void
TaskPointRenderer::DrawOrdered(const OrderedTaskPoint &tp, Layer layer)
{
  switch (layer) {
  case LAYER_OZ_SHADE:
    if (tp.BoundingBoxOverlaps(bb_screen))
      // draw shaded part of observation zone
      DrawOZBackground(canvas, tp);

    break;

  case LAYER_LEG:
    if (index > 0)
      DrawTaskLine(last_point, tp.GetLocationRemaining());

    last_point = tp.GetLocationRemaining();

    break;

  case LAYER_OZ_OUTLINE:
    if (tp.BoundingBoxOverlaps(bb_screen))
      DrawOZForeground(tp);

    break;

  case LAYER_SYMBOLS:
    return;
  }
}
void
TaskPointRenderer::DrawOrdered(const OrderedTaskPoint &tp, Layer layer)
{
  int offset = index - active_index;

  if (offset == 0 && task_finished && tp.GetType() == TaskPointType::FINISH)
    /* if the task is finished, pretend the active_index is past the
       current index; we need this because XCSoar never moves
       active_index to one after the finish point, because that would
       point to an invalid task point index */
    offset = -1;

  switch (layer) {
  case LAYER_OZ_SHADE:
    if (tp.BoundingBoxOverlaps(bb_screen))
      // draw shaded part of observation zone
      DrawOZBackground(canvas, tp, offset);

    break;

  case LAYER_LEG:
    if (index > 0)
      DrawTaskLine(last_point, tp.GetLocationRemaining());

    last_point = tp.GetLocationRemaining();

    break;

  case LAYER_OZ_OUTLINE:
    if (tp.BoundingBoxOverlaps(bb_screen)) {
      if (mode_optional_start && offset == 0)
        /* render optional starts as deactivated */
        offset = -1;

      DrawOZForeground(tp, offset);
    }

    break;

  case LAYER_SYMBOLS:
    return;
  }
}
Exemple #3
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bool
OrderedTask::CheckTransitionPoint(OrderedTaskPoint &point,
                                  const AircraftState &state,
                                  const AircraftState &state_last,
                                  const FlatBoundingBox &bb_now,
                                  const FlatBoundingBox &bb_last,
                                  bool &transition_enter,
                                  bool &transition_exit,
                                  bool &last_started,
                                  const bool is_start)
{
  const bool nearby = point.BoundingBoxOverlaps(bb_now) ||
    point.BoundingBoxOverlaps(bb_last);

  if (nearby && point.TransitionEnter(state, state_last)) {
    transition_enter = true;

    if (task_events != NULL)
      task_events->EnterTransition(point);
  }
  
  if (nearby && point.TransitionExit(state, state_last, task_projection)) {
    transition_exit = true;

    if (task_events != NULL)
      task_events->ExitTransition(point);
    
    // detect restart
    if (is_start && last_started)
      last_started = false;
  }
  
  if (is_start) 
    UpdateStartTransition(state, point);
  
  return nearby
    ? point.UpdateSampleNear(state, task_projection)
    : point.UpdateSampleFar(state, task_projection);
}