1250 lines
31 KiB
C++
1250 lines
31 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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//JVK
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// On 2D panels all instruments include light sources were in night displayed
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// with a red mask (instrument light). It is not correct for light sources
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// (bulbs). There is added new layer property "emissive" (boolean) (only for
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// textured layers).
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// If a layer has to shine set it in the "instrument_def_file.xml" inside the
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// <layer> tag by adding <emissive>true</emissive> tag. When omitted the default
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// value is for backward compatibility set to false.
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include "panel.hxx"
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#include <stdio.h> // sprintf
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#include <string.h>
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#include <iostream>
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#include <cassert>
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#include <osg/CullFace>
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#include <osg/Depth>
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#include <osg/Material>
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#include <osg/Matrixf>
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#include <osg/TexEnv>
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#include <osg/PolygonOffset>
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#include <simgear/compiler.h>
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#include "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 <simgear/misc/strutils.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <osg/GLU>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Viewer/viewmgr.hxx>
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#include <Viewer/view.hxx>
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#include <Time/light.hxx>
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#include <GUI/FGFontCache.hxx>
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#include <Instrumentation/dclgps.hxx>
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#define WIN_X 0
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#define WIN_Y 0
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#define WIN_W 1024
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#define WIN_H 768
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// The number of polygon-offset "units" to place between layers. In
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// principle, one is supposed to be enough. In practice, I find that
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// my hardware/driver requires many more.
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#define POFF_UNITS 8
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const double MOUSE_ACTION_REPEAT_DELAY = 0.5; // 500msec initial delay
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const double MOUSE_ACTION_REPEAT_INTERVAL = 0.1; // 10Hz repeat rate
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using std::map;
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////////////////////////////////////////////////////////////////////////
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// Local functions.
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////////////////////////////////////////////////////////////////////////
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/**
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* Calculate the aspect adjustment for the panel.
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*/
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static float
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get_aspect_adjust (int xsize, int ysize)
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{
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float ideal_aspect = float(WIN_W) / float(WIN_H);
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float real_aspect = float(xsize) / float(ysize);
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return (real_aspect / ideal_aspect);
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGTextureManager.
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////////////////////////////////////////////////////////////////////////
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map<std::string,osg::ref_ptr<osg::Texture2D> > FGTextureManager::_textureMap;
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osg::Texture2D*
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FGTextureManager::createTexture (const std::string &relativePath, bool staticTexture)
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{
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osg::Texture2D* texture = _textureMap[relativePath].get();
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if (texture == 0) {
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SGPath tpath = globals->resolve_aircraft_path(relativePath);
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texture = SGLoadTexture2D(staticTexture, tpath);
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_textureMap[relativePath] = texture;
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if (!_textureMap[relativePath].valid())
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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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}
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return texture;
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}
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void FGTextureManager::addTexture(const std::string &relativePath,
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osg::Texture2D* texture)
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{
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_textureMap[relativePath] = 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 std::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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osg::StateSet*
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FGCroppedTexture::getTexture ()
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{
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if (_texture == 0) {
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_texture = new osg::StateSet;
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_texture->setTextureAttribute(0, FGTextureManager::createTexture(_path));
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_texture->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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_texture->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
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}
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return _texture.get();
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGPanel.
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////////////////////////////////////////////////////////////////////////
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static fntRenderer text_renderer;
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static sgVec4 panel_color;
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static sgVec4 emissive_panel_color = {1,1,1,1};
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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(fgGetNode("/sim/panel/x-offset", true)),
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_y_offset(fgGetNode("/sim/panel/y-offset", true)),
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_jitter(fgGetNode("/sim/panel/jitter", true)),
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_flipx(fgGetNode("/sim/panel/flip-x", true)),
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_xsize_node(fgGetNode("/sim/startup/xsize", true)),
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_ysize_node(fgGetNode("/sim/startup/ysize", true)),
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_enable_depth_test(false),
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_autohide(true),
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_drawPanelHotspots("/sim/panel-hotspots")
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{
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}
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/**
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* Destructor.
