Beispiel #1
0
void
InfoBoxContentWindArrow::OnCustomPaint(Canvas &canvas, const PixelRect &rc)
{
  const auto &info = CommonInterface::Calculated();

  const RasterPoint pt = rc.GetCenter();

  UPixelScalar padding = Layout::FastScale(10);
  UPixelScalar size = std::min(rc.right - rc.left, rc.bottom - rc.top);

  if (size > padding)
    size -= padding;

  // Normalize the size because the Layout::Scale is applied
  // by the DrawArrow() function again
  size = size * 100 / Layout::Scale(100);

  auto angle = info.wind.bearing - CommonInterface::Basic().attitude.heading;

  PixelScalar length =
    std::min(size, (UPixelScalar)std::max(10, iround(Quadruple(info.wind.norm))));

  PixelScalar offset = -length / 2;

  auto style = CommonInterface::GetMapSettings().wind_arrow_style;

  WindArrowRenderer renderer(UIGlobals::GetLook().wind_arrow_info_box);
  renderer.DrawArrow(canvas, pt, angle, length, style, offset);
}
Beispiel #2
0
void
SymbolRenderer::DrawArrow(Canvas &canvas, PixelRect rc, Direction direction)
{
  assert(direction == UP || direction == DOWN ||
         direction == LEFT || direction == RIGHT);

  PixelScalar size = std::min(rc.right - rc.left, rc.bottom - rc.top) / 5;
  RasterPoint center = rc.GetCenter();
  RasterPoint arrow[3];

  if (direction == LEFT || direction == RIGHT) {
    arrow[0].x = center.x + (direction == LEFT ? size : -size);
    arrow[0].y = center.y + size;
    arrow[1].x = center.x + (direction == LEFT ? -size : size);
    arrow[1].y = center.y;
    arrow[2].x = center.x + (direction == LEFT ? size : -size);
    arrow[2].y = center.y - size;
  } else if (direction == UP || direction == DOWN) {
    arrow[0].x = center.x + size;
    arrow[0].y = center.y + (direction == UP ? size : -size);
    arrow[1].x = center.x;
    arrow[1].y = center.y + (direction == UP ? -size : size);
    arrow[2].x = center.x - size;
    arrow[2].y = center.y + (direction == UP ? size : -size);
  }

  canvas.DrawTriangleFan(arrow, 3);
}
Beispiel #3
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void
HorizonRenderer::Draw(Canvas &canvas, const PixelRect &rc,
                      const HorizonLook &look,
                      const AttitudeState &attitude)
{
  /*
  This feature of having a backup artificial horizon based on inferred
  orientation from GPS and vario data is useful, and reasonably well
  tested, but has the issue of potentially invalidating use of XCSoar in
  FAI contests due to rule ref Annex A to Section 3 (2010 Edition) 4.1.2
  "No instruments permitting pilots to fly without visual reference to
  the ground may be carried on board, even if made unserviceable."  The
  quality of XCSoar's pseudo-AH is arguably good enough that this
  violates the rule.  We need to seek clarification as to whether this
  is the case or not.
  */

  const RasterPoint center = rc.GetCenter();

  const int radius = std::min(rc.right - rc.left, rc.bottom - rc.top) / 2
    - Layout::Scale(1);

  auto bank_degrees = attitude.IsBankAngleUseable()
    ? attitude.bank_angle.Degrees()
    : 0.;

  auto pitch_degrees = attitude.IsPitchAngleUseable()
    ? attitude.pitch_angle.Degrees()
    : 0.;

  auto phi = Clamp(bank_degrees, -89., 89.);
  auto alpha = Angle::acos(Clamp(pitch_degrees / 50,
                                 -1., 1.));
  auto sphi = Angle::HalfCircle() - Angle::Degrees(phi);
  auto alpha1 = sphi - alpha;
  auto alpha2 = sphi + alpha;

