562 lines
15 KiB
C++
562 lines
15 KiB
C++
// panel.hxx - generic support classes for a 2D 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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#ifndef __PANEL_HXX
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#define __PANEL_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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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 <GL/glut.h>
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#include <plib/ssg.h>
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#include <simgear/misc/props.hxx>
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#include <vector>
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#include <map>
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#include <plib/fnt.h>
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FG_USING_STD(vector);
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FG_USING_STD(map);
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class FGPanelInstrument;
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////////////////////////////////////////////////////////////////////////
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// Texture manager (should migrate out into FGFS).
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//
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// This class ensures that no texture is loaded more than once.
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////////////////////////////////////////////////////////////////////////
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class FGTextureManager
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{
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public:
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static ssgTexture * createTexture(const string &relativePath);
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private:
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static map<string,ssgTexture *> _textureMap;
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};
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////////////////////////////////////////////////////////////////////////
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// Cropped texture (should migrate out into FGFS).
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//
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// This structure wraps an SSG texture with cropping information.
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////////////////////////////////////////////////////////////////////////
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struct CroppedTexture
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{
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CroppedTexture () {}
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CroppedTexture (const string &path,
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float _minX = 0.0, float _minY = 0.0,
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float _maxX = 1.0, float _maxY = 1.0)
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: texture(FGTextureManager::createTexture(path)),
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minX(_minX), minY(_minY), maxX(_maxX), maxY(_maxY) {}
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ssgTexture * texture;
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float minX, minY, maxX, maxY;
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};
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////////////////////////////////////////////////////////////////////////
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// Instrument panel class.
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//
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// The panel is a container that has a background texture and holds
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// zero or more instruments. The panel will order the instruments to
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// redraw themselves when necessary, and will pass mouse clicks on to
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// the appropriate instruments for processing.
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////////////////////////////////////////////////////////////////////////
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class FGPanel
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{
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public:
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FGPanel (int x, int y, int w, int h);
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virtual ~FGPanel ();
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// transfer pointer ownership!!!
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virtual void addInstrument (FGPanelInstrument * instrument);
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// Update the panel (every frame).
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virtual void update () const;
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// Background texture.
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virtual void setBackground (ssgTexture * texture);
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// Make the panel visible or invisible.
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virtual bool getVisibility () const;
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virtual void setVisibility (bool visibility);
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// Handle a mouse click.
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virtual bool doMouseAction (int button, int updown, int x, int y);
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private:
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mutable bool _visibility;
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mutable bool _mouseDown;
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mutable int _mouseButton, _mouseX, _mouseY;
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mutable int _mouseDelay;
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mutable FGPanelInstrument * _mouseInstrument;
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typedef vector<FGPanelInstrument *> instrument_list_type;
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int _x, _y, _w, _h;
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int _panel_h;
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ssgTexture * _bg;
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// List of instruments in panel.
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instrument_list_type _instruments;
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};
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////////////////////////////////////////////////////////////////////////
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// Base class for user action types.
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//
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// Individual instruments can have actions associated with a mouse
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// click in a rectangular area. Current concrete classes include
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// FGAdjustAction, FGSwapAction, and FGToggleAction.
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////////////////////////////////////////////////////////////////////////
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class FGPanelAction
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{
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public:
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FGPanelAction ();
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FGPanelAction (int button, int x, int y, int w, int h);
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virtual ~FGPanelAction ();
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// Getters.
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virtual int getButton () const { return _button; }
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virtual int getX () const { return _x; }
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virtual int getY () const { return _y; }
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virtual int getWidth () const { return _w; }
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virtual int getHeight () const { return _h; }
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// Setters.
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virtual void setButton (int button) { _button = button; }
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virtual void setX (int x) { _x = x; }
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virtual void setY (int y) { _y = y; }
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virtual void setWidth (int w) { _w = w; }
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virtual void setHeight (int h) { _h = h; }
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// Check whether we're in the area.
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virtual bool inArea (int button, int x, int y)
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{
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return (button == _button &&
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x >= _x &&
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x < _x + _w &&
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y >= _y &&
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y < _y + _h);
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}
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// Perform the action.
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virtual void doAction () = 0;
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private:
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int _button;
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int _x;
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int _y;
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int _w;
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int _h;
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};
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////////////////////////////////////////////////////////////////////////
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// Adjustment action.
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//
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// This is an action to increase or decrease an FGFS value by a certain
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// increment within a certain range. If the wrap flag is true, the
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// value will wrap around if it goes below min or above max; otherwise,
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// it will simply stop at min or max.
