// 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. // // $Id$ //JVK // On 2D panels all instruments include light sources were in night displayed // with a red mask (instrument light). It is not correct for light sources // (bulbs). There is added new layer property "emissive" (boolean) (only for // textured layers). // If a layer has to shine set it in the "instrument_def_file.xml" inside the // <layer> tag by adding <emissive>true</emissive> tag. When omitted the default // value is for backward compatibility set to false. #ifdef HAVE_CONFIG_H # include <config.h> #endif #include "panel.hxx" #include <stdio.h> // sprintf #include <string.h> #include <iostream> #include <osg/CullFace> #include <osg/Depth> #include <osg/Material> #include <osg/Matrixf> #include <osg/TexEnv> #include <osg/PolygonOffset> #include <simgear/compiler.h> #include <plib/fnt.h> #include <simgear/debug/logstream.hxx> #include <simgear/misc/sg_path.hxx> #include <simgear/scene/model/model.hxx> #include <osg/GLU> #include <Main/globals.hxx> #include <Main/fg_props.hxx> #include <Main/viewmgr.hxx> #include <Time/light.hxx> #include <GUI/new_gui.hxx> // FGFontCache #include <Main/viewer.hxx> #include <Instrumentation/dclgps.hxx> #define WIN_X 0 #define WIN_Y 0 #define WIN_W 1024 #define WIN_H 768 // The number of polygon-offset "units" to place between layers. In // principle, one is supposed to be enough. In practice, I find that // my hardware/driver requires many more. #define POFF_UNITS 8 //////////////////////////////////////////////////////////////////////// // Local functions. //////////////////////////////////////////////////////////////////////// /** * Calculate the aspect adjustment for the panel. */ static float get_aspect_adjust (int xsize, int ysize) { float ideal_aspect = float(WIN_W) / float(WIN_H); float real_aspect = float(xsize) / float(ysize); return (real_aspect / ideal_aspect); } //////////////////////////////////////////////////////////////////////// // Global functions. //////////////////////////////////////////////////////////////////////// bool fgPanelVisible () { const FGPanel* current = globals->get_current_panel(); if (current == 0) return false; if (current->getVisibility() == 0) return false; if (globals->get_viewmgr()->get_current() != 0) return false; if (current->getAutohide() && globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0) return false; return true; } //////////////////////////////////////////////////////////////////////// // Implementation of FGTextureManager. //////////////////////////////////////////////////////////////////////// map<string,osg::ref_ptr<osg::Texture2D> > FGTextureManager::_textureMap; osg::Texture2D* FGTextureManager::createTexture (const string &relativePath, bool staticTexture) { osg::Texture2D* texture = _textureMap[relativePath].get(); if (texture == 0) { SGPath tpath = globals->resolve_aircraft_path(relativePath); texture = SGLoadTexture2D(staticTexture, tpath); _textureMap[relativePath] = texture; if (!_textureMap[relativePath].valid()) SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" ); SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath ); } return texture; } void FGTextureManager::addTexture(const string &relativePath, osg::Texture2D* texture) { _textureMap[relativePath] = texture; } //////////////////////////////////////////////////////////////////////// // Implementation of FGCropped Texture. //////////////////////////////////////////////////////////////////////// FGCroppedTexture::FGCroppedTexture () : _path(""), _texture(0), _minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0) { } FGCroppedTexture::FGCroppedTexture (const string &path, float minX, float minY, float maxX, float maxY) : _path(path), _texture(0), _minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY) { } FGCroppedTexture::~FGCroppedTexture () { } osg::StateSet* FGCroppedTexture::getTexture () { if (_texture == 0) { _texture = new osg::StateSet; _texture->setTextureAttribute(0, FGTextureManager::createTexture(_path)); _texture->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); _texture->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE)); } return _texture.get(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGPanel. //////////////////////////////////////////////////////////////////////// static fntRenderer text_renderer; static sgVec4 panel_color; static sgVec4 emissive_panel_color = {1,1,1,1}; /** * Constructor. */ FGPanel::FGPanel () : _mouseDown(false), _mouseInstrument(0), _width(WIN_W), _height(int(WIN_H * 0.5768 + 1)), _view_height(int(WIN_H * 0.4232)), _visibility(fgGetNode("/sim/panel/visibility", true)), _x_offset(fgGetNode("/sim/panel/x-offset", true)), _y_offset(fgGetNode("/sim/panel/y-offset", true)), _jitter(fgGetNode("/sim/panel/jitter", true)), _flipx(fgGetNode("/sim/panel/flip-x", true)), _xsize_node(fgGetNode("/sim/startup/xsize", true)), _ysize_node(fgGetNode("/sim/startup/ysize", true)), _enable_depth_test(false) { } /** * 