  // draw sky part
  canvas.Select(look.sky_pen);
  canvas.Select(look.sky_brush);
  canvas.DrawSegment(center.x, center.y, radius, alpha2, alpha1, true);

  // draw ground part
  canvas.Select(look.terrain_pen);
  canvas.Select(look.terrain_brush);
  canvas.DrawSegment(center.x, center.y, radius, alpha1, alpha2, true);

  // draw aircraft symbol
  canvas.Select(look.aircraft_pen);
  canvas.DrawLine(center.x + radius / 2, center.y, center.x - radius / 2, center.y);
  canvas.DrawLine(center.x, center.y - radius / 4, center.x, center.y);

  // draw 45 degree dash marks
  const int rr2p = uround(radius * M_SQRT1_2) + Layout::Scale(1);
  const int rr2n = rr2p - Layout::Scale(2);
  canvas.DrawLine(center.x + rr2p, center.y - rr2p,
              center.x + rr2n, center.y - rr2n);
  canvas.DrawLine(center.x - rr2p, center.y - rr2p,
              center.x - rr2n, center.y - rr2n);
}
Beispiel #4
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void
InfoBoxContentWindArrow::OnCustomPaint(Canvas &canvas, const PixelRect &rc)
{
  const auto &info = CommonInterface::Calculated();

  const auto pt = rc.GetCenter();

  const unsigned padding = Layout::FastScale(10u);
  unsigned size = std::min(rc.GetWidth(), rc.GetHeight());

  if (size > padding)
    size -= padding;

  // Normalize the size because the Layout::Scale is applied
  // by the DrawArrow() function again
  size = size * 100 / Layout::Scale(100);

  auto angle = info.wind.bearing - CommonInterface::Basic().attitude.heading;

  const int length =
    std::min(size, std::max(10u, uround(4 * info.wind.norm)));

  const int offset = -length / 2;

  auto style = CommonInterface::GetMapSettings().wind_arrow_style;

  WindArrowRenderer renderer(UIGlobals::GetLook().wind_arrow_info_box);
  renderer.DrawArrow(canvas, pt, angle, length, style, offset);
}
Beispiel #5
0
void
SymbolRenderer::DrawArrow(Canvas &canvas, PixelRect rc, Direction direction)
{
  assert(direction == UP || direction == DOWN ||
         direction == LEFT || direction == RIGHT);

  auto size = std::min(rc.GetWidth(), rc.GetHeight()) / 5;
  auto center = rc.GetCenter();
  BulkPixelPoint arrow[3];

  if (direction == LEFT || direction == RIGHT) {
    arrow[0].x = center.x + (direction == LEFT ? size : -size);
    arrow[0].y = center.y + size;
    arrow[1].x = center.x + (direction == LEFT ? -size : size);
    arrow[1].y = center.y;
    arrow[2].x = center.x + (direction == LEFT ? size : -size);
    arrow[2].y = center.y - size;
  } else if (direction == UP || direction == DOWN) {
    arrow[0].x = center.x + size;
    arrow[0].y = center.y + (direction == UP ? size : -size);
    arrow[1].x = center.x;
    arrow[1].y = center.y + (direction == UP ? -size : size);
    arrow[2].x = center.x - size;
    arrow[2].y = center.y + (direction == UP ? size : -size);
  }

  canvas.DrawTriangleFan(arrow, 3);
}
void
NextArrowRenderer::DrawArrow(Canvas &canvas, const PixelRect &rc,
                             Angle angle)
{
  /*
   * Define arrow geometry for forward pointing arrow.
   * These are the coordinates of the corners, relative to the center (o)
   *
   *                               +   (0,-head_len)
   *                              / \
   *                             /   \
   *                            /     \
   * (-head_width,-head_base)  +-+   +-+  (head_width,-head_base)
   *   (-tail_width,-head_base)  | o |  (tail_width,-head_base)
   *                             |   |
   *                             |   |
   *     (-tail_width,tail_len)  +---+  (tail_width,tail_len)
   *
   * The "tail" of the arrow is slightly shorter than the "head" to avoid
   * the corners of the tail to stick out of the bounding PixelRect.
   */
  static constexpr auto head_len = 50;
  static constexpr auto head_width = 36;
  static constexpr auto head_base = head_len - head_width;
  static constexpr auto tail_width = 16;
  static constexpr auto tail_len = head_len - tail_width / 2;

