941f99308d
these files require. Dunno why my build didn't pick up the transitive dependency.
1163 lines
27 KiB
C++
1163 lines
27 KiB
C++
// panel.cxx - default, 2D single-engine prop instrument panel
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//
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// Written by David Megginson, started January 2000.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <stdio.h> // sprintf
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#include <string.h>
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#include <GL/glu.h>
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#include <plib/ssg.h>
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#include <plib/fnt.h>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Main/viewmgr.hxx>
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#include <Time/light.hxx>
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#include "hud.hxx"
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#include "panel.hxx"
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#define WIN_X 0
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#define WIN_Y 0
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#define WIN_W 1024
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#define WIN_H 768
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// The number of polygon-offset "units" to place between layers. In
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// principle, one is supposed to be enough. In practice, I find that
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// my hardware/driver requires many more.
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#define POFF_UNITS 4
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////////////////////////////////////////////////////////////////////////
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// Local functions.
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////////////////////////////////////////////////////////////////////////
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/**
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* Calculate the aspect adjustment for the panel.
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*/
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static float
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get_aspect_adjust (int xsize, int ysize)
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{
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float ideal_aspect = float(WIN_W) / float(WIN_H);
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float real_aspect = float(xsize) / float(ysize);
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return (real_aspect / ideal_aspect);
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}
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////////////////////////////////////////////////////////////////////////
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// Global functions.
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////////////////////////////////////////////////////////////////////////
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bool
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fgPanelVisible ()
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{
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if(globals->get_current_panel() == 0)
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return false;
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if(globals->get_current_panel()->getVisibility() == 0)
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return false;
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if(globals->get_viewmgr()->get_current() != 0)
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return false;
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if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
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return false;
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return true;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGTextureManager.
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////////////////////////////////////////////////////////////////////////
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map<string,ssgTexture *> FGTextureManager::_textureMap;
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ssgTexture *
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FGTextureManager::createTexture (const string &relativePath)
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{
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ssgTexture * texture = _textureMap[relativePath];
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if (texture == 0) {
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SG_LOG( SG_COCKPIT, SG_DEBUG,
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"Texture " << relativePath << " does not yet exist" );
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SGPath tpath(globals->get_fg_root());
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tpath.append(relativePath);
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texture = new ssgTexture((char *)tpath.c_str(), false, false);
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_textureMap[relativePath] = texture;
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if (_textureMap[relativePath] == 0)
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SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
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SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
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<< " handle=" << texture->getHandle() );
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}
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return texture;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGCropped Texture.
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////////////////////////////////////////////////////////////////////////
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FGCroppedTexture::FGCroppedTexture ()
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: _path(""), _texture(0),
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_minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
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{
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}
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FGCroppedTexture::FGCroppedTexture (const string &path,
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float minX, float minY,
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float maxX, float maxY)
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: _path(path), _texture(0),
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_minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY)
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{
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}
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FGCroppedTexture::~FGCroppedTexture ()
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{
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}
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ssgTexture *
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FGCroppedTexture::getTexture ()
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{
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if (_texture == 0) {
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_texture = FGTextureManager::createTexture(_path);
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}
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return _texture;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGPanel.
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////////////////////////////////////////////////////////////////////////
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static fntRenderer text_renderer;
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static fntTexFont *default_font = 0;
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static fntTexFont *led_font = 0;
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/**
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* Constructor.
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*/
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FGPanel::FGPanel ()
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: _mouseDown(false),
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_mouseInstrument(0),
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_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
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_view_height(int(WIN_H * 0.4232)),
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_visibility(fgGetNode("/sim/panel/visibility", true)),
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_x_offset(fgGetNode("/sim/panel/x-offset", true)),
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_y_offset(fgGetNode("/sim/panel/y-offset", true)),
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_jitter(fgGetNode("/sim/panel/jitter", true)),
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_flipx(fgGetNode("/sim/panel/flip-x", true)),
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_xsize_node(fgGetNode("/sim/startup/xsize", true)),
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_ysize_node(fgGetNode("/sim/startup/ysize", true))
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{
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}
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/**
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* Destructor.
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*/
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FGPanel::~FGPanel ()
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{
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for (instrument_list_type::iterator it = _instruments.begin();
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it != _instruments.end();
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it++) {
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delete *it;
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*it = 0;
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}
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}
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/**
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* Add an instrument to the panel.
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*/
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void
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FGPanel::addInstrument (FGPanelInstrument * instrument)
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{
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_instruments.push_back(instrument);
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}
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/**
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* Initialize the panel.
