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flightgear/src/Cockpit/panel.cxx
david b53cd9c59f 3D panel support from Andy Ross:
+ The panel(s) are now an first-class SSG node inside the aircraft
  scene graph.  There's a little code added to model.cxx to handle the
  parsing, but most of the changes are inside the new FGPanelNode
  class (Model/panelnode.[ch]xx).

+ The old FGPanel source changed a lot, but mostly cosmetically.  The
  virtual-cockpit code moved out into FGPanelNode, and the core
  rendering has been abstracted into a draw() method that doesn't try
  to set any OpenGL state.  I also replaced the old inter-layer offset
  code with glPolygonOffset, as calculating the right Z values is hard
  across the funky modelview matrix I need to use.  The older virtual
  panel code got away with it by disabling depth test, thus the "panel
  draws on top of yoke" bug.  PolygonOffset is really the appropriate
  solution for this sort of task anyway.

+ The /sim/virtual-cockpit property is no more.  The 2D panels are
  still specified in the -set.xml file, but 3D panels are part of the
  model file.

+ You can have as many 3D panels as you like.


Problems:

+ The mouse support isn't ready yet, so the 3D panels still aren't
  interactive.  Soon to come.

+ Being part of the same scene graph as the model, the 3D panels now
  "jitter" in exactly the same way.  While this makes the jitter of
  the attitude gyro less noticeable, it's still *very* noticeable and
  annoying.  I looked hard for this, and am at this point convinced
  that the problem is with the two orientation computations.  We have
  one in FGLocation that is used by the model code, and one in
  FGViewer that is used at the top of the scene graph.  My suspicion
  is that they don't agree exactly, so the final orientation matrix is
  the right answer plus the difference.  I did rule out the FDMs
  though.  None of them show more than about 0.0001 degree of
  orientation change between frames for a stopped aircraft.  That's
  within an order of magnitude of what you'd expect for the
  orientation change due to the rotation of the earth (which we don't
  model -- I cite it only as evidence of how small this is); far, far
  less than one pixel on the screen.

[and later]

OK, this is fixed by the attached panel.cxx file.  What's happened is
that the winding order for the text layer's polygons is wrong, so I
reverse it before drawing.  That's largely a hatchet job to make
things work for now, though.  We should figure out why the winding
order is wrong for only text layers and fix it.  I checked the plib
sources -- they're definitely doing things CCW, as is all the rest of
the panel code.

Odd.  I'm also not sure why the 2D panel doesn't care (it works in
both winding orders).  But this will allow you to check in working
code, anyway.  There's a big comment to this effect in there.
2002-06-28 14:17:40 +00:00

