Canvas news: Difference between revisions

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1,299 bytes added ,  4 November 2017
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== 2017 ==
== 2017 ==
=== FG1000 ===
Here is a little update o the G1000 emulation. Stuart has now got the key [[MapStructure]] layers in place, though they are not styled correctly for the '''G1000''' yet and Stuart would like to replace some of them (airspace in particular) with vector data, and started on the MFD architecture. For prototyping he hacked together a [[PUI]] dialog box, which speeds up development massively as it reloads all the Nasal code each time it's opened.
There's a screenshot of it here: [[File:Fg1000_mfd.jpg|thumb|right]]
There's also a wiki page of the current status here: http://wiki.flightgear.org/FG1000 Next steps are to get the MFD architecture in place - this will probably require some changes to Richard's generic [[Canvas MFD Framework|MFD]] to support buttons that don't change the MFD pages better. Stuart has not yet pushed this to fgdata - he'll wait until he's happy with the overall architectures so that there is a solid base for anyone else interested in helping out.<ref>{{cite web
  |url    =  https://sourceforge.net/p/flightgear/mailman/message/36103513/
  |title  =  <nowiki> [Flightgear-devel] FG1000 update </nowiki>
  |author =  <nowiki> Stuart Buchanan </nowiki>
  |date  =  Nov 4th, 2017
  |added  =  Nov 4th, 2017
  |script_version = 0.40
  }}</ref>
=== CanvasWidget and PUI ===
=== CanvasWidget and PUI ===
James pushed a change which changes how we integrate [[PUI]] into the renderer and other systems  <ref>https://sourceforge.net/p/flightgear/flightgear/ci/804dc4e74ab921f196ca5e09eb7cd6de74b09c0d/</ref>; this makes our PUI usage more modular, so it can be enabled / disabled in a standard way. It also renders PUI via an FBO so we can use it safely (and scale it) on HiDPI screens, since PUI is too old to support a scaling factor as more modern UI toolkits would do. I’ve done a fair amount of testing, and everything seems to be working, but if you see any changes in how PUI reacts to mouse or key presses, or the appearance of things, please let James know via the issue or devel mailing list. It’s using the same code as it always did but starting from a slightly different place, both in terms of drawing and event handling. One temporary regression: right now CanvasWidget (the mechanism by which we include canvas content into PUI) is messed up because previously PUI had no alpha channel, so the canvas’s alpha was ignored.  
James pushed a change which changes how we integrate [[PUI]] into the renderer and other systems  <ref>https://sourceforge.net/p/flightgear/flightgear/ci/804dc4e74ab921f196ca5e09eb7cd6de74b09c0d/</ref>; this makes our PUI usage more modular, so it can be enabled / disabled in a standard way. It also renders PUI via an FBO so we can use it safely (and scale it) on HiDPI screens, since PUI is too old to support a scaling factor as more modern UI toolkits would do. I’ve done a fair amount of testing, and everything seems to be working, but if you see any changes in how PUI reacts to mouse or key presses, or the appearance of things, please let James know via the issue or devel mailing list. It’s using the same code as it always did but starting from a slightly different place, both in terms of drawing and event handling. One temporary regression: right now CanvasWidget (the mechanism by which we include canvas content into PUI) is messed up because previously PUI had no alpha channel, so the canvas’s alpha was ignored.  

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