6814f9966b
4:3, to avoid a gap on top (suggested by Norm Vine)
950 lines
20 KiB
C++
950 lines
20 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 <string.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 <Objects/texload.h>
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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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////////////////////////////////////////////////////////////////////////
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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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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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return ((current_panel != 0) &&
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(current_panel->getVisibility()) &&
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(globals->get_viewmgr()->get_current() == 0) &&
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(globals->get_current_view()->get_view_offset() == 0.0));
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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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FGPanel * current_panel = NULL;
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static fntRenderer text_renderer;
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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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_x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
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_bound(false),
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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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setVisibility(fgPanelVisible());
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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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if (_bound)
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unbind();
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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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// NO-OP
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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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fgTie("/sim/panel/visibility", &_visibility);
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fgTie("/sim/panel/x-offset", &_x_offset);
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fgTie("/sim/panel/y-offset", &_y_offset);
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_bound = true;
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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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fgUntie("/sim/panel/visibility");
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fgUntie("/sim/panel/x-offset");
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fgUntie("/sim/panel/y-offset");
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_bound = false;
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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 ()
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{
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float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
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_ysize_node->getIntValue());
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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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// If the mouse is down, do something
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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, _mouseX, _mouseY);
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_mouseDelay = 2;
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}
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}
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// Now, draw the panel
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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if (aspect_adjust <1.0)
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gluOrtho2D(WIN_X, WIN_X + int(WIN_W * aspect_adjust),
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WIN_Y, WIN_Y + WIN_H);
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else
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gluOrtho2D(WIN_X, WIN_X + WIN_W,
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WIN_Y, WIN_Y + int(WIN_H / aspect_adjust));
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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 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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// glColor4f(1.0, 1.0, 1.0, 1.0);
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if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
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glColor4fv( cur_light_params.scene_diffuse );
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} else {
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glColor4f(0.7, 0.2, 0.2, 1.0);
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}
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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); glVertex3f(WIN_X, WIN_Y, 0);
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glTexCoord2f(1.0, 0.0); glVertex3f(WIN_X + _width, WIN_Y, 0);
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glTexCoord2f(1.0, 1.0); glVertex3f(WIN_X + _width, WIN_Y + _height, 0);
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glTexCoord2f(0.0, 1.0); glVertex3f(WIN_X, WIN_Y + _height, 0);
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glEnd();
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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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glLoadIdentity();
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glTranslated(_x_offset, _y_offset, 0);
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glTranslated(instr->getXPos(), instr->getYPos(), 0);
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instr->draw();
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}
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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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/**
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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 = visibility;
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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;
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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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* 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 = offset;
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}
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/**
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* Set the panel's y-offset.
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*/
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void
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FGPanel::setYOffset (int offset)
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{
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if (offset <= 0 && offset >= -_height)
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_y_offset = offset;
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}
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/**
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* Perform a mouse action.
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*/
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bool
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FGPanel::doMouseAction (int button, int updown, int x, int y)
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{
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// FIXME: this same code appears in update()
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int xsize = _xsize_node->getIntValue();
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int ysize = _ysize_node->getIntValue();
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float aspect_adjust = get_aspect_adjust(xsize, ysize);
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// Note a released button and return
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// cerr << "Doing mouse action\n";
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if (updown == 1) {
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_mouseDown = false;
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_mouseInstrument = 0;
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return true;
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}
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// Scale for the real window size.
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if (aspect_adjust < 1.0) {
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x = int(((float)x / xsize) * WIN_W * aspect_adjust);
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y = int(WIN_H - ((float(y) / ysize) * WIN_H));
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} else {
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x = int(((float)x / xsize) * WIN_W);
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y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
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}
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// Adjust for offsets.
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x -= _x_offset;
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y -= _y_offset;
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// Search for a matching instrument.
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for (int i = 0; i < (int)_instruments.size(); i++) {
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FGPanelInstrument *inst = _instruments[i];
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int ix = inst->getXPos();
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int iy = inst->getYPos();
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int iw = inst->getWidth() / 2;
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int ih = inst->getHeight() / 2;
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if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) {
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_mouseDown = true;
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_mouseDelay = 20;
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_mouseInstrument = inst;
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_mouseButton = button;
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_mouseX = x - ix;
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_mouseY = y - iy;
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// Always do the action once.
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_mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
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return true;
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}
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////////.
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// Implementation of FGPanelAction.
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////////////////////////////////////////////////////////////////////////
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FGPanelAction::FGPanelAction ()
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{
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}
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FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
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: _button(button), _x(x), _y(y), _w(w), _h(h)
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{
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}
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FGPanelAction::~FGPanelAction ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGAdjustAction.
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////////////////////////////////////////////////////////////////////////
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FGAdjustAction::FGAdjustAction (int button, int x, int y, int w, int h,
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SGPropertyNode * node, float increment,
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float min, float max, bool wrap)
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: FGPanelAction(button, x, y, w, h),
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_node(node), _increment(increment), _min(min), _max(max), _wrap(wrap)
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{
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}
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FGAdjustAction::~FGAdjustAction ()
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{
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}
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void
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FGAdjustAction::doAction ()
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{
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float val = _node->getFloatValue();
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val += _increment;
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if (val < _min) {
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val = (_wrap ? _max : _min);
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} else if (val > _max) {
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val = (_wrap ? _min : _max);
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}
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_node->setDoubleValue(val);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGSwapAction.