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*/
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FGPanel::~FGPanel ()
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{
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for (instrument_list_type::iterator it = _instruments.begin();
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it != _instruments.end();
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it++) {
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delete *it;
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*it = 0;
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}
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}
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/**
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* Add an instrument to the panel.
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*/
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void
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FGPanel::addInstrument (FGPanelInstrument * instrument)
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{
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_instruments.push_back(instrument);
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}
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double
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FGPanel::getAspectScale() const
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{
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// set corner-coordinates correctly
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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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if (aspect_adjust < 1.0)
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return ysize / (double) WIN_H;
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else
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return xsize /(double) WIN_W;
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}
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/**
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* Handle repeatable mouse events. Called from update() and from
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* fgUpdate3DPanels(). This functionality needs to move into the
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* input subsystem. Counting a tick every two frames is clumsy...
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*/
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void FGPanel::updateMouseDelay(double dt)
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{
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if (!_mouseDown) {
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return;
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}
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_mouseActionRepeat -= dt;
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while (_mouseActionRepeat < 0.0) {
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_mouseActionRepeat += MOUSE_ACTION_REPEAT_INTERVAL;
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_mouseInstrument->doMouseAction(_mouseButton, 0, _mouseX, _mouseY);
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}
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}
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void
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FGPanel::draw(osg::State& state)
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{
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// In 3D mode, it's possible that we are being drawn exactly on top
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// of an existing polygon. Use an offset to prevent z-fighting. In
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// 2D mode, this is a no-op.
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static osg::ref_ptr<osg::StateSet> panelStateSet;
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if (!panelStateSet.valid()) {
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panelStateSet = new osg::StateSet;
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panelStateSet->setAttributeAndModes(new osg::PolygonOffset(-1, -POFF_UNITS));
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panelStateSet->setTextureAttribute(0, new osg::TexEnv);
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// Draw the background
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panelStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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panelStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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panelStateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
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panelStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
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osg::Material* material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4(1, 1, 1, 1));
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material->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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material->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4(0, 0, 0, 1));
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panelStateSet->setAttribute(material);
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panelStateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
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panelStateSet->setAttributeAndModes(new osg::CullFace(osg::CullFace::BACK));
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panelStateSet->setAttributeAndModes(new osg::Depth(osg::Depth::LEQUAL));
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}
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if ( _enable_depth_test )
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panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
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else
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panelStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF);
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state.pushStateSet(panelStateSet.get());
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
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sgCopyVec4( panel_color, l->scene_diffuse().data());
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if ( fgGetDouble("/systems/electrical/outputs/instrument-lights") > 1.0 ) {
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if ( panel_color[0] < 0.7 ) panel_color[0] = 0.7;
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if ( panel_color[1] < 0.2 ) panel_color[1] = 0.2;
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if ( panel_color[2] < 0.2 ) panel_color[2] = 0.2;
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}
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glColor4fv( panel_color );
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if (_bg != 0) {
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state.pushStateSet(_bg.get());
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X, WIN_Y);
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glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + _width, WIN_Y);
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glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + _width, WIN_Y + _height);
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glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X, WIN_Y + _height);
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glEnd();
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state.popStateSet();
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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} else {
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for (int i = 0; i < 4; i ++) {
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// top row of textures...(1,3,5,7)
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state.pushStateSet(_mbg[i*2].get());
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
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glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
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glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + _height);
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glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + _height);
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glEnd();
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state.popStateSet();
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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// bottom row of textures...(2,4,6,8)
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state.pushStateSet(_mbg[i*2+1].get());
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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glBegin(GL_POLYGON);
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glTexCoord2f(0.0, 0.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y);
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glTexCoord2f(1.0, 0.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y);
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glTexCoord2f(1.0, 1.0); glVertex2f(WIN_X + (_width/4) * (i+1), WIN_Y + (_height/2));
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glTexCoord2f(0.0, 1.0); glVertex2f(WIN_X + (_width/4) * i, WIN_Y + (_height/2));
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glEnd();
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state.popStateSet();
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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}
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}
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// Draw the instruments.