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////////////////////////////////////////////////////////////////////////
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class FGAdjustAction : public FGPanelAction
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{
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public:
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FGAdjustAction (int button, int x, int y, int w, int h,
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SGValue * value, float increment,
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float min, float max, bool wrap=false);
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virtual ~FGAdjustAction ();
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virtual void doAction ();
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private:
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SGValue * _value;
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float _increment;
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float _min;
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float _max;
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bool _wrap;
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};
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////////////////////////////////////////////////////////////////////////
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// Swap action.
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//
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// This is an action to swap two values. It's currently used in the
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// navigation radios.
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////////////////////////////////////////////////////////////////////////
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class FGSwapAction : public FGPanelAction
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{
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public:
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FGSwapAction (int button, int x, int y, int w, int h,
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SGValue * value1, SGValue * value2);
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virtual ~FGSwapAction ();
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virtual void doAction ();
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private:
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SGValue * _value1;
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SGValue * _value2;
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};
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////////////////////////////////////////////////////////////////////////
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// Toggle action.
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//
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// This is an action to toggle a boolean value.
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////////////////////////////////////////////////////////////////////////
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class FGToggleAction : public FGPanelAction
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{
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public:
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FGToggleAction (int button, int x, int y, int w, int h,
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SGValue * value);
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virtual ~FGToggleAction ();
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virtual void doAction ();
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private:
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SGValue * _value;
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};
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////////////////////////////////////////////////////////////////////////
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// Abstract base class for a panel instrument.
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//
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// A panel instrument consists of zero or more actions, associated
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// with mouse clicks in rectangular areas. Currently, the only
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// concrete class derived from this is FGLayeredInstrument, but others
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// may show up in the future (some complex instruments could be
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// entirely hand-coded, for example).
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////////////////////////////////////////////////////////////////////////
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class FGPanelInstrument
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{
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public:
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FGPanelInstrument ();
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FGPanelInstrument (int x, int y, int w, int h);
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virtual ~FGPanelInstrument ();
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virtual void draw () = 0;
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virtual void setPosition(int x, int y);
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virtual void setSize(int w, int h);
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virtual int getXPos () const;
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virtual int getYPos () const;
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virtual int getWidth () const;
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virtual int getHeight () const;
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// Coordinates relative to centre.
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// Transfer pointer ownership!!
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virtual void addAction (FGPanelAction * action);
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// Coordinates relative to centre.
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virtual bool doMouseAction (int button, int x, int y);
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protected:
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int _x, _y, _w, _h;
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typedef vector<FGPanelAction *> action_list_type;
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action_list_type _actions;
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};
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////////////////////////////////////////////////////////////////////////
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// Abstract base class for an instrument layer.
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//
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// The FGLayeredInstrument class builds up instruments by using layers
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// of textures or text. Each layer can have zero or more
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// transformations applied to it: for example, a needle layer can
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// rotate to show the altitude or airspeed.
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////////////////////////////////////////////////////////////////////////
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/**
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* A transformation for a layer.
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*/
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class FGPanelTransformation {
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public:
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enum Type {
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XSHIFT,
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YSHIFT,
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ROTATION
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};
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FGPanelTransformation ();
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FGPanelTransformation (Type type, const SGValue * value,
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float min, float max,
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float factor, float offset);
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virtual ~FGPanelTransformation ();
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Type type;
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const SGValue * value;
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float min;
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float max;
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float factor;
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float offset;
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};
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/**
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* A single layer of a multi-layered instrument.
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*
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* Each layer can be subject to a series of transformations based
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* on current FGFS instrument readings: for example, a texture
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* representing a needle can rotate to show the airspeed.
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*/
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class FGInstrumentLayer
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{
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public:
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FGInstrumentLayer (int w = -1, int h = -1);
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virtual ~FGInstrumentLayer ();
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virtual void draw () = 0;
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virtual void transform () const;
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virtual int getWidth () const { return _w; }
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virtual int getHeight () const { return _h; }
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virtual void setWidth (int w) { _w = w; }
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virtual void setHeight (int h) { _h = h; }
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// Transfer pointer ownership!!
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// DEPRECATED
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virtual void addTransformation (FGPanelTransformation * transformation);
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protected:
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int _w, _h;
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typedef vector<FGPanelTransformation *> transformation_list;
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transformation_list _transformations;
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};
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////////////////////////////////////////////////////////////////////////
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// An instrument composed of layers.
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//
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// This class represents an instrument which is simply a series of
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// layers piled one on top of the other, each one undergoing its own
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// set of transformations. For example, one layer can represent
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// the instrument's face (which doesn't move), while the next layer
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// can represent a needle that rotates depending on an FGFS variable.
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////////////////////////////////////////////////////////////////////////
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/**
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* An instrument constructed of multiple layers.
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*
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* Each individual layer can be rotated or shifted to correspond
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* to internal FGFS instrument readings.