  // An array of the arrow corner coordinates.
  RasterPoint arrow[] = {
    { 0, -head_len },
    { head_width, -head_base },
    { tail_width, -head_base },
    { tail_width, tail_len },
    { -tail_width, tail_len },
    { -tail_width, -head_base },
    { -head_width, -head_base },
  };

  /*
   * Rotate the arrow, center it in the bounding rectangle, and scale
   * it to fill the rectangle.
   *
   * Note that PolygonRotateShift scales a polygon with coordinates
   * in the range -50 to +50 to fill a square with the size of the 'scale'
   * argument.
   */
  const auto size = std::min(rc.right - rc.left, rc.bottom - rc.top);
  PolygonRotateShift(arrow, ARRAY_SIZE(arrow),
                     rc.GetCenter(), angle,
                     size, false);

  // Draw the arrow.
  canvas.Select(look.arrow_pen);
  canvas.Select(look.arrow_brush);
  canvas.DrawPolygon(arrow, ARRAY_SIZE(arrow));
}
Beispiel #7
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  virtual void OnPaint(Canvas &canvas) override {
    canvas.ClearWhite();

    const PixelRect rc = canvas.GetRect();
    PixelPoint pt = rc.GetCenter();

    canvas.SelectBlackPen();
    canvas.SelectHollowBrush();
    canvas.DrawCircle(pt.x, pt.y, 2);

    renderer.Draw(canvas, Angle::Zero(), wind, pt, rc, WindArrowStyle::ARROW_HEAD);
  }
Beispiel #8
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void
SymbolRenderer::DrawSign(Canvas &canvas, PixelRect rc, bool plus)
{
  PixelScalar size = std::min(rc.right - rc.left, rc.bottom - rc.top) / 5;
  RasterPoint center = rc.GetCenter();

  // Draw horizontal bar
  canvas.Rectangle(center.x - size, center.y - size / 3,
                   center.x + size, center.y + size / 3);

  if (plus)
    // Draw vertical bar
    canvas.Rectangle(center.x - size / 3, center.y - size,
                     center.x + size / 3, center.y + size);
}
Beispiel #9
0
void
SymbolRenderer::DrawSign(Canvas &canvas, PixelRect rc, bool plus)
{
  unsigned size = std::min(rc.GetWidth(), rc.GetHeight()) / 5;
  auto center = rc.GetCenter();

  // Draw horizontal bar
  canvas.Rectangle(center.x - size, center.y - size / 3,
                   center.x + size, center.y + size / 3);

  if (plus)
    // Draw vertical bar
    canvas.Rectangle(center.x - size / 3, center.y - size,
                     center.x + size / 3, center.y + size);
}
void
DrawGlassBackground(Canvas &canvas, const PixelRect &rc, Color color)
{
  canvas.DrawFilledRectangle(rc, color);

#if defined(EYE_CANDY) && defined(ENABLE_OPENGL)
  if (color != COLOR_WHITE)
    /* apply only to white background for now */
    return;

  const GLCanvasScissor scissor(rc);

  const Color shadow = color.Shadow();

  const RasterPoint center = rc.GetCenter();
  const int size = std::min(rc.right - rc.left, rc.bottom - rc.top) / 4;

  const RasterPoint vertices[] = {
    { center.x + 1024, center.y - 1024 },
    { center.x + 1024 + size, center.y - 1024 + size },
    { center.x - 1024, center.y + 1024 },
    { center.x - 1024 + size, center.y + 1024 + size },
  };

  glVertexPointer(2, GL_VALUE, 0, vertices);

  const Color colors[] = {
    shadow, color,
    shadow, color,
  };

  glEnableClientState(GL_COLOR_ARRAY);