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// Syd Adams: added instrument clipping
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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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GLdouble blx[4]={1.0,0.0,0.0,0.0};
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GLdouble bly[4]={0.0,1.0,0.0,0.0};
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GLdouble urx[4]={-1.0,0.0,0.0,0.0};
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GLdouble ury[4]={0.0,-1.0,0.0,0.0};
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for ( ; current != end; current++) {
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FGPanelInstrument * instr = *current;
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glPushMatrix();
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glTranslated(instr->getXPos(), instr->getYPos(), 0);
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int ix= instr->getWidth();
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int iy= instr->getHeight();
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glPushMatrix();
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glTranslated(-ix/2,-iy/2,0);
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glClipPlane(GL_CLIP_PLANE0,blx);
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glClipPlane(GL_CLIP_PLANE1,bly);
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glEnable(GL_CLIP_PLANE0);
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glEnable(GL_CLIP_PLANE1);
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glTranslated(ix,iy,0);
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glClipPlane(GL_CLIP_PLANE2,urx);
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glClipPlane(GL_CLIP_PLANE3,ury);
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glEnable(GL_CLIP_PLANE2);
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glEnable(GL_CLIP_PLANE3);
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glPopMatrix();
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instr->draw(state);
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glPopMatrix();
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}
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glDisable(GL_CLIP_PLANE0);
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glDisable(GL_CLIP_PLANE1);
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glDisable(GL_CLIP_PLANE2);
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glDisable(GL_CLIP_PLANE3);
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state.popStateSet();
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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// Draw yellow "hotspots" if directed to. This is a panel authoring
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// feature; not intended to be high performance or to look good.
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if ( _drawPanelHotspots ) {
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static osg::ref_ptr<osg::StateSet> hotspotStateSet;
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if (!hotspotStateSet.valid()) {
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hotspotStateSet = new osg::StateSet;
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hotspotStateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::OFF);
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hotspotStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
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}
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state.pushStateSet(hotspotStateSet.get());
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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glPushAttrib(GL_ENABLE_BIT);
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glDisable(GL_COLOR_MATERIAL);
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glColor3f(1, 1, 0);
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for ( unsigned int i = 0; i < _instruments.size(); i++ )
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_instruments[i]->drawHotspots(state);
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// disable drawing of panel extents for the 2.8 release, since it
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// confused use of hot-spot drawing in tutorials.
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#ifdef DRAW_PANEL_EXTENTS
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glColor3f(0, 1, 1);
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int x0, y0, x1, y1;
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getLogicalExtent(x0, y0, x1, y1);
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glBegin(GL_LINE_LOOP);
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glVertex2f(x0, y0);
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glVertex2f(x1, y0);
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glVertex2f(x1, y1);
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glVertex2f(x0, y1);
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glEnd();
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#endif
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glPopAttrib();
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state.popStateSet();
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state.apply();
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state.setActiveTextureUnit(0);
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state.setClientActiveTextureUnit(0);
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}
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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 (osg::Texture2D* texture)
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{
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osg::StateSet* stateSet = new osg::StateSet;
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stateSet->setTextureAttribute(0, texture);
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stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
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_bg = stateSet;
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}
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/**
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* Set the panel's multiple background textures.
