Esempio n. 1
0
void
TargetMapWindow::OnPaintBuffer(Canvas &canvas)
{
#ifdef ENABLE_OPENGL
  /* enable clipping */
  GLCanvasScissor scissor(canvas);
#endif

  // Calculate screen position of the aircraft
  const auto aircraft_pos = projection.GeoToScreen(Basic().location);

  // reset label over-write preventer
  label_block.reset();

  // Render terrain, groundline and topography
  RenderTerrain(canvas);
  RenderTopography(canvas);

  // Render airspace
  RenderAirspace(canvas);

#ifdef ENABLE_OPENGL
  /* desaturate the map background, to focus on the task */
  canvas.FadeToWhite(0x80);
#endif

  // Render task, waypoints
  DrawTask(canvas);
  DrawWaypoints(canvas);

  // Render the snail trail
  RenderTrail(canvas);

  // Render topography on top of airspace, to keep the text readable
  RenderTopographyLabels(canvas);

  // Finally, draw you!
  if (Basic().alive)
    AircraftRenderer::Draw(canvas, GetMapSettings(), aircraft_look,
                           Basic().attitude.heading - projection.GetScreenAngle(),
                           aircraft_pos);

  RenderMapScale(canvas, projection, GetClientRect(), overlay_look);
}
Esempio n. 2
0
void
TargetMapWindow::on_paint_buffer(Canvas &canvas)
{
#ifdef ENABLE_OPENGL
  /* enable clipping */
  GLCanvasScissor scissor(canvas);
#endif

  // Calculate screen position of the aircraft
  const RasterPoint aircraft_pos = projection.GeoToScreen(Basic().location);

  // reset label over-write preventer
  label_block.reset();

  // Render terrain, groundline and topography
  RenderTerrain(canvas);
  RenderTopography(canvas);

  // Render airspace
  RenderAirspace(canvas);

  // Render task, waypoints
  DrawTask(canvas);
  DrawWaypoints(canvas);

  // Render the snail trail
  RenderTrail(canvas);

  // Render topography on top of airspace, to keep the text readable
  RenderTopographyLabels(canvas);

  // Finally, draw you!
  if (Basic().connected)
    AircraftRenderer::Draw(canvas, SettingsMap(), aircraft_look,
                           Calculated().heading - projection.GetScreenAngle(),
                           aircraft_pos);
}
Esempio n. 3
0
void
MapWindow::Render(Canvas &canvas, const PixelRect &rc)
{ 
  render_projection = visible_projection;

  // Calculate screen position of the aircraft
  const RasterPoint aircraft_pos =
      render_projection.GeoToScreen(Basic().Location);

  // reset label over-write preventer
  label_block.reset();

  // Render terrain, groundline and topography
  RenderTerrain(canvas);
  RenderTopography(canvas);
  RenderFinalGlideShading(canvas);

  // Render track bearing (ground track)
  DrawTrackBearing(canvas, aircraft_pos);

  // Render airspace
  RenderAirspace(canvas);

  // Render task, waypoints
  DrawTask(canvas);
  DrawWaypoints(canvas);

  // Render weather/terrain max/min values
  if (!m_background.DrawSpotHeights(canvas, label_block))
    DrawTaskOffTrackIndicator(canvas);

  // Render the snail trail
  RenderTrail(canvas, aircraft_pos);

  RenderMarks(canvas);

  // Render estimate of thermal location
  DrawThermalEstimate(canvas);

  // Render topography on top of airspace, to keep the text readable
  RenderTopographyLabels(canvas);

  // Render glide through terrain range
  RenderGlide(canvas);

  DrawBestCruiseTrack(canvas, aircraft_pos);

  DrawAirspaceIntersections(canvas);

  // Draw wind vector at aircraft
  DrawWind(canvas, aircraft_pos, rc);

  // Draw traffic
  DrawTeammate(canvas);
  DrawFLARMTraffic(canvas, aircraft_pos);

  // Finally, draw you!
  if (Basic().Connected)
    Graphics::DrawAircraft(canvas, settings_map,
                           Calculated().Heading - render_projection.GetScreenAngle(),
                           aircraft_pos);

  // Render compass
  DrawCompass(canvas, rc);
}
Esempio n. 4
0
void
MapWindow::Render(Canvas &canvas, const PixelRect &rc)
{ 
  const NMEAInfo &basic = Basic();

  // reset label over-write preventer
  label_block.reset();

  render_projection = visible_projection;

  if (!render_projection.IsValid()) {
    canvas.ClearWhite();
    return;
  }

  // Calculate screen position of the aircraft
  RasterPoint aircraft_pos{0,0};
  if (basic.location_available)
      aircraft_pos = render_projection.GeoToScreen(basic.location);

  // Render terrain, groundline and topography
  draw_sw.Mark("RenderTerrain");
  RenderTerrain(canvas);

  draw_sw.Mark("RenderTopography");
  RenderTopography(canvas);

  draw_sw.Mark("RenderFinalGlideShading");
  RenderFinalGlideShading(canvas);

  // Render track bearing (ground track)
  draw_sw.Mark("DrawTrackBearing");
  DrawTrackBearing(canvas, aircraft_pos);

  // Render airspace
  draw_sw.Mark("RenderAirspace");
  RenderAirspace(canvas);