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*/
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class FGLayeredInstrument : public FGPanelInstrument
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{
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public:
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typedef vector<FGInstrumentLayer *> layer_list;
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FGLayeredInstrument (int x, int y, int w, int h);
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virtual ~FGLayeredInstrument ();
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virtual void draw ();
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// Transfer pointer ownership!!
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virtual int addLayer (FGInstrumentLayer *layer);
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virtual int addLayer (CroppedTexture &texture, int w = -1, int h = -1);
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// Transfer pointer ownership!!
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virtual void addTransformation (FGPanelTransformation * transformation);
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protected:
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layer_list _layers;
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};
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////////////////////////////////////////////////////////////////////////
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// A textured layer of an instrument.
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//
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// This is a layer holding a single texture. Normally, the texture's
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// backgound should be transparent so that lower layers and the panel
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// background can show through.
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////////////////////////////////////////////////////////////////////////
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class FGTexturedLayer : public FGInstrumentLayer
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{
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public:
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FGTexturedLayer (int w = -1, int h = -1) : FGInstrumentLayer(w, h) {}
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FGTexturedLayer (const CroppedTexture &texture, int w = -1, int h = -1);
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virtual ~FGTexturedLayer ();
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virtual void draw ();
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virtual void setTexture (const CroppedTexture &texture) {
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_texture = texture;
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}
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virtual CroppedTexture &getTexture () { return _texture; }
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virtual const CroppedTexture &getTexture () const { return _texture; }
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private:
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mutable CroppedTexture _texture;
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};
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////////////////////////////////////////////////////////////////////////
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// A moving window on a texture.
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//
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// This layer automatically recrops a cropped texture based on
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// property values, creating a moving window over the texture.
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////////////////////////////////////////////////////////////////////////
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class FGWindowLayer : public FGTexturedLayer
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{
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public:
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FGWindowLayer (int w = -1, int h = -1);
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FGWindowLayer (const CroppedTexture &texture, int w = -1, int h = -1);
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virtual ~FGWindowLayer ();
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virtual void draw ();
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virtual const SGValue * getXValue () const { return _xValue; }
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virtual void setXValue (const SGValue * value) { _xValue = value; }
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virtual const SGValue * getYValue () const { return _yValue; }
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virtual void setYValue (const SGValue * value) { _yValue = value; }
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private:
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const SGValue * _xValue;
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const SGValue * _yValue;
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};
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////////////////////////////////////////////////////////////////////////
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// A text layer of an instrument.
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//
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// This is a layer holding a string of static and/or generated text.
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// It is useful for instruments that have text displays, such as
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// a chronometer, GPS, or NavCom radio.
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////////////////////////////////////////////////////////////////////////
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class FGTextLayer : public FGInstrumentLayer
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{
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public:
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typedef enum ChunkType {
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TEXT,
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TEXT_VALUE,
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DOUBLE_VALUE
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};
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class Chunk {
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public:
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Chunk (const string &text, const string &fmt = "%s");
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Chunk (ChunkType type, const SGValue * value,
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const string &fmt = "", float mult = 1.0);
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const char * getValue () const;
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private:
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ChunkType _type;
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string _text;
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const SGValue * _value;
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string _fmt;
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float _mult;
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mutable char _buf[1024];
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};
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FGTextLayer (int w = -1, int h = -1, Chunk * chunk1 = 0, Chunk * chunk2 = 0,
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Chunk * chunk3 = 0);
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virtual ~FGTextLayer ();
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virtual void draw ();
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// Transfer pointer!!
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virtual void addChunk (Chunk * chunk);
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virtual void setColor (float r, float g, float b);
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virtual void setPointSize (float size);
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virtual void setFont (fntFont * font);
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private:
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typedef vector<Chunk *> chunk_list;
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chunk_list _chunks;
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float _color[4];
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float _pointSize;
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// FIXME: need only one globally
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mutable fntRenderer _renderer;
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};
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////////////////////////////////////////////////////////////////////////
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// A layer that switches between two other layers.
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////////////////////////////////////////////////////////////////////////
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class FGSwitchLayer : public FGInstrumentLayer
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{
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public:
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// Transfer pointers!!
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FGSwitchLayer (int w, int h, const SGValue * value,
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FGInstrumentLayer * layer1,
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FGInstrumentLayer * layer2);
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virtual ~FGSwitchLayer ();
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virtual void draw ();
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private:
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const SGValue * _value;
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FGInstrumentLayer * _layer1, * _layer2;
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};
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////////////////////////////////////////////////////////////////////////
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// The current panel, if any.
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////////////////////////////////////////////////////////////////////////
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extern FGPanel * current_panel;
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#endif // __PANEL_HXX
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// end of panel.hxx
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