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// panel.cxx - default, 2D single-engine prop instrument panel
//
// Written by David Megginson, started January 2000.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <stdio.h> // sprintf
#include <string.h>
#include <plib/ssg.h>
#include <plib/fnt.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Main/viewmgr.hxx>
#include <Objects/texload.h>
#include <Time/light.hxx>
#include "hud.hxx"
#include "panel.hxx"
#define WIN_X 0
#define WIN_Y 0
#define WIN_W 1024
#define WIN_H 768
// The number of polygon-offset "units" to place between layers. In
// principle, one is supposed to be enough. In practice, I find that
// my hardware/driver requires many more.
#define POFF_UNITS 40
#if defined( NONE ) && defined( _MSC_VER )
# pragma message( "A sloppy coder has defined NONE as a macro!!!" )
# undef NONE
#elif defined( NONE )
# pragma warn A sloppy coder has defined NONE as a macro!!!
# undef NONE
#endif
////////////////////////////////////////////////////////////////////////
// Local functions.
////////////////////////////////////////////////////////////////////////
/**
* Calculate the aspect adjustment for the panel.
*/
static float
get_aspect_adjust (int xsize, int ysize)
{
float ideal_aspect = float(WIN_W) / float(WIN_H);
float real_aspect = float(xsize) / float(ysize);
return (real_aspect / ideal_aspect);
}
////////////////////////////////////////////////////////////////////////
// Global functions.
////////////////////////////////////////////////////////////////////////
bool
fgPanelVisible ()
{
if(current_panel == 0)
return false;
if(current_panel->getVisibility() == 0)
return false;
if(globals->get_viewmgr()->get_current() != 0)
return false;
if(globals->get_current_view()->getHeadingOffset_deg() * SGD_DEGREES_TO_RADIANS != 0)
return false;
return true;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGTextureManager.
////////////////////////////////////////////////////////////////////////
map<string,ssgTexture *> FGTextureManager::_textureMap;
ssgTexture *
FGTextureManager::createTexture (const string &relativePath)
{
ssgTexture * texture = _textureMap[relativePath];
if (texture == 0) {
SG_LOG( SG_COCKPIT, SG_DEBUG,
"Texture " << relativePath << " does not yet exist" );
SGPath tpath(globals->get_fg_root());
tpath.append(relativePath);
texture = new ssgTexture((char *)tpath.c_str(), false, false);
_textureMap[relativePath] = texture;
if (_textureMap[relativePath] == 0)
SG_LOG( SG_COCKPIT, SG_ALERT, "Texture *still* doesn't exist" );
SG_LOG( SG_COCKPIT, SG_DEBUG, "Created texture " << relativePath
<< " handle=" << texture->getHandle() );
}
return texture;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGCropped Texture.
////////////////////////////////////////////////////////////////////////
FGCroppedTexture::FGCroppedTexture ()
: _path(""), _texture(0),
_minX(0.0), _minY(0.0), _maxX(1.0), _maxY(1.0)
{
}
FGCroppedTexture::FGCroppedTexture (const string &path,
float minX, float minY,
float maxX, float maxY)
: _path(path), _texture(0),
_minX(minX), _minY(minY), _maxX(maxX), _maxY(maxY)
{
}
FGCroppedTexture::~FGCroppedTexture ()
{
}
ssgTexture *
FGCroppedTexture::getTexture ()
{
if (_texture == 0) {
_texture = FGTextureManager::createTexture(_path);
}
return _texture;
}
////////////////////////////////////////////////////////////////////////
// Implementation of FGPanel.
////////////////////////////////////////////////////////////////////////
FGPanel * current_panel = NULL;
static fntRenderer text_renderer;
static fntTexFont *default_font;
static fntTexFont *led_font;
/**
* Constructor.
*/
FGPanel::FGPanel ()
: _mouseDown(false),
_mouseInstrument(0),
_width(WIN_W), _height(int(WIN_H * 0.5768 + 1)),
_x_offset(0), _y_offset(0), _view_height(int(WIN_H * 0.4232)),
_jitter(0.0),
_xsize_node(fgGetNode("/sim/startup/xsize", true)),
_ysize_node(fgGetNode("/sim/startup/ysize", true))
{
setVisibility(fgPanelVisible());
}
/**
* Destructor.
*/
FGPanel::~FGPanel ()
{