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*/
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void
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FGPanel::setMultiBackground (osg::Texture2D* texture, int idx)
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{
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_bg = 0;
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osg::StateSet* stateSet = new osg::StateSet;
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stateSet->setTextureAttribute(0, texture);
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stateSet->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON);
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stateSet->setTextureAttribute(0, new osg::TexEnv(osg::TexEnv::MODULATE));
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_mbg[idx] = stateSet;
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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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{
|
|
if (offset <= 0 && offset >= -_width + WIN_W)
|
|
_x_offset->setIntValue( offset );
|
|
}
|
|
|
|
|
|
/**
|
|
* Set the panel's y-offset.
|
|
*/
|
|
void
|
|
FGPanel::setYOffset (int offset)
|
|
{
|
|
if (offset <= 0 && offset >= -_height)
|
|
_y_offset->setIntValue( offset );
|
|
}
|
|
|
|
/**
|
|
* Handle a mouse action in panel-local (not screen) coordinates.
|
|
* Used by the 3D panel code in Model/panelnode.cxx, in situations
|
|
* where the panel doesn't control its own screen location.
|
|
*/
|
|
bool
|
|
FGPanel::doLocalMouseAction(int button, int updown, int x, int y)
|
|
{
|
|
// Note a released button and return
|
|
if (updown == 1) {
|
|
if (_mouseInstrument != 0)
|
|
_mouseInstrument->doMouseAction(_mouseButton, 1, _mouseX, _mouseY);
|
|
_mouseDown = false;
|
|
_mouseInstrument = 0;
|
|
return false;
|
|
}
|
|
|
|
// Search for a matching instrument.
|
|
for (int i = 0; i < (int)_instruments.size(); i++) {
|
|
FGPanelInstrument *inst = _instruments[i];
|
|
int ix = inst->getXPos();
|
|
int iy = inst->getYPos();
|
|
int iw = inst->getWidth() / 2;
|
|
int ih = inst->getHeight() / 2;
|
|
if (x >= ix - iw && x < ix + iw && y >= iy - ih && y < iy + ih) {
|
|
_mouseDown = true;
|
|
_mouseActionRepeat = MOUSE_ACTION_REPEAT_DELAY;
|
|
_mouseInstrument = inst;
|
|
_mouseButton = button;
|
|
_mouseX = x - ix;
|
|
_mouseY = y - iy;
|
|
// Always do the action once.
|
|
return _mouseInstrument->doMouseAction(_mouseButton, 0,
|
|
_mouseX, _mouseY);
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* Perform a mouse action.
|
|
*/
|
|
bool
|
|
FGPanel::doMouseAction (int button, int updown, int x, int y)
|
|
{
|
|
// FIXME: this same code appears in update()
|
|
int xsize = _xsize_node->getIntValue();
|
|
int ysize = _ysize_node->getIntValue();
|
|
float aspect_adjust = get_aspect_adjust(xsize, ysize);
|
|
|
|
// Scale for the real window size.
|
|
if (aspect_adjust < 1.0) {
|
|
x = int(((float)x / xsize) * WIN_W * aspect_adjust);
|
|
y = int(WIN_H - ((float(y) / ysize) * WIN_H));
|
|
} else {
|
|
x = int(((float)x / xsize) * WIN_W);
|
|
y = int((WIN_H - ((float(y) / ysize) * WIN_H)) / aspect_adjust);
|
|
}
|
|
|
|
// Adjust for offsets.
|
|
x -= _x_offset->getIntValue();
|
|
y -= _y_offset->getIntValue();
|
|
|
|
// Having fixed up the coordinates, fall through to the local
|
|
// coordinate handler.
