// 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., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include #include
#include
#include #include "hud.hxx" #include "panel.hxx" //////////////////////////////////////////////////////////////////////// // Implementation of FGTextureManager. //////////////////////////////////////////////////////////////////////// map FGTextureManager::_textureMap; ssgTexture * FGTextureManager::createTexture (const string &relativePath) { ssgTexture * texture = _textureMap[relativePath]; if (texture == 0) { cerr << "Texture " << relativePath << " does not yet exist" << endl; FGPath tpath(current_options.get_fg_root()); tpath.append(relativePath); texture = new ssgTexture((char *)tpath.c_str(), false, false); _textureMap[relativePath] = texture; if (_textureMap[relativePath] == 0) cerr << "Texture *still* doesn't exist" << endl; cerr << "Created texture " << relativePath << " handle=" << texture->getHandle() << endl; } return texture; } //////////////////////////////////////////////////////////////////////// // Implementation of FGPanel. //////////////////////////////////////////////////////////////////////// FGPanel * current_panel = NULL; FGPanel::FGPanel (int x, int y, int w, int h) : _mouseDown(false), _mouseInstrument(0), _x(x), _y(y), _w(w), _h(h) { setVisibility(current_options.get_panel_status()); _panel_h = (int)(h * 0.5768 + 1); } FGPanel::~FGPanel () { for (instrument_list_type::iterator it = _instruments.begin(); it != _instruments.end(); it++) { delete *it; *it = 0; } } void FGPanel::addInstrument (FGPanelInstrument * instrument) { _instruments.push_back(instrument); } void FGPanel::update () const { // Do nothing if the panel isn't visible. if (!_visibility) return; // If the mouse is down, do something if (_mouseDown) { _mouseDelay--; if (_mouseDelay < 0) { _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY); _mouseDelay = 2; } } // Now, draw the panel glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); gluOrtho2D(_x, _x + _w, _y, _y + _h); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); // Draw the background glEnable(GL_TEXTURE_2D); glDisable(GL_LIGHTING); glEnable(GL_BLEND); glEnable(GL_ALPHA_TEST); glEnable(GL_COLOR_MATERIAL); // glColor4f(1.0, 1.0, 1.0, 1.0); if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) { glColor4fv( cur_light_params.scene_diffuse ); } else { glColor4f(0.7, 0.2, 0.2, 1.0); } glBindTexture(GL_TEXTURE_2D, _bg->getHandle()); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_POLYGON); glTexCoord2f(0.0, 0.0); glVertex3f(_x, _y, 0); glTexCoord2f(10.0, 0.0); glVertex3f(_x + _w, _y, 0); glTexCoord2f(10.0, 5.0); glVertex3f(_x + _w, _y + _panel_h, 0); glTexCoord2f(0.0, 5.0); glVertex3f(_x, _y + _panel_h, 0); glEnd(); // Draw the instruments. instrument_list_type::const_iterator current = _instruments.begin(); instrument_list_type::const_iterator end = _instruments.end(); for ( ; current != end; current++) { FGPanelInstrument * instr = *current; glLoadIdentity(); glTranslated(instr->getXPos(), instr->getYPos(), 0); instr->draw(); } glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); ssgForceBasicState(); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } void FGPanel::setVisibility (bool visibility) { _visibility = visibility; } bool FGPanel::getVisibility () const { return _visibility; } void FGPanel::setBackground (ssgTexture * texture) { _bg = texture; } bool FGPanel::doMouseAction (int button, int updown, int x, int y) { // Note a released button and return // cerr << "Doing mouse action\n"; if (updown == 1) { _mouseDown = false; _mouseInstrument = 0; return true; } x = (int)(((float)x / current_view.get_winWidth()) * _w); y = (int)(_h - (((float)y / current_view.get_winHeight()) * _h)); 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. _mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY); return true; } } return false; } ////////////////////////////////////////////////////////////////////////. // Implementation of FGPanelAction. //////////////////////////////////////////////////////////////////////// FGPanelAction::FGPanelAction () { } FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h) : _button(button), _x(x), _y(y), _w(w), _h(h) { } FGPanelAction::~FGPanelAction () { } //////////////////////////////////////////////////////////////////////// // Implementation of FGAdjustAction. //////////////////////////////////////////////////////////////////////// FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h, SGValue * value, float increment, float min, float max, bool wrap) : FGPanelAction(button, x, y, w, h), _value(value), _increment(increment), _min(min), _max(max), _wrap(wrap) { } FGAdjustAction::~FGAdjustAction () { } void FGAdjustAction::doAction () { float val = _value->getFloatValue(); val += _increment; if (val < _min) { val = (_wrap ? _max : _min); } else if (val > _max) { val = (_wrap ? _min : _max); } _value->setDoubleValue(val); } //////////////////////////////////////////////////////////////////////// // Implementation of FGSwapAction. //////////////////////////////////////////////////////////////////////// FGSwapAction::FGSwapAction (int button, int x, int y, int w, int h, SGValue * value1, SGValue * value2) : FGPanelAction(button, x, y, w, h), _value1(value1), _value2(value2) { } FGSwapAction::~FGSwapAction () { } void FGSwapAction::doAction () { float val = _value1->getFloatValue(); _value1->setDoubleValue(_value2->getFloatValue()); _value2->setDoubleValue(val); } //////////////////////////////////////////////////////////////////////// // Implementation of FGToggleAction. //////////////////////////////////////////////////////////////////////// FGToggleAction::FGToggleAction (int button, int x, int y, int w, int h, SGValue * value) : FGPanelAction(button, x, y, w, h), _value(value) { } FGToggleAction::~FGToggleAction () { } void FGToggleAction::doAction () { _value->setBoolValue(!