ~FGPanel (); // Update the panel (every frame). virtual void init (); virtual void bind (); virtual void unbind (); virtual void draw (); virtual void update (double dt); virtual void update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh); virtual void updateMouseDelay(); // transfer pointer ownership!!! virtual void addInstrument (FGPanelInstrument * instrument); // Background texture. virtual void setBackground (ssgTexture * texture); // Background multiple textures. virtual void setMultiBackground (ssgTexture * texture, int idx); // Make the panel visible or invisible. virtual bool getVisibility () const; virtual void setVisibility (bool visibility); // Full width of panel. virtual void setWidth (int width) { _width = width; } virtual int getWidth () const { return _width; } // Full height of panel. virtual void setHeight (int height) { _height = height; } virtual int getHeight () const { return _height; } // X-offset virtual void setXOffset (int offset); virtual int getXOffset () const { return _x_offset; } // Y-offset. virtual void setYOffset (int offset); virtual int getYOffset () const { return _y_offset; } // View height. virtual void setViewHeight (int height) { _view_height = height; } virtual int getViewHeight () const { return _view_height; } // Handle a mouse click. virtual bool doMouseAction (int button, int updown, int x, int y); virtual bool doLocalMouseAction(int button, int updown, int x, int y); private: void setupVirtualCockpit(); void cleanupVirtualCockpit(); mutable bool _visibility; mutable bool _mouseDown; mutable int _mouseButton, _mouseX, _mouseY; mutable int _mouseDelay; mutable FGPanelInstrument * _mouseInstrument; typedef vector instrument_list_type; int _width; int _height; int _x_offset; int _y_offset; int _view_height; float _jitter; bool _flipx; const SGPropertyNode * _xsize_node; const SGPropertyNode * _ysize_node; ssgTexture * _bg; ssgTexture * _mbg[8]; // List of instruments in panel. instrument_list_type _instruments; }; //////////////////////////////////////////////////////////////////////// // Actions //////////////////////////////////////////////////////////////////////// /** * Class for user actions. * * The actions are command bindings, like bindings for the keyboard * or joystick, but they are tied to specific mouse actions in * rectangular areas of the panel. */ class FGPanelAction : public FGConditional { public: FGPanelAction (); FGPanelAction (int button, int x, int y, int w, int h); virtual ~FGPanelAction (); // Getters. virtual int getButton () const { return _button; } virtual int getX () const { return _x; } virtual int getY () const { return _y; } virtual int getWidth () const { return _w; } virtual int getHeight () const { return _h; } // Setters. // transfer pointer ownership virtual void addBinding (FGBinding * binding); virtual void setButton (int button) { _button = button; } virtual void setX (int x) { _x = x; } virtual void setY (int y) { _y = y; } virtual void setWidth (int w) { _w = w; } virtual void setHeight (int h) { _h = h; } // Check whether we're in the area. virtual bool inArea (int button, int x, int y) { return (button == _button && x >= _x && x < _x + _w && y >= _y && y < _y + _h); } // Perform the action. virtual void doAction (); private: typedef vector binding_list_t; int _button; int _x; int _y; int _w; int _h; binding_list_t _bindings; }; //////////////////////////////////////////////////////////////////////// // Transformations. //////////////////////////////////////////////////////////////////////// /** * A transformation for a layer. */ class FGPanelTransformation : public FGConditional { public: enum Type { XSHIFT, YSHIFT, ROTATION }; FGPanelTransformation (); virtual ~FGPanelTransformation (); Type type; const SGPropertyNode * node; float min; float max; float factor; float offset; SGInterpTable * table; }; //////////////////////////////////////////////////////////////////////// // Layers //////////////////////////////////////////////////////////////////////// /** * 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 FGConditional { public: FGInstrumentLayer (int w = -1, int h = -1); virtual ~FGInstrumentLayer (); virtual void draw () = 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; } // Transfer pointer ownership!! // DEPRECATED virtual void addTransformation (FGPanelTransformation * transformation); protected: int _w, _h; typedef vector