|
|
return doLocalMouseAction(button, updown, x, y);
|
|
}
|
|
|
|
void FGPanel::setDepthTest (bool enable) {
|
|
_enable_depth_test = enable;
|
|
}
|
|
|
|
class IntRect
|
|
{
|
|
|
|
public:
|
|
IntRect() :
|
|
x0(std::numeric_limits<int>::max()),
|
|
y0(std::numeric_limits<int>::max()),
|
|
x1(std::numeric_limits<int>::min()),
|
|
y1(std::numeric_limits<int>::min())
|
|
{ }
|
|
|
|
IntRect(int x, int y, int w, int h) :
|
|
x0(x), y0(y), x1(x + w), y1( y + h)
|
|
{
|
|
if (x1 < x0) {
|
|
std::swap(x0, x1);
|
|
}
|
|
|
|
if (y1 < y0) {
|
|
std::swap(y0, y1);
|
|
}
|
|
|
|
assert(x0 <= x1);
|
|
assert(y0 <= y1);
|
|
}
|
|
|
|
void extend(const IntRect& r)
|
|
{
|
|
x0 = std::min(x0, r.x0);
|
|
y0 = std::min(y0, r.y0);
|
|
x1 = std::max(x1, r.x1);
|
|
y1 = std::max(y1, r.y1);
|
|
}
|
|
|
|
int x0, y0, x1, y1;
|
|
};
|
|
|
|
void FGPanel::getLogicalExtent(int &x0, int& y0, int& x1, int &y1)
|
|
{
|
|
IntRect result;
|
|
for (auto inst : _instruments) {
|
|
inst->extendRect(result);
|
|
}
|
|
|
|
x0 = result.x0;
|
|
y0 = result.y0;
|
|
x1 = result.x1;
|
|
y1 = result.y1;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////.
|
|
// Implementation of FGPanelAction.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGPanelAction::FGPanelAction ()
|
|
{
|
|
}
|
|
|
|
FGPanelAction::FGPanelAction (int button, int x, int y, int w, int h,
|
|
bool repeatable)
|
|
: _button(button), _x(x), _y(y), _w(w), _h(h), _repeatable(repeatable)
|
|
{
|
|
}
|
|
|
|
FGPanelAction::~FGPanelAction ()
|
|
{
|
|
for (unsigned int i = 0; i < 2; i++) {
|
|
for (unsigned int j = 0; j < _bindings[i].size(); j++)
|
|
delete _bindings[i][j];
|
|
}
|
|
}
|
|
|
|
void
|
|
FGPanelAction::addBinding (SGBinding * binding, int updown)
|
|
{
|
|
_bindings[updown].push_back(binding);
|
|
}
|
|
|
|
bool
|
|
FGPanelAction::doAction (int updown)
|
|
{
|
|
if (test()) {
|
|
if ((updown != _last_state) || (updown == 0 && _repeatable)) {
|
|
int nBindings = _bindings[updown].size();
|
|
for (int i = 0; i < nBindings; i++)
|
|
_bindings[updown][i]->fire();
|
|
}
|
|
_last_state = updown;
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGPanelTransformation.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGPanelTransformation::FGPanelTransformation ()
|
|
: table(0)
|
|
{
|
|
}
|
|
|
|
FGPanelTransformation::~FGPanelTransformation ()
|
|
{
|
|
delete table;
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGPanelInstrument.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
FGPanelInstrument::FGPanelInstrument ()
|
|
{
|
|
setPosition(0, 0);
|
|
setSize(0, 0);
|
|
}
|
|
|
|
FGPanelInstrument::FGPanelInstrument (int x, int y, int w, int h)
|
|
{
|
|
setPosition(x, y);
|
|
setSize(w, h);
|
|
}
|
|
|
|
FGPanelInstrument::~FGPanelInstrument ()
|
|
{
|
|
for (action_list_type::iterator it = _actions.begin();
|
|
it != _actions.end();
|
|
it++) {
|
|
delete *it;
|
|
*it = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