(_value->getBoolValue())); } //////////////////////////////////////////////////////////////////////// // Implementation of FGPanelTransformation. //////////////////////////////////////////////////////////////////////// FGPanelTransformation::FGPanelTransformation () { } FGPanelTransformation::FGPanelTransformation (Type _type, const SGValue * _value, float _min, float _max, float _factor, float _offset) : type(_type), value(_value), min(_min), max(_max), factor(_factor), offset(_offset) { } FGPanelTransformation::~FGPanelTransformation () { } //////////////////////////////////////////////////////////////////////// // 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::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 x, int y) { 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(); 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 () { for (int i = 0; i < (int)_layers.size(); i++) { glPushMatrix(); glTranslatef(0.0, 0.0, (i / 100.0) + 0.1); _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 (CroppedTexture &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; float val = (t->value == 0 ? 0.0 : t->value->getFloatValue()); if (val < t->min) { val = t->min; } else if (val > t->max) { val = t->max; } val = 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 FGTexturedLayer. //////////////////////////////////////////////////////////////////////// FGTexturedLayer::FGTexturedLayer (const CroppedTexture &texture, int w, int h) : FGInstrumentLayer(w, h) { setTexture(texture); } FGTexturedLayer::~FGTexturedLayer () { } void FGTexturedLayer::draw () { int w2 = _w / 2; int h2 = _h / 2; transform(); glBindTexture(GL_TEXTURE_2D, _texture.texture->getHandle()); glBegin(GL_POLYGON); if ( cur_light_params.sun_angle * RAD_TO_DEG < 95.0 ) { glColor4fv( cur_light_params.scene_diffuse ); } else { glColor4f(0.7, 0.2, 0.2, 1.0); } glTexCoord2f(_texture.minX, _texture.minY); glVertex2f(-w2, -h2); glTexCoord2f(_texture.maxX, _texture.minY); glVertex2f(w2, -h2); glTexCoord2f(_texture.maxX, _texture.maxY); glVertex2f(w2, h2); glTexCoord2f(_texture.minX, _texture.maxY); glVertex2f(-w2, h2); glEnd(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGWindowLayer. //////////////////////////////////////////////////////////////////////// FGWindowLayer::FGWindowLayer (int w, int h) : FGTexturedLayer (w, h) { } FGWindowLayer::FGWindowLayer (const CroppedTexture &texture, int w, int h) : FGTexturedLayer(texture, w, h) { } FGWindowLayer::~FGWindowLayer () { } void FGWindowLayer::draw () { // doesn't do anything yet FGTexturedLayer::draw(); } //////////////////////////////////////////////////////////////////////// // Implementation of FGTextLayer. //////////////////////////////////////////////////////////////////////// FGTextLayer::FGTextLayer (int w, int h, Chunk * chunk1, Chunk * chunk2, Chunk * chunk3) : FGInstrumentLayer(w, h), _pointSize(14.0) { _color[0] = _color[1] = _color[2] = 0.0; _color[3] = 1.0; if (chunk1) addChunk(chunk1); if (chunk2) addChunk(chunk2); if (chunk3) addChunk(chunk3); } FGTextLayer::~FGTextLayer () { chunk_list::iterator it = _chunks.begin(); chunk_list::iterator last = _chunks.end(); for ( ; it != last; it++) { delete *it; } } void FGTextLayer::draw () { glPushMatrix(); glColor4fv(_color); transform(); _renderer.setFont(guiFntHandle); _renderer.setPointSize(_pointSize); _renderer.begin(); _renderer.start3f(0, 0, 0); // Render each of the chunks. chunk_list::const_iterator it = _chunks.begin(); chunk_list::const_iterator last = _chunks.end(); for ( ; it != last; it++) { _renderer.puts((char *)((*it)->getValue())); } _renderer.end(); glColor4f(1.0, 1.0, 1.0, 1.0); // FIXME glPopMatrix(); } 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::setFont(fntFont * font) { _renderer.setFont(font); } //////////////////////////////////////////////////////////////////////// // Implementation of FGTextLayer::Chunk. //////////////////////////////////////////////////////////////////////// FGTextLayer::Chunk::Chunk (const string &text, const string &fmt) : _type(FGTextLayer::TEXT), _fmt(fmt) { _text = text; if (_fmt == "") _fmt = "%s"; } FGTextLayer::Chunk::Chunk (ChunkType type, const SGValue * value, const string &fmt, float mult) : _type(type), _fmt(fmt), _mult(mult) { if (_fmt == "") { if (type == TEXT_VALUE) _fmt = "%s"; else _fmt = "%.2f"; } _value = value; } const char * FGTextLayer::Chunk::getValue () const { switch (_type) { case TEXT: sprintf(_buf, _fmt.c_str(), _text.c_str()); return _buf; case TEXT_VALUE: sprintf(_buf, _fmt.c_str(), _value->getStringValue().c_str()); break; case DOUBLE_VALUE: sprintf(_buf, _fmt.c_str(), _value->getFloatValue() * _mult); break; } return _buf; } //////////////////////////////////////////////////////////////////////// // Implementation of FGSwitchLayer. //////////////////////////////////////////////////////////////////////// FGSwitchLayer::FGSwitchLayer (int w, int h, const SGValue * value, FGInstrumentLayer * layer1, FGInstrumentLayer * layer2) : FGInstrumentLayer(w, h), _value(value), _layer1(layer1), _layer2(layer2) { } FGSwitchLayer::~FGSwitchLayer () { delete _layer1; delete _layer2; } void FGSwitchLayer::draw () { transform(); if (_value->getBoolValue()) { _layer1->draw(); } else { _layer2->draw(); } } // end of panel.cxx