1
0
Fork 0
flightgear/src/Cockpit/panel.hxx

568 lines
14 KiB
C++
Raw Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

// 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 <config.h>
#endif
#include <simgear/compiler.h>
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <plib/ssg.h>
#include <simgear/math/interpolater.hxx>
#include <simgear/misc/props.hxx>
#include <simgear/timing/timestamp.hxx>
#include <vector>
#include <map>
#include <plib/fnt.h>
#include <Main/fgfs.hxx>
#include <Main/fg_props.hxx>
#include <Input/input.hxx>
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<string,ssgTexture *> _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 update (int dt);
virtual void update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh);
// transfer pointer ownership!!!
virtual void addInstrument (FGPanelInstrument * instrument);
// Background texture.
virtual void setBackground (ssgTexture * texture);
// 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);
private:
mutable bool _visibility;
mutable bool _mouseDown;
mutable int _mouseButton, _mouseX, _mouseY;
mutable int _mouseDelay;
mutable FGPanelInstrument * _mouseInstrument;
typedef vector<FGPanelInstrument *> instrument_list_type;
int _width;
int _height;
int _x_offset;
int _y_offset;
int _view_height;
bool _bound;
float _jitter;
const SGPropertyNode * _xsize_node;
const SGPropertyNode * _ysize_node;
ssgTexture * _bg;
// 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<FGBinding *> 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<FGPanelTransformation *> 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 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<FGPanelAction *> 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<FGInstrumentLayer *> 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<FGInstrumentLayer *> _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:
typedef 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 *> 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