FGPanelInstrument::drawHotspots(osg::State& state)
|
|
{
|
|
for ( unsigned int i = 0; i < _actions.size(); i++ ) {
|
|
FGPanelAction* a = _actions[i];
|
|
float x1 = getXPos() + a->getX();
|
|
float x2 = x1 + a->getWidth();
|
|
float y1 = getYPos() + a->getY();
|
|
float y2 = y1 + a->getHeight();
|
|
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x1, y2);
|
|
glVertex2f(x2, y2);
|
|
glVertex2f(x2, y1);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
void
|
|
FGPanelInstrument::setPosition (int x, int y)
|
|
{
|
|
_x = x;
|
|
_y = y;
|
|
}
|
|
|
|
void
|
|
FGPanelInstrument::setSize (int w, int h)
|
|
{
|
|
_w = w;
|
|
_h = h;
|
|
}
|
|
|
|
int
|
|
FGPanelInstrument::getXPos () const
|
|
{
|
|
return _x;
|
|
}
|
|
|
|
int
|
|
FGPanelInstrument::getYPos () const
|
|
{
|
|
return _y;
|
|
}
|
|
|
|
int
|
|
FGPanelInstrument::getWidth () const
|
|
{
|
|
return _w;
|
|
}
|
|
|
|
int
|
|
FGPanelInstrument::getHeight () const
|
|
{
|
|
return _h;
|
|
}
|
|
|
|
void
|
|
FGPanelInstrument::extendRect(IntRect& r) const
|
|
{
|
|
IntRect instRect(_x, _y, _w, _h);
|
|
r.extend(instRect);
|
|
|
|
for (auto act : _actions) {
|
|
r.extend(IntRect(getXPos() + act->getX(),
|
|
getYPos() + act->getY(),
|
|
act->getWidth(),
|
|
act->getHeight()
|
|
));
|
|
}
|
|
}
|
|
|
|
void
|
|
FGPanelInstrument::addAction (FGPanelAction * action)
|
|
{
|
|
_actions.push_back(action);
|
|
}
|
|
|
|
// Coordinates relative to centre.
|
|
bool
|
|
FGPanelInstrument::doMouseAction (int button, int updown, int x, int y)
|
|
{
|
|
if (test()) {
|
|
action_list_type::iterator it = _actions.begin();
|
|
action_list_type::iterator last = _actions.end();
|
|
for ( ; it != last; it++) {
|
|
if ((*it)->inArea(button, x, y) &&
|
|
(*it)->doAction(updown))
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGLayeredInstrument.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGLayeredInstrument::FGLayeredInstrument (int x, int y, int w, int h)
|
|
: FGPanelInstrument(x, y, w, h)
|
|
{
|
|
}
|
|
|
|
FGLayeredInstrument::~FGLayeredInstrument ()
|
|
{
|
|
for (layer_list::iterator it = _layers.begin(); it != _layers.end(); it++) {
|
|
delete *it;
|
|
*it = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
FGLayeredInstrument::draw (osg::State& state)
|
|
{
|
|
if (!test())
|
|
return;
|
|
|
|
for (int i = 0; i < (int)_layers.size(); i++) {
|
|
glPushMatrix();
|
|
_layers[i]->draw(state);
|
|
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 (const 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 FGSpecialInstrument.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGSpecialInstrument::FGSpecialInstrument (DCLGPS* sb)
|
|
: FGPanelInstrument()
|
|
{
|
|
complex = sb;
|
|
}
|
|
|
|
FGSpecialInstrument::~FGSpecialInstrument ()
|
|
{
|
|
}
|
|
|
|
void
|
|
FGSpecialInstrument::draw (osg::State& state)
|
|
{
|
|
complex->draw(state);