transformation_list; transformation_list _transformations; }; //////////////////////////////////////////////////////////////////////// // Instruments. //////////////////////////////////////////////////////////////////////// /** * 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). */ class FGPanelInstrument : public FGConditional { public: FGPanelInstrument (); FGPanelInstrument (int x, int y, int w, int h); virtual ~FGPanelInstrument (); virtual void draw () = 0; virtual void drawHotspots(); virtual void setPosition(int x, int y); virtual void setSize(int w, int h); 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 (FGPanelAction * action); // Coordinates relative to centre. virtual bool doMouseAction (int button, int x, int y); protected: int _x, _y, _w, _h; typedef vector action_list_type; action_list_type _actions; }; /** * 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: FGLayeredInstrument (int x, int y, int w, int h); virtual ~FGLayeredInstrument (); virtual void draw (); // Transfer pointer ownership!! virtual int addLayer (FGInstrumentLayer *layer); virtual int addLayer (FGCroppedTexture &texture, int w = -1, int h = -1); // Transfer pointer ownership!! virtual void addTransformation (FGPanelTransformation * transformation); protected: typedef vector layer_list; layer_list _layers; }; /** * An instrument layer containing a group of sublayers. * * This class is useful for gathering together a group of related * layers, either to hold in an external file or to work under * the same condition. */ class FGGroupLayer : public FGInstrumentLayer { public: FGGroupLayer (); virtual ~FGGroupLayer (); virtual void draw (); // transfer pointer ownership virtual void addLayer (FGInstrumentLayer * layer); private: vector _layers; }; /** * 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. */ class FGTexturedLayer : public FGInstrumentLayer { public: FGTexturedLayer (int w = -1, int h = -1) : FGInstrumentLayer(w, h) {} FGTexturedLayer (const FGCroppedTexture &texture, int w = -1, int h = -1); virtual ~FGTexturedLayer (); virtual void draw (); virtual void setTexture (const FGCroppedTexture &texture) { _texture = texture; } virtual FGCroppedTexture &getTexture () { return _texture; } virtual const FGCroppedTexture &getTexture () const { return _texture; } private: mutable FGCroppedTexture _texture; }; /** * 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. */ class FGTextLayer : public FGInstrumentLayer { public: enum ChunkType { TEXT, TEXT_VALUE, DOUBLE_VALUE }; class Chunk : public FGConditional { public: Chunk (const string &text, const string &fmt = "%s"); Chunk (ChunkType type, const SGPropertyNode * node, const string &fmt = "", float mult = 1.0); const char * getValue () const; private: ChunkType _type; string _text; const SGPropertyNode * _node; string _fmt; float _mult; mutable char _buf[1024]; }; FGTextLayer (int w = -1, int h = -1); virtual ~FGTextLayer (); virtual void draw (); // Transfer pointer!! virtual void addChunk (Chunk * chunk); virtual void setColor (float r, float g, float b); virtual void setPointSize (float size); virtual void setFontName ( const string &name ); virtual void setFont (fntFont * font); private: void recalc_value () const; typedef vector chunk_list; chunk_list _chunks; float _color[4]; float _pointSize; mutable string _font_name; mutable string _value; mutable SGTimeStamp _then; mutable SGTimeStamp _now; }; /** * A layer that switches between two other layers. * * The usefulness of this layer is questionable now that all layers * can have conditions, and it may be deprecated soon. */ class FGSwitchLayer : public FGInstrumentLayer { public: // Transfer pointers!! FGSwitchLayer (int w, int h, const SGPropertyNode * node, FGInstrumentLayer * layer1, FGInstrumentLayer * layer2); virtual ~FGSwitchLayer (); virtual void draw (); private: const SGPropertyNode * _node; FGInstrumentLayer * _layer1, * _layer2; }; //////////////////////////////////////////////////////////////////////// // Functions. //////////////////////////////////////////////////////////////////////// /** * Test whether the panel should be visible. */ bool fgPanelVisible (); //////////////////////////////////////////////////////////////////////// // The current panel, if any. //////////////////////////////////////////////////////////////////////// extern FGPanel * current_panel; // TODO: move to globals #endif // __PANEL_HXX // end of panel.hxx