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 () { fgSetArchivable("/sim/panel/visibility"); fgSetArchivable("/sim/panel/x-offset"); fgSetArchivable("/sim/panel/y-offset"); fgSetArchivable("/sim/panel/jitter"); } /** * Unbind panel properties. */ void FGPanel::unbind () { } void FGPanel::update (double dt) { std::cout << "OSGFIXME" << std::endl; } void FGPanel::update (osg::State& state, GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh) { using namespace osg; // Calculate accelerations // and jiggle the panel accordingly // The factors and bounds are just // initial guesses; using sqrt smooths // out the spikes. double x_offset = _x_offset->getIntValue(); double y_offset = _y_offset->getIntValue(); glMatrixMode(GL_PROJECTION); glPushMatrix(); Matrixf proj; if ( _flipx->getBoolValue() ) { proj = Matrixf::ortho2D(winx + winw, winx, winy + winh, winy); /* up side down */ } else { proj = Matrixf::ortho2D(winx, winx + winw, winy, winy + winh); /* right side up */ } glLoadMatrix(proj.ptr()); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glTranslated(x_offset, y_offset, 0); draw(state); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); } /** * Update the panel. */ void FGPanel::update (osg::State& state) { // Do nothing if the panel isn't visible. if ( !fgPanelVisible() ) { return; } updateMouseDelay(); // Now, draw the panel float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(), _ysize_node->getIntValue()); if (aspect_adjust <1.0) update(state, WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H); else update(state, WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust)); } /** * Handle repeatable mouse events. Called from update() and from * fgUpdate3DPanels(). This functionality needs to move into the * input subsystem. Counting a tick every two frames is clumsy... */ void FGPanel::updateMouseDelay() { if (_mouseDown) { _mouseDelay--; if (_mouseDelay < 0) { _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY); _mouseDelay = 2; } } } void FGPanel::draw(osg::State& state) { // In 3D mode, it's possible that we are being drawn exactly on top // of an existing polygon. Use an offset to prevent z-fighting. In // 2D mode, this is a no-op. static osg::ref_ptr<osg::StateSet> panelStateSet; if (!panelStateSet.valid()) { panelStateSet = new osg::StateSet; panelStateSet->setAttributeAndModes(new osg::PolygonOffset(-1, -POFF_UNITS)); panelStateSet->setTextureAttribute(0, new osg::TexEnv); // Draw the background panelStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON); panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON); osg::Material* material = new osg::Material; material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE); material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1)); material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1)); material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1)); panelStateSet->setAttribute(material); panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON); panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK)); panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL)); } if ( _enable_depth_test ) panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON); else panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); state.pushStateSet(panelStateSet.get()); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); FGLight *l = (FGLight *)(globals->get_subsystem("lighting")); sgCopyVec4( panel_color, l->scene_diffuse().data()); if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) { if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7; if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2; if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2; } glColor4fv( panel_color ); if (_bg != 0) { state.pushStateSet(_bg.get()); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); glBegin(GL_POLYGON); glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y); glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y); glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height); glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height); glEnd(); state.popStateSet(); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); } else { for (int i = 0; i < 4; i ++) { // top row of textures...(1,3,5,7) state.pushStateSet(_mbg[i*2].get()); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); glBegin(GL_POLYGON); glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2)); glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2)); glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height); glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height); glEnd(); state.popStateSet(); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); // bottom row of textures...