for (instrument_list_type::iterator it = _instruments.begin();
it != _instruments.end();
it++) {
delete *it;
*it = 0;
}
}
/**
* Add an instrument to the panel.
*/
void
FGPanel::addInstrument (FGPanelInstrument * instrument)
{
_instruments.push_back(instrument);
}
/**
* Initialize the panel.
*/
void
FGPanel::init ()
{
SGPath base_path;
char* envp = ::getenv( "FG_FONTS" );
if ( envp != NULL ) {
base_path.set( envp );
} else {
base_path.set( globals->get_fg_root() );
base_path.append( "Fonts" );
}
SGPath fntpath;
// Install the default font
fntpath = base_path;
fntpath.append( "typewriter.txf" );
default_font = new fntTexFont ;
default_font -> load ( (char *)fntpath.c_str() ) ;
// Install the LED font
fntpath = base_path;
fntpath.append( "led.txf" );
led_font = new fntTexFont ;
led_font -> load ( (char *)fntpath.c_str() ) ;
}
/**
* Bind panel properties.
*/
void
FGPanel::bind ()
{
fgSetArchivable("/sim/panel/visibility");
fgSetArchivable("/sim/panel/x-offset");
fgSetArchivable("/sim/panel/y-offset");
fgSetArchivable("/sim/panel/jitter");
}
/**
* Unbind panel properties.
*/
void
FGPanel::unbind ()
{
}
/**
* Update the panel.
*/
void
FGPanel::update (double dt)
{
// TODO: cache the nodes
_visibility = fgGetBool("/sim/panel/visibility");
_x_offset = fgGetInt("/sim/panel/x-offset");
_y_offset = fgGetInt("/sim/panel/y-offset");
_jitter = fgGetFloat("/sim/panel/jitter");
// Do nothing if the panel isn't visible.
if ( !fgPanelVisible() ) {
return;
}
// If the mouse is down, do something
if (_mouseDown) {
_mouseDelay--;
if (_mouseDelay < 0) {
_mouseInstrument->doMouseAction(_mouseButton, _mouseX, _mouseY);
_mouseDelay = 2;
}
}
// Now, draw the panel
float aspect_adjust = get_aspect_adjust(_xsize_node->getIntValue(),
_ysize_node->getIntValue());
if (aspect_adjust <1.0)
update(WIN_X, int(WIN_W * aspect_adjust), WIN_Y, WIN_H);
else
update(WIN_X, WIN_W, WIN_Y, int(WIN_H / aspect_adjust));
}
void
FGPanel::update (GLfloat winx, GLfloat winw, GLfloat winy, GLfloat winh)
{
// Calculate accelerations
// and jiggle the panel accordingly
// The factors and bounds are just
// initial guesses; using sqrt smooths
// out the spikes.
double x_offset = _x_offset;
double y_offset = _y_offset;
#if 0
if (_jitter != 0.0) {
double a_x_pilot = current_aircraft.fdm_state->get_A_X_pilot();
double a_y_pilot = current_aircraft.fdm_state->get_A_Y_pilot();
double a_z_pilot = current_aircraft.fdm_state->get_A_Z_pilot();
double a_zx_pilot = a_z_pilot - a_x_pilot;
int x_adjust = int(sqrt(fabs(a_y_pilot) * _jitter)) *
(a_y_pilot < 0 ? -1 : 1);
int y_adjust = int(sqrt(fabs(a_zx_pilot) * _jitter)) *
(a_zx_pilot < 0 ? -1 : 1);
// adjustments in screen coordinates
x_offset += x_adjust;
y_offset += y_adjust;
}
#endif
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(winx, winx + winw, winy, winy + winh); /* right side up */
// gluOrtho2D(winx + winw, winx, winy + winh, winy); /* up side down */
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glTranslated(x_offset, y_offset, 0);
draw();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
ssgForceBasicState();
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
void
FGPanel::draw()
{
// In 3D mode, it's possible that we are being drawn exactly on top
// of an existing polygon. Use an offset to prevent z-fighting. In
// 2D mode, this is a no-op.
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(0, -POFF_UNITS);
// Draw the background
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glEnable(GL_COLOR_MATERIAL);
// glColor4f(1.0, 1.0, 1.0, 1.0);
if ( cur_light_params.sun_angle * SGD_RADIANS_TO_DEGREES < 95.0 ) {
glColor4fv( cur_light_params.scene_diffuse );
} else {
glColor4f(0.7, 0.2, 0.2, 1.0);
}
if (_bg != 0) {
glBindTexture(GL_TEXTURE_2D, _bg->getHandle());
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
glEnd();
} else {
for (int i = 0; i < 4; i ++) {
// top row of textures...(1,3,5,7)
glBindTexture(GL_TEXTURE_2D, _mbg[i*2]->getHandle());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
glEnd();
// bottom row of textures...(2,4,6,8)