#ifdef HAVE_GLES
  glColorPointer(4, GL_FIXED, 0, colors);
#else
  glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
#endif

  static_assert(ARRAY_SIZE(vertices) == ARRAY_SIZE(colors),
                "Array size mismatch");

  glDrawArrays(GL_TRIANGLE_STRIP, 0, ARRAY_SIZE(vertices));

  glDisableClientState(GL_COLOR_ARRAY);
#endif
}
void
GlueMapWindow::UpdateProjection()
{
  const PixelRect rc = GetClientRect();

  /* not using MapWindowBlackboard here because these methods are
     called by the main thread */
  const NMEAInfo &basic = CommonInterface::Basic();
  const DerivedInfo &calculated = CommonInterface::Calculated();
  const MapSettings &settings_map = CommonInterface::GetMapSettings();
  const bool circling =
    CommonInterface::GetUIState().display_mode == DisplayMode::CIRCLING;

  const RasterPoint center = rc.GetCenter();

  if (circling || !IsNearSelf())
    visible_projection.SetScreenOrigin(center.x, center.y);
  else if (settings_map.cruise_orientation == DisplayOrientation::NORTH_UP ||
           settings_map.cruise_orientation == DisplayOrientation::WIND_UP) {
    RasterPoint offset{0, 0};
    if (settings_map.glider_screen_position != 50 &&
        settings_map.map_shift_bias != MapShiftBias::NONE) {
      fixed x = fixed(0);
      fixed y = fixed(0);
      if (settings_map.map_shift_bias == MapShiftBias::TRACK) {
        if (basic.track_available &&
            basic.ground_speed_available &&
             /* 8 m/s ~ 30 km/h */
            basic.ground_speed > fixed(8)) {
          auto angle = basic.track.Reciprocal() - visible_projection.GetScreenAngle();

          const auto sc = angle.SinCos();
          x = sc.first;
          y = sc.second;
        }
      } else if (settings_map.map_shift_bias == MapShiftBias::TARGET) {
        if (calculated.task_stats.current_leg.solution_remaining.IsDefined()) {
          auto angle = calculated.task_stats.current_leg.solution_remaining
              .vector.bearing.Reciprocal() - visible_projection.GetScreenAngle();

          const auto sc = angle.SinCos();
          x = sc.first;
          y = sc.second;
        }
      }
      fixed position_factor = fixed(50 - settings_map.glider_screen_position) / 100;
      offset.x = PixelScalar(x * (rc.right - rc.left) * position_factor);
      offset.y = PixelScalar(y * (rc.top - rc.bottom) * position_factor);
      offset_history.Add(offset);
      offset = offset_history.GetAverage();
    }
    visible_projection.SetScreenOrigin(center.x + offset.x, center.y + offset.y);
  } else
    visible_projection.SetScreenOrigin(center.x,
        ((rc.top - rc.bottom) * settings_map.glider_screen_position / 100) + rc.bottom);

  if (!IsNearSelf()) {
    /* no-op - the Projection's location is updated manually */
  } else if (circling && calculated.thermal_locator.estimate_valid) {
    const fixed d_t = calculated.thermal_locator.estimate_location.Distance(basic.location);
    if (!positive(d_t)) {
      SetLocationLazy(basic.location);
    } else {
      const fixed d_max = Double(visible_projection.GetMapScale());
      const fixed t = std::min(d_t, d_max)/d_t;
      SetLocation(basic.location.Interpolate(calculated.thermal_locator.estimate_location,
                                               t));
    }
  } else if (basic.location_available)
    // Pan is off
    SetLocationLazy(basic.location);
  else if (!visible_projection.IsValid() && terrain != nullptr)
    /* if there's no GPS fix yet and no home waypoint, start at the
       map center, to avoid showing a fully white map, which confuses
       users */
    SetLocation(terrain->GetTerrainCenter());

  visible_projection.UpdateScreenBounds();
}