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGInstrumentLayer.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGInstrumentLayer::FGInstrumentLayer (int w, int h)
|
|
: _w(w),
|
|
_h(h)
|
|
{
|
|
}
|
|
|
|
FGInstrumentLayer::~FGInstrumentLayer ()
|
|
{
|
|
for (transformation_list::iterator it = _transformations.begin();
|
|
it != _transformations.end();
|
|
it++) {
|
|
delete *it;
|
|
*it = 0;
|
|
}
|
|
}
|
|
|
|
void
|
|
FGInstrumentLayer::transform () const
|
|
{
|
|
transformation_list::const_iterator it = _transformations.begin();
|
|
transformation_list::const_iterator last = _transformations.end();
|
|
while (it != last) {
|
|
FGPanelTransformation *t = *it;
|
|
if (t->test()) {
|
|
float val = (t->node == 0 ? 0.0 : t->node->getFloatValue());
|
|
|
|
if (t->has_mod)
|
|
val = fmod(val, t->mod);
|
|
if (val < t->min) {
|
|
val = t->min;
|
|
} else if (val > t->max) {
|
|
val = t->max;
|
|
}
|
|
|
|
if (t->table==0) {
|
|
val = val * t->factor + t->offset;
|
|
} else {
|
|
val = t->table->interpolate(val) * t->factor + t->offset;
|
|
}
|
|
|
|
switch (t->type) {
|
|
case FGPanelTransformation::XSHIFT:
|
|
glTranslatef(val, 0.0, 0.0);
|
|
break;
|
|
case FGPanelTransformation::YSHIFT:
|
|
glTranslatef(0.0, val, 0.0);
|
|
break;
|
|
case FGPanelTransformation::ROTATION:
|
|
glRotatef(-val, 0.0, 0.0, 1.0);
|
|
break;
|
|
}
|
|
}
|
|
it++;
|
|
}
|
|
}
|
|
|
|
void
|
|
FGInstrumentLayer::addTransformation (FGPanelTransformation * transformation)
|
|
{
|
|
_transformations.push_back(transformation);
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGGroupLayer.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGGroupLayer::FGGroupLayer ()
|
|
{
|
|
}
|
|
|
|
FGGroupLayer::~FGGroupLayer ()
|
|
{
|
|
for (unsigned int i = 0; i < _layers.size(); i++)
|
|
delete _layers[i];
|
|
}
|
|
|
|
void
|
|
FGGroupLayer::draw (osg::State& state)
|
|
{
|
|
if (test()) {
|
|
transform();
|
|
int nLayers = _layers.size();
|
|
for (int i = 0; i < nLayers; i++)
|
|
_layers[i]->draw(state);
|
|
}
|
|
}
|
|
|
|
void
|
|
FGGroupLayer::addLayer (FGInstrumentLayer * layer)
|
|
{
|
|
_layers.push_back(layer);
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGTexturedLayer.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
FGTexturedLayer::FGTexturedLayer (const FGCroppedTexture &texture, int w, int h)
|
|
: FGInstrumentLayer(w, h),
|
|
_emissive(false)
|
|
{
|
|
setTexture(texture);
|
|
}
|
|
|
|
|
|
FGTexturedLayer::~FGTexturedLayer ()
|
|
{
|
|
}
|
|
|
|
|
|
void
|
|
FGTexturedLayer::draw (osg::State& state)
|
|
{
|
|
if (test()) {
|
|
int w2 = _w / 2;
|
|
int h2 = _h / 2;
|
|
|
|
transform();
|
|
state.pushStateSet(_texture.getTexture());
|
|
state.apply();
|
|
state.setActiveTextureUnit(0);
|
|
state.setClientActiveTextureUnit(0);
|
|
|
|
glBegin(GL_POLYGON);
|
|
|
|
if (_emissive) {
|
|
glColor4fv( emissive_panel_color );
|
|
} else {
|
|
// From Curt: turn on the panel
|
|
// lights after sundown.