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*/
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void
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FGPanel::init ()
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{
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SGPath base_path;
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char* envp = ::getenv( "FG_FONTS" );
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if ( envp != NULL ) {
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base_path.set( envp );
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} else {
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base_path.set( globals->get_fg_root() );
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base_path.append( "Fonts" );
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}
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SGPath fntpath;
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// Install the default font
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fntpath = base_path;
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fntpath.append( "typewriter.txf" );
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default_font = new fntTexFont ;
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default_font -> load ( (char *)fntpath.c_str() ) ;
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// Install the LED font
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fntpath = base_path;
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fntpath.append( "led.txf" );
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led_font = new fntTexFont ;
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led_font -> load ( (char *)fntpath.c_str() ) ;
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}
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/**
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* Bind panel properties.
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*/
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void
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FGPanel::bind ()
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{
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fgSetArchivable("/sim/panel/visibility");
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fgSetArchivable("/sim/panel/x-offset");
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fgSetArchivable("/sim/panel/y-offset");
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fgSetArchivable("/sim/panel/jitter");
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}
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/**
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* Unbind panel properties.
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*/
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void
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FGPanel::unbind ()
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{
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}
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/**
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* Update the panel.
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*/
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void
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FGPanel::update (double dt)
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{
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// Do nothing if the panel isn't visible.
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if ( !fgPanelVisible() ) {
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return;
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}
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updateMouseDelay();
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// Now, draw the panel
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float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
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_ysize_node->getIntValue());
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if (aspect_adjust <1.0)
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update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
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else
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update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
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}
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/**
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* Handle repeatable mouse events. Called from update() and from
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* fgUpdate3DPanels(). This functionality needs to move into the
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* input subsystem. Counting a tick every two frames is clumsy...
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*/
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void FGPanel::updateMouseDelay()
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{
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if (_mouseDown) {
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_mouseDelay--;
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if (_mouseDelay < 0) {
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_mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
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_mouseDelay = 2;
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}
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}
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}
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void
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FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
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{
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// Calculate accelerations
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// and jiggle the panel accordingly
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// The factors and bounds are just
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// initial guesses; using sqrt smooths
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// out the spikes.
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double x_offset = _x_offset->getIntValue();
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double y_offset = _y_offset->getIntValue();
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#if 0
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if (_jitter->getFloatValue() != 0.0) {
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double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
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double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
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double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
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double a_zx_pilot = a_z_pilot - a_x_pilot;
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int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter->getFloatValue())) *
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(a_y_pilot < 0 ? -1 : 1);
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int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter->getFloatValue())) *
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(a_zx_pilot < 0 ? -1 : 1);
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// adjustments in screen coordinates
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x_offset += x_adjust;
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y_offset += y_adjust;
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}
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#endif
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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if ( _flipx->getBoolValue() ) {
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gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
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} else {
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gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
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}
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslated(x_offset, y_offset, 0);
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draw();
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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ssgForceBasicState();
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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void
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FGPanel::draw()
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{
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// In 3D mode, it's possible that we are being drawn exactly on top
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// of an existing polygon. Use an offset to prevent z-fighting. In
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// 2D mode, this is a no-op.
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-1, -POFF_UNITS);
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// save some state
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glPushAttrib( GL_COLOR_BUFFER_BIT | GL_ENABLE_BIT | GL_LIGHTING_BIT
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| GL_TEXTURE_BIT | GL_PIXEL_MODE_BIT | GL_CULL_FACE
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| GL_DEPTH_BUFFER_BIT );
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// Draw the background
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glEnable(GL_TEXTURE_2D);
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glDisable(GL_LIGHTING);
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glEnable(GL_BLEND);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_COLOR_MATERIAL);
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glEnable(GL_CULL_FACE);
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glCullFace(GL_BACK);
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glDisable(GL_DEPTH_TEST);
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sgVec4 panel_color;
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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sgCopyVec4( panel_color, l->scene_diffuse());
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if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
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if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
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if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
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if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
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}
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glColor4fv( panel_color );
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if (_bg != 0) {
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glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
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glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
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glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
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glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
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glEnd();
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} else {
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for (int i = 0; i < 4; i ++) {
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// top row of textures...(1,3,5,7)
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glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
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glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
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glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
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glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
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glEnd();
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// bottom row of textures...(2,4,6,8)
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glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
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glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
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glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
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glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
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glEnd();
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}
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}
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// Draw the instruments.
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instrument_list_type::const_iterator current = _instruments.begin();
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instrument_list_type::const_iterator end = _instruments.end();
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for ( ; current != end; current++) {
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FGPanelInstrument * instr = *current;
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glPushMatrix();
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glTranslated(instr->getXPos(), instr->getYPos(), 0);
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instr->draw();
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glPopMatrix();
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}
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// Draw yellow "hotspots" if directed to. This is a panel authoring
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// feature; not intended to be high performance or to look good.