  // Render task, waypoints
  draw_sw.Mark("DrawContest");
  DrawContest(canvas);

  draw_sw.Mark("DrawTask");
  DrawTask(canvas);

  draw_sw.Mark("DrawWaypoints");
  DrawWaypoints(canvas);

  draw_sw.Mark("DrawNOAAStations");
  RenderNOAAStations(canvas);

  draw_sw.Mark("RenderMisc1");
  // Render weather/terrain max/min values
  DrawTaskOffTrackIndicator(canvas);

  // Render the snail trail
  if (basic.location_available)
    RenderTrail(canvas, aircraft_pos);

  RenderMarkers(canvas);

  // Render estimate of thermal location
  DrawThermalEstimate(canvas);

  // Render topography on top of airspace, to keep the text readable
  draw_sw.Mark("RenderTopographyLabels");
  RenderTopographyLabels(canvas);

  // Render glide through terrain range
  draw_sw.Mark("RenderGlide");
  RenderGlide(canvas);

  draw_sw.Mark("RenderMisc2");

  DrawBestCruiseTrack(canvas, aircraft_pos);

  airspace_renderer.DrawIntersections(canvas, render_projection);

  // Draw wind vector at aircraft
  if (basic.location_available)
    DrawWind(canvas, aircraft_pos, rc);

  // Draw traffic

#ifdef HAVE_SKYLINES_TRACKING_HANDLER
  DrawSkyLinesTraffic(canvas);
#endif

  DrawTeammate(canvas);

  if (basic.location_available)
    DrawFLARMTraffic(canvas, aircraft_pos);

  // Finally, draw you!
  if (basic.location_available)
    AircraftRenderer::Draw(canvas, GetMapSettings(), look.aircraft,
                           basic.attitude.heading - render_projection.GetScreenAngle(),
                           aircraft_pos);

  // Render compass
  DrawCompass(canvas, rc);
}
Esempio n. 5
0
void
MapWindow::Render(Canvas &canvas, const PixelRect &rc)
{
  const NMEAInfo &basic = Basic();

  // reset label over-write preventer
  label_block.reset();

  render_projection = visible_projection;

  if (!render_projection.IsValid()) {
    canvas.ClearWhite();
    return;
  }

  // Calculate screen position of the aircraft
  PixelPoint aircraft_pos{0,0};
  if (basic.location_available)
      aircraft_pos = render_projection.GeoToScreen(basic.location);

  // General layout principles:
  // - lower elevation drawn on bottom layers
  // - increasing elevation drawn above
  // - increasing importance drawn above
  // - attempt to not obscure text

  //////////////////////////////////////////////// items on ground

  // Render terrain, groundline and topography
  draw_sw.Mark("RenderTerrain");
  RenderTerrain(canvas);

  draw_sw.Mark("RenderRasp");
  RenderRasp(canvas);

  draw_sw.Mark("RenderTopography");
  RenderTopography(canvas);

  draw_sw.Mark("RenderOverlays");
  RenderOverlays(canvas);

  draw_sw.Mark("DrawNOAAStations");
  RenderNOAAStations(canvas);

  //////////////////////////////////////////////// glide range info

  draw_sw.Mark("RenderFinalGlideShading");
  RenderFinalGlideShading(canvas);

  //////////////////////////////////////////////// airspace

  // Render airspace
  draw_sw.Mark("RenderAirspace");
  RenderAirspace(canvas);

  //////////////////////////////////////////////// task

  // Render task, waypoints
  draw_sw.Mark("DrawContest");
  DrawContest(canvas);

  draw_sw.Mark("DrawTask");
  DrawTask(canvas);

  draw_sw.Mark("DrawWaypoints");
  DrawWaypoints(canvas);

  //////////////////////////////////////////////// aircraft level items
  // Render the snail trail
  if (basic.location_available)
    RenderTrail(canvas, aircraft_pos);

  DrawWaves(canvas);

  // Render estimate of thermal location
  DrawThermalEstimate(canvas);

  //////////////////////////////////////////////// text items
  // Render topography on top of airspace, to keep the text readable
  draw_sw.Mark("RenderTopographyLabels");
  RenderTopographyLabels(canvas);

  //////////////////////////////////////////////// navigation overlays
  // Render glide through terrain range
  draw_sw.Mark("RenderGlide");
  RenderGlide(canvas);

  draw_sw.Mark("RenderMisc1");
  // Render weather/terrain max/min values
  DrawTaskOffTrackIndicator(canvas);

  // Render track bearing (projected track ground/air relative)
  draw_sw.Mark("DrawTrackBearing");
  RenderTrackBearing(canvas, aircraft_pos);

  draw_sw.Mark("RenderMisc2");
  DrawBestCruiseTrack(canvas, aircraft_pos);

  // Draw wind vector at aircraft
  if (basic.location_available)
    DrawWind(canvas, aircraft_pos, rc);

  // Render compass
  DrawCompass(canvas, rc);

  //////////////////////////////////////////////// traffic
  // Draw traffic

#ifdef HAVE_SKYLINES_TRACKING
  DrawSkyLinesTraffic(canvas);
#endif

  DrawTeammate(canvas);

  if (basic.location_available)
    DrawFLARMTraffic(canvas, aircraft_pos);

  //////////////////////////////////////////////// own aircraft
  // Finally, draw you!
  if (basic.location_available)
    AircraftRenderer::Draw(canvas, GetMapSettings(), look.aircraft,
                           basic.attitude.heading - render_projection.GetScreenAngle(),
                           aircraft_pos);

  //////////////////////////////////////////////// important overlays
  // Draw intersections on top of aircraft
  airspace_renderer.DrawIntersections(canvas, render_projection);
}