glBindTexture(GL_TEXTURE_2D, _mbg[(i*2)+1]->getHandle());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin(GL_POLYGON);
glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
glEnd();
}
}
// Draw the instruments.
instrument_list_type::const_iterator current = _instruments.begin();
instrument_list_type::const_iterator end = _instruments.end();
for ( ; current != end; current++) {
FGPanelInstrument * instr = *current;
glPushMatrix();
glTranslated(instr->getXPos(), instr->getYPos(), 0);
instr->draw();
glPopMatrix();
}
glDisable(GL_POLYGON_OFFSET_FILL);
}
/**
* Set the panel's visibility.
*/
void
FGPanel::setVisibility (bool visibility)
{
_visibility = visibility;
}
/**
* Return true if the panel is visible.
*/
bool
FGPanel::getVisibility () const
{
return _visibility;
}
/**
* Set the panel's background texture.
*/
void
FGPanel::setBackground (ssgTexture * texture)
{
_bg = texture;
}
/**
* Set the panel's multiple background textures.
*/
void
FGPanel::setMultiBackground (ssgTexture * texture, int idx)
{
_bg = 0;
_mbg[idx] = texture;
}
/**
* Set the panel's x-offset.
*/
void
FGPanel::setXOffset (int offset)
{
if (offset <= 0 && offset >= -_width + WIN_W)
_x_offset = offset;
}
/**
* Set the panel's y-offset.
*/
void
FGPanel::setYOffset (int offset)
{
if (offset <= 0 && offset >= -_height)
_y_offset = offset;
}
/**
* 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);
// Note a released button and return
// cerr << "Doing mouse action\n";
if (updown == 1) {
_mouseDown = false;
_mouseInstrument = 0;
return false;
}
// 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;
y -= _y_offset;
// 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, _mouseX, _mouseY);
}
}
return false;
}
////////////////////////////////////////////////////////////////////////.
// Implementation of FGPanelAction.
////////////////////////////////////////////////////////////////////////
FGPanelAction::FGPanelAction ()
{
}
FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h)
: _button(button), _x(x), _y(y), _w(w), _h(h)
{
for (unsigned int i = 0; i < _bindings.size(); i++)
delete _bindings[i];
}
FGPanelAction::~FGPanelAction ()
{
}
void
FGPanelAction::addBinding (FGBinding * binding)
{
_bindings.push_back(binding);
}
void
FGPanelAction::doAction ()
{
if (test()) {
int nBindings = _bindings.size();
for (int i = 0; i < nBindings; i++) {
_bindings[i]->fire();
}
}
}
////////////////////////////////////////////////////////////////////////
// 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::setPosition (int x, int y)
{
_x = x;
_y = y;
}
void
FGPanelInstrument::setSize (int w, int h)
{
_w = w;
_h = h;
}
int
FGPanelInstrument::getXPos () const
{
return _x;
}
int
FGPanelInstrument::getYPos () const
{
return _y;
}
int
FGPanelInstrument::getWidth () const
{
return _w;
}
int
FGPanelInstrument::getHeight () const
{
return _h;
}
void
FGPanelInstrument::addAction (FGPanelAction * action)
{
_actions.push_back(action);
}
// Coordinates relative to centre.
bool
FGPanelInstrument::doMouseAction (int button, int x, int y)
{
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();
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();
glPolygonOffset(-1, -POFF_UNITS*(i+2));
_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 (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()) {
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.
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), _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" ) {
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)
: _type(type), _fmt(fmt), _mult(mult)
{
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:
sprintf(_buf, _fmt.c_str(), _node->getFloatValue() * _mult);
break;
}
return _buf;
} else {
return "";
}
}
////////////////////////////////////////////////////////////////////////
// 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 ()
{
if (test()) {
transform();
if (_node->getBoolValue()) {
_layer1->draw();
} else {
_layer2->draw();
}
}
}
// end of panel.cxx