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if ( fgGetBool("/sim/panel-hotspots") ) {
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glDisable(GL_TEXTURE_2D);
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glColor3f(1, 1, 0);
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for ( unsigned int i = 0; i < _instruments.size(); i++ )
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_instruments[i]->drawHotspots();
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}
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// restore some original state
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glPopAttrib();
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glPolygonOffset(0, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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/**
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* Set the panel's visibility.
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*/
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void
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FGPanel::setVisibility (bool visibility)
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{
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_visibility->setBoolValue( visibility );
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}
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|
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/**
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* Return true if the panel is visible.
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*/
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bool
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FGPanel::getVisibility () const
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{
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return _visibility->getBoolValue();
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}
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/**
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* Set the panel's background texture.
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*/
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void
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FGPanel::setBackground (ssgTexture * texture)
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{
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_bg = texture;
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}
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|
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/**
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* Set the panel's multiple background textures.
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*/
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void
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FGPanel::setMultiBackground (ssgTexture * texture, int idx)
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{
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_bg = 0;
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_mbg[idx] = texture;
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}
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/**
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* Set the panel's x-offset.
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*/
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void
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FGPanel::setXOffset (int offset)
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{
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if (offset <= 0 && offset >= -_width + WIN_W)
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_x_offset->setIntValue( offset );
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}
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|
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|
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/**
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||
* Set the panel's y-offset.
|
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*/
|
||
void
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||
FGPanel::setYOffset (int offset)
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||
{
|
||
if (offset <= 0 && offset >= -_height)
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_y_offset->setIntValue( offset );
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}
|
||
|
||
/**
|
||
* 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
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||
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);
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////.
|
||
// 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)
|
||
{
|
||
for (unsigned int i = 0; i < 2; i++) {
|
||
for (unsigned int j = 0; j < _bindings[i].size(); j++)
|
||
delete _bindings[i][j];
|
||
}
|
||
}
|
||
|
||
FGPanelAction::~FGPanelAction ()
|
||
{
|
||
}
|
||
|
||
void
|
||
FGPanelAction::addBinding (FGBinding * 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()
|
||
{
|
||
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 ()
|
||
{
|
||
if (!test())
|
||
return;
|
||
|
||
for (int i = 0; i < (int)_layers.size(); i++) {
|
||
glPushMatrix();
|
||
_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 (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 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 ()
|
||
{
|
||
if (test()) {
|
||
transform();
|
||
int nLayers = _layers.size();
|
||
for (int i = 0; i < nLayers; i++)
|
||
_layers[i]->draw();
|
||
}
|
||
}
|
||
|
||
void
|
||
FGGroupLayer::addLayer (FGInstrumentLayer * layer)
|
||
{
|
||
_layers.push_back(layer);
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Implementation of FGTexturedLayer.
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
|
||
FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
|
||
: FGInstrumentLayer(w, h)
|
||
{
|
||
setTexture(texture);
|
||
}
|
||
|
||
|
||
FGTexturedLayer::~FGTexturedLayer ()
|
||
{
|
||
}
|
||
|
||
|
||
void
|
||
FGTexturedLayer::draw ()
|
||
{
|
||
if (test()) {
|
||
int w2 = _w / 2;
|
||
int h2 = _h / 2;
|
||
|
||
transform();
|
||
glBindTexture(GL_TEXTURE_2D, _texture.getTexture()->getHandle());
|
||
glBegin(GL_POLYGON);
|
||
|
||
// From Curt: turn on the panel
|
||
// lights after sundown.
|
||
sgVec4 panel_color;
|
||
|
||
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
|
||
sgCopyVec4( panel_color, l->scene_diffuse());
|
||
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 );
|
||
|
||
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();
|
||
}
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Implementation of FGTextLayer.
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
FGTextLayer::FGTextLayer (int w, int h)
|
||
: FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("default")
|
||
{
|
||
_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 ()
|
||
{
|
||
if (test()) {
|
||
glColor4fv(_color);
|
||
transform();
|
||
if ( _font_name == "led" && led_font != 0) {
|
||
text_renderer.setFont(led_font);
|
||
} else {
|
||
text_renderer.setFont(guiFntHandle);
|
||
}
|
||
text_renderer.setPointSize(_pointSize);
|
||
text_renderer.begin();
|
||
text_renderer.start3f(0, 0, 0);
|
||
|
||
_now.stamp();
|
||
long diff = _now - _then;
|
||
|
||
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;
|
||
}
|
||
|
||
|
||
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 ()
|
||
{
|
||
if (test()) {
|
||
transform();
|
||
int nLayers = _layers.size();
|
||
for (int i = 0; i < nLayers; i++) {
|
||
if (_layers[i]->test()) {
|
||
_layers[i]->draw();
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
|
||
// end of panel.cxx
|
||
|
||
|
||
|