Unifying the 2D rendering backend via canvas: Difference between revisions

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→‎Planning: add paragraph about porting HUD.cxx (replacement/removal)
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== HUD ==
if we are to move beyond the legacy C++ code, we need a layer (in Nasal or C++) that parses the existing HUID XML, and looks/works close-to-identical to the current version.
There is no conceptual limitation in the Canvas that prevents us doing everything the built-in HUD does.<ref>https://sourceforge.net/p/flightgear/mailman/message/36401872/</ref>
For the HUD, I wonder if the Canvas-HUD could gain a Nasal glue layer, to replicate the C++ HUD? This would then allow the C++ HUD code to be removed entirely, which would be a GoodThing(TM) since it does archaic OpenGL rendering. If Nasal is more your thing than C++, that might be another way to help hasten the death of PLIB <ref>https://sourceforge.net/p/flightgear/mailman/message/36289586/</ref>
We could for example just add some more parseXXX functions (like parsesvg) which parse a dialog/hud/whathever file and create a canvas from it. So we would just have to modify eg. the show-dialog command to create a canvas and call the parser.<ref>https://sourceforge.net/p/flightgear/mailman/message/29589689/</ref>
replace the HUD (HUD.cxx and related code) with a Canvas implementation. This is a confusing scheme, since we have ‘old’ and ‘new’ C++ HUDs (but I recall I unified their rendering some years ago), and some aircraft already using ‘custom Canvas HUDs’, i.e totally independent of the ‘built-in’ HUD.
To be clear, this is the HUD you get by pressing ‘h’ key in the sim. It’s configured by an XML file: FG_DATA/Huds/default.xml - and you can see in that directory, other configs are possible - the ‘new C++ HUD’ layer allows arbitrary placement of HUD elements defined by these XML.
*Some* aircraft, but I don’t know how many, use the C++ HUD system, but replace the default HUD with their own - see the F16 example file also in FG_DATA/Huds for example.
The aim would be to replace the C++ code with a Nasal HUD layer, likely in FG_DATA/Canvas/Hud - with one Canvas HUD item per each of the current C++ HUD items (ladder, tape, dial etc). Each one should be fairly easy to build with some path, text and group commands.
Then we need to write an XML loader in Nasal, possibly one line of C++ to trigger loading, and we can remove the C++ HUD code in favour of the Canvas implementation.
Of course, probably it’s not so simple but this is the concept!
Oh, and there is some complexity I guess about how the Canvas-for-the-HUD is positioned, since right now the HUD moves when the view is rotated. I guess / hope the existing Canvas HUDs can show how to handle that correctly.<ref>https://sourceforge.net/p/flightgear/mailman/message/36399261/</ref>
If the new impl defines each HUD component with the same features as the C++ implementation, it should work as a drop-in replacement for the old system. (Honestly it may be the case that some features supported in C++ are not used by any aircraft out there, but as ever with FG, we have no way to capture the set of in-use features).
If you look at say HUD_tape.cxx - which is one of the more complex ones - it’s some fairly ‘simple’ (but verbose) code to draw either a horizontal or vertical tape. Mostly it comes down to many draw_line calls which ultimately do the OpenGL - you can replace the draw_line calls in a Nasal version with appending a moveTo,lineTo onto a Canvas path.
And the constructor for HUD::Tape::Tape shows you the XML config properties for the tape which are supported.<ref>https://sourceforge.net/p/flightgear/mailman/message/36401850/</ref>
Of course, developing some Canvas HUDs for particular aircraft is a great way to get comfortable with writing Canvas code in general, and HUD display concepts. I just want to explain, that making fifty different Canvas HUDs for our aircraft, still won’t ever let us drop the legacy C++ code - we need a generic (XML driven) HUD for that.<ref>https://sourceforge.net/p/flightgear/mailman/message/36406449/</ref>
About making the specific HUD, I’d suggest to follow the Shuttle approach (procedurally generated geometry) more than the F-14 or F-15 - for a generic HUD using SVG elements will not work, the Shuttle HUD is already 100% defined via Nasal and hence closer to what you need.<ref>https://sourceforge.net/p/flightgear/mailman/message/36407420/</ref>
Canvas-HUD-that-replaces-the-C++-one would appear the same way Canvas tooltips / popups do. (or Canvas dialogs, or…)<ref>https://sourceforge.net/p/flightgear/mailman/message/36401971/</ref>


== Planning ==
== Planning ==

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