(2,4,6,8) state.pushStateSet(_mbg[i*2+1].get()); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); glBegin(GL_POLYGON); glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y); glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y); glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2)); glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2)); glEnd(); state.popStateSet(); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); } } // 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(state); glPopMatrix(); } glDisable(GL_CLIP_PLANE0); glDisable(GL_CLIP_PLANE1); glDisable(GL_CLIP_PLANE2); glDisable(GL_CLIP_PLANE3); state.popStateSet(); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); // Draw yellow "hotspots" if directed to. This is a panel authoring // feature; not intended to be high performance or to look good. if ( fgGetBool("/sim/panel-hotspots") ) { static osg::ref_ptr<osg::StateSet> hotspotStateSet; if (!hotspotStateSet.valid()) { hotspotStateSet = new osg::StateSet; hotspotStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF); hotspotStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF); } state.pushStateSet(hotspotStateSet.get()); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); glPushAttrib(GL_ENABLE_BIT); glDisable(GL_COLOR_MATERIAL); glColor3f(1, 1, 0); for ( unsigned int i = 0; i < _instruments.size(); i++ ) _instruments[i]->drawHotspots(state); glPopAttrib(); state.popStateSet(); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); } } /** * Set the panel's visibility. */ void FGPanel::setVisibility (bool visibility) { _visibility->setBoolValue( visibility ); } /** * Return true if the panel is visible. */ bool FGPanel::getVisibility () const { return _visibility->getBoolValue(); } /** * Set the panel's background texture. */ void FGPanel::setBackground (osg::Texture2D* texture) { osg::StateSet* stateSet = new osg::StateSet; stateSet->setTextureAttribute(0, texture); stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE)); _bg = stateSet; } /** * Set the panel's multiple background textures. */ void FGPanel::setMultiBackground (osg::Texture2D* texture, int idx) { _bg = 0; osg::StateSet* stateSet = new osg::StateSet; stateSet->setTextureAttribute(0, texture); stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON); stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE)); _mbg[idx] = stateSet; } /** * Set the panel's x-offset. */ void FGPanel::setXOffset (int offset) { if (offset <= 0 && offset >= -_width + WIN_W) _x_offset->setIntValue( offset ); } /** * Set the panel's y-offset. */ void FGPanel::setYOffset (int offset) { if (offset <= 0 && offset >= -_height) _y_offset->setIntValue( offset ); } /** * Handle a mouse action in panel-local (not screen) coordinates. * Used by the 3D panel code in Model/panelnode.cxx, in situations * where the panel doesn't control its own screen location. */ bool FGPanel::doLocalMouseAction(int button, int updown, int x, int y) { // Note a released button and return if (updown == 1) { if (_mouseInstrument != 0) _mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY); _mouseDown = false; _mouseInstrument = 0; return false; } // Search for a matching instrument. for (int i = 0; i < (int)_instruments.size(); i++) { FGPanelInstrument *inst = _instruments[i]; int ix = inst->getXPos(); int iy = inst->getYPos(); int iw = inst->getWidth() / 2; int ih = inst->getHeight() / 2; if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) { _mouseDown = true; _mouseDelay = 20; _mouseInstrument = inst; _mouseButton = button; _mouseX = x - ix; _mouseY = y - iy; // Always do the action once. return _mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY); } } return false; } /** * Perform a mouse action. */ bool FGPanel::doMouseAction (int button, int updown, int x, int y) { // FIXME: this same code appears in update() int xsize = _xsize_node->getIntValue(); int ysize = _ysize_node->getIntValue(); float aspect_adjust = get_aspect_adjust(xsize, ysize); // Scale for the real window size. if (aspect_adjust < 1.0) { x = int(((float)x / xsize) * WIN_W * aspect_adjust); y = int(WIN_H - ((float(y) / ysize) * WIN_H)); } else { x = int(((float)x / xsize) * WIN_W); y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust); } // Adjust for offsets. x -= _x_offset->getIntValue(); y -= _y_offset->getIntValue(); // Having fixed up the coordinates, fall through to the local // coordinate handler. return doLocalMouseAction(button, updown, x, y); } void FGPanel::setDepthTest (bool enable) { _enable_depth_test = enable; } ////////////////////////////////////////////////////////////////////////. // Implementation of FGPanelAction. //////////////////////////////////////////////////////////////////////// FGPanelAction::FGPanelAction () { } FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h, bool repeatable) : _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable) { } FGPanelAction::~FGPanelAction () { for (unsigned int i = 0; i < 2; i++) { for (unsigned int j = 0; j < _bindings[i].size(); j++) delete _bindings[i][j]; } } void FGPanelAction::addBinding (SGBinding * binding, int updown) { _bindings[updown].push_back(binding); } bool FGPanelAction::doAction (int updown) { if (test()) { if ((updown != _last_state) || (updown == 0 && _repeatable)) { int nBindings = _bindings[updown].size(); for (int i = 0; i < nBindings; i++) _bindings[updown][i]->fire(); } _last_state = updown; return true; } else { return false; } } //////////////////////////////////////////////////////////////////////// // 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 () { for (action_list_type::iterator it = _actions.begin(); it != _actions.end(); it++) { delete *it; *it = 0; } } void FGPanelInstrument::drawHotspots(osg::State& state) { for ( unsigned int i = 0; i < _actions.size(); i++ ) { FGPanelAction* a = _actions[i]; float x1 = getXPos() + a->getX(); float x2 = x1 + a->getWidth(); float y1 = getYPos() + a->getY(); float y2 = y1 + a->getHeight(); glBegin(GL_LINE_LOOP); glVertex2f(x1, y1); glVertex2f(x1, y2); glVertex2f(x2, y2); glVertex2f(x2, y1); glEnd(); } } 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; } void FGPanelInstrument::addAction (FGPanelAction * action) { _actions.push_back(action); } // Coordinates relative to centre. bool FGPanelInstrument::doMouseAction (int button, int updown, int x, int y) { if (test()) { action_list_type::iterator it = _actions.begin(); action_list_type::iterator last = _actions.end(); for ( ; it != last; it++) { if ((*it)->inArea(button, x, y) && (*it)->doAction(updown)) return true; } } return false; } //////////////////////////////////////////////////////////////////////// // 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 (osg::State& state) { if (!test()) return; for (int i = 0; i < (int)_layers.size(); i++) { glPushMatrix(); _layers[i]->draw(state); 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 (const FGCroppedTexture &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 FGSpecialInstrument. //////////////////////////////////////////////////////////////////////// FGSpecialInstrument::FGSpecialInstrument (DCLGPS* sb) : FGPanelInstrument() { complex = sb; } FGSpecialInstrument::~FGSpecialInstrument () { } void FGSpecialInstrument::draw (osg::State& state) { complex->draw(state); } //////////////////////////////////////////////////////////////////////// // 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 (osg::State& state) { if (test()) { transform(); int nLayers = _layers.size(); for (int i = 0; i < nLayers; i++) _layers[i]->draw(state); } } void FGGroupLayer::addLayer (FGInstrumentLayer * layer) { _layers.push_back(layer); } //////////////////////////////////////////////////////////////////////// // Implementation of FGTexturedLayer. //////////////////////////////////////////////////////////////////////// FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h) : FGInstrumentLayer(w, h), _emissive(false) { setTexture(texture); } FGTexturedLayer::~FGTexturedLayer () { } void FGTexturedLayer::draw (osg::State& state) { if (test()) { int w2 = _w / 2; int h2 = _h / 2; transform(); state.pushStateSet(_texture.getTexture()); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); glBegin(GL_POLYGON); if (_emissive) { glColor4fv( emissive_panel_color ); } else { // From Curt: turn on the panel // lights after sundown. glColor4fv( panel_color ); } 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(); state.popStateSet(); state.apply(); state.setActiveTextureUnit(0); state.setClientActiveTextureUnit(0); } } //////////////////////////////////////////////////////////////////////// // Implementation of FGTextLayer. //////////////////////////////////////////////////////////////////////// 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 (osg::State& state) { if (test()) { glColor4fv(_color); transform(); FGFontCache *fc = globals->get_fontcache(); fntFont* font = fc->getTexFont(_font_name.c_str()); if (!font) { return; // don't crash on missing fonts } text_renderer.setFont(font); text_renderer.setPointSize(_pointSize); text_renderer.begin(); text_renderer.start3f(0, 0, 0); _now.stamp(); double 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(); glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME } } 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"; FGFontCache *fc = globals->get_fontcache(); fntFont* font = fc->getTexFont(_font_name.c_str()); if (!font) { SG_LOG(SG_GENERAL, SG_WARN, "unable to find font:" << name); } } void FGTextLayer::setFont(fntFont * font) { 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 (osg::State& state) { if (test()) { transform(); int nLayers = _layers.size(); for (int i = 0; i < nLayers; i++) { if (_layers[i]->test()) { _layers[i]->draw(state); return; } } } } // end of panel.cxx