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////////////////////////////////////////////////////////////////////////
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FGSwapAction::FGSwapAction (int button, int x, int y, int w, int h,
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SGPropertyNode * node1, SGPropertyNode * node2)
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: FGPanelAction(button, x, y, w, h), _node1(node1), _node2(node2)
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{
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}
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FGSwapAction::~FGSwapAction ()
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{
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}
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void
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FGSwapAction::doAction ()
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{
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float val = _node1->getFloatValue();
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_node1->setDoubleValue(_node2->getFloatValue());
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_node2->setDoubleValue(val);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGToggleAction.
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////////////////////////////////////////////////////////////////////////
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FGToggleAction::FGToggleAction (int button, int x, int y, int w, int h,
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SGPropertyNode * node)
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: FGPanelAction(button, x, y, w, h), _node(node)
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{
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}
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FGToggleAction::~FGToggleAction ()
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{
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}
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void
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FGToggleAction::doAction ()
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{
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_node->setBoolValue(!(_node->getBoolValue()));
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGPanelTransformation.
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////////////////////////////////////////////////////////////////////////
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FGPanelTransformation::FGPanelTransformation ()
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: table(0)
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{
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}
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FGPanelTransformation::~FGPanelTransformation ()
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGPanelInstrument.
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////////////////////////////////////////////////////////////////////////
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FGPanelInstrument::FGPanelInstrument ()
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{
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setPosition(0, 0);
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setSize(0, 0);
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}
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FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
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{
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setPosition(x, y);
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setSize(w, h);
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}
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FGPanelInstrument::~FGPanelInstrument ()
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{
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for (action_list_type::iterator it = _actions.begin();
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it != _actions.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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void
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FGPanelInstrument::setPosition (int x, int y)
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{
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_x = x;
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_y = y;
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}
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void
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FGPanelInstrument::setSize (int w, int h)
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{
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_w = w;
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_h = h;
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}
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int
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FGPanelInstrument::getXPos () const
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{
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return _x;
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}
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int
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FGPanelInstrument::getYPos () const
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{
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return _y;
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}
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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 (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;
|
||
float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
|
||
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 FGTexturedLayer.
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
|
||
FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &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.getTexture()->getHandle());
|
||
glBegin(GL_POLYGON);
|
||
|
||
// From Curt: turn on the panel
|
||
// lights after sundown.
|
||
if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
|
||
glColor4fv( cur_light_params.scene_diffuse );
|
||
} else {
|
||
glColor4f(0.7, 0.2, 0.2, 1.0);
|
||
}
|
||
|
||
|
||
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)
|
||
{
|
||
_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 ()
|
||
{
|
||
glPushMatrix();
|
||
glColor4fv(_color);
|
||
transform();
|
||
text_renderer.setFont(guiFntHandle);
|
||
text_renderer.setPointSize(_pointSize);
|
||
text_renderer.begin();
|
||
text_renderer.start3f(0, 0, 0);
|
||
|
||
_now.stamp();
|
||
if (_now - _then > 100000) {
|
||
recalc_value();
|
||
_then = _now;
|
||
}
|
||
text_renderer.puts((char *)(_value.c_str()));
|
||
|
||
text_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)
|
||
{
|
||
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 == "")
|
||
_fmt = "%s";
|
||
}
|
||
|
||
FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
|
||
const string &fmt, float mult)
|
||
: _type(type), _fmt(fmt), _mult(mult)
|
||
{
|
||
if (_fmt == "") {
|
||
if (type == TEXT_VALUE)
|
||
_fmt = "%s";
|
||
else
|
||
_fmt = "%.2f";
|
||
}
|
||
_node = node;
|
||
}
|
||
|
||
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(), _node->getStringValue().c_str());
|
||
break;
|
||
case DOUBLE_VALUE:
|
||
sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
|
||
break;
|
||
}
|
||
return _buf;
|
||
}
|
||
|
||
|
||
|
||
////////////////////////////////////////////////////////////////////////
|
||
// Implementation of FGSwitchLayer.
|
||
////////////////////////////////////////////////////////////////////////
|
||
|
||
FGSwitchLayer::FGSwitchLayer (int w, int h, const SGPropertyNode * node,
|
||
FGInstrumentLayer * layer1,
|
||
FGInstrumentLayer * layer2)
|
||
: FGInstrumentLayer(w, h), _node(node), _layer1(layer1), _layer2(layer2)
|
||
{
|
||
}
|
||
|
||
FGSwitchLayer::~FGSwitchLayer ()
|
||
{
|
||
delete _layer1;
|
||
delete _layer2;
|
||
}
|
||
|
||
void
|
||
FGSwitchLayer::draw ()
|
||
{
|
||
transform();
|
||
if (_node->getBoolValue()) {
|
||
_layer1->draw();
|
||
} else {
|
||
_layer2->draw();
|
||
}
|
||
}
|
||
|
||
|
||
// end of panel.cxx
|