|
|
glColor4fv( panel_color );
|
|
}
|
|
|
|
glTexCoord2f(_texture.getMinX(), _texture.getMinY()); glVertex2f(-w2, -h2);
|
|
glTexCoord2f(_texture.getMaxX(), _texture.getMinY()); glVertex2f(w2, -h2);
|
|
glTexCoord2f(_texture.getMaxX(), _texture.getMaxY()); glVertex2f(w2, h2);
|
|
glTexCoord2f(_texture.getMinX(), _texture.getMaxY()); glVertex2f(-w2, h2);
|
|
glEnd();
|
|
state.popStateSet();
|
|
state.apply();
|
|
state.setActiveTextureUnit(0);
|
|
state.setClientActiveTextureUnit(0);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGTextLayer.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGTextLayer::FGTextLayer (int w, int h)
|
|
: FGInstrumentLayer(w, h), _pointSize(14.0), _font_name("Helvetica.txf")
|
|
{
|
|
_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 (osg::State& state)
|
|
{
|
|
if (test()) {
|
|
glColor4fv(_color);
|
|
transform();
|
|
|
|
fntFont* font = FGFontCache::instance()->getTexFont(_font_name);
|
|
if (!font) {
|
|
return; // don't crash on missing fonts
|
|
}
|
|
|
|
text_renderer.setFont(font);
|
|
|
|
text_renderer.setPointSize(_pointSize);
|
|
text_renderer.begin();
|
|
text_renderer.start3f(0, 0, 0);
|
|
|
|
_now.stamp();
|
|
double diff = (_now - _then).toUSecs();
|
|
|
|
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 std::string &name)
|
|
{
|
|
_font_name = name + ".txf";
|
|
fntFont* font = FGFontCache::instance()->getTexFont(_font_name);
|
|
if (!font) {
|
|
SG_LOG(SG_COCKPIT, SG_WARN, "unable to find font:" << 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 std::string &text, const std::string &fmt)
|
|
: _type(FGTextLayer::TEXT),
|
|
_fmt(simgear::strutils::sanitizePrintfFormat(fmt))
|
|
{
|
|
_text = text;
|
|
if (_fmt.empty())
|
|
_fmt = "%s";
|
|
}
|
|
|
|
FGTextLayer::Chunk::Chunk (ChunkType type, const SGPropertyNode * node,
|
|
const std::string &fmt, float mult, float offs,
|
|
bool truncation)
|
|
: _type(type),
|
|
_fmt(simgear::strutils::sanitizePrintfFormat(fmt)),
|
|
_mult(mult),
|
|
_offs(offs),
|
|
_trunc(truncation)
|
|
{
|
|
if (_fmt.empty()) {
|
|
if (type == TEXT_VALUE)
|
|
_fmt = "%s";
|
|
else
|
|
_fmt = "%.2f";
|
|
}
|
|
_node = node;
|
|
}
|
|
|
|
const char *
|
|
FGTextLayer::Chunk::getValue () const
|
|
{
|
|
if (test()) {
|
|
_buf[0] = '\0';
|
|
switch (_type) {
|
|
case TEXT:
|
|
sprintf(_buf, _fmt.c_str(), _text.c_str());
|
|
return _buf;
|
|
case TEXT_VALUE:
|
|
sprintf(_buf, _fmt.c_str(), _node->getStringValue().c_str());
|
|
break;
|
|
case DOUBLE_VALUE:
|
|
double d = _offs + _node->getFloatValue() * _mult;
|
|
if (_trunc) d = (d < 0) ? -floor(-d) : floor(d);
|
|
sprintf(_buf, _fmt.c_str(), d);
|
|
break;
|
|
}
|
|
return _buf;
|
|
} else {
|
|
return "";
|
|
}
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////
|
|
// Implementation of FGSwitchLayer.
|
|
////////////////////////////////////////////////////////////////////////
|
|
|
|
FGSwitchLayer::FGSwitchLayer ()
|
|
: FGGroupLayer()
|
|
{
|
|
}
|
|
|
|
void
|
|
FGSwitchLayer::draw (osg::State& state)
|
|
{
|
|
if (test()) {
|
|
transform();
|
|
int nLayers = _layers.size();
|
|
for (int i = 0; i < nLayers; i++) {
|
|
if (_layers[i]->test()) {
|
|
_layers[i]->draw(state);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// end of panel.cxx
|