#include "hud.hxx" //============ Top of fgTBI_instr class member definitions ============== fgTBI_instr :: fgTBI_instr( int x, int y, UINT width, UINT height, FLTFNPTR chn1_source, FLTFNPTR chn2_source, float maxBankAngle, float maxSlipAngle, UINT gap_width, bool working ) : dual_instr_item( x, y, width, height, chn1_source, chn2_source, working, HUDS_TOP), BankLimit ((int)(maxBankAngle)), SlewLimit ((int)(maxSlipAngle)), scr_hole (gap_width ) { } fgTBI_instr :: ~fgTBI_instr() {} fgTBI_instr :: fgTBI_instr( const fgTBI_instr & image): dual_instr_item( (const dual_instr_item &) image), BankLimit( image.BankLimit), SlewLimit( image.SlewLimit), scr_hole ( image.scr_hole ) { } fgTBI_instr & fgTBI_instr :: operator = (const fgTBI_instr & rhs ) { if( !(this == &rhs)) { dual_instr_item::operator = (rhs); BankLimit = rhs.BankLimit; SlewLimit = rhs.SlewLimit; scr_hole = rhs.scr_hole; } return *this; } // // Draws a Turn Bank Indicator on the screen // void fgTBI_instr :: draw( void ) { float bank_angle, sideslip_angle; float ss_const; // sideslip angle pixels per rad float cen_x, cen_y, bank, fspan, tee, hole; int span = get_span(); float zero = 0.0; RECT My_box = get_location(); POINT centroid = get_centroid(); int tee_height = My_box.bottom; bank_angle = current_ch2(); // Roll limit +/- 30 degrees if( bank_angle < -FG_PI_2/3 ) { bank_angle = -FG_PI_2/3; } else if( bank_angle > FG_PI_2/3 ) { bank_angle = FG_PI_2/3; } sideslip_angle = current_ch1(); // Sideslip limit +/- 20 degrees if( sideslip_angle < -FG_PI/9 ) { sideslip_angle = -FG_PI/9; } else if( sideslip_angle > FG_PI/9 ) { sideslip_angle = FG_PI/9; } cen_x = centroid.x; cen_y = centroid.y; bank = bank_angle * RAD_TO_DEG; tee = -tee_height; fspan = span; hole = scr_hole; ss_const = 2 * sideslip_angle * fspan/(FG_2PI/9); // width represents 40 degrees // printf("side_slip: %f fspan: %f\n", sideslip_angle, fspan); // printf("ss_const: %f hole: %f\n", ss_const, hole); glPushMatrix(); glTranslatef(cen_x, cen_y, zero); glRotatef(-bank, zero, zero, 1.0); glBegin(GL_LINES); if( !scr_hole ) { glVertex2f( -fspan, zero ); glVertex2f( fspan, zero ); } else { glVertex2f( -fspan, zero ); glVertex2f( -hole, zero ); glVertex2f( hole, zero ); glVertex2f( fspan, zero ); } // draw teemarks glVertex2f( hole, zero ); glVertex2f( hole, tee ); glVertex2f( -hole, zero ); glVertex2f( -hole, tee ); glEnd(); glBegin(GL_LINE_LOOP); glVertex2f( ss_const, -hole); glVertex2f( ss_const + hole, zero); glVertex2f( ss_const, hole); glVertex2f( ss_const - hole, zero); glEnd(); glPopMatrix(); }