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== Background == | == Background == | ||
Basically, my idea was to generalize the ND code some more and come up with helper classes for 1) SGSubsystems, 2) MFD instruments and 3) image generators, 4) displays and display switches/selectors. Introducing a handful of helper classes would allow us to support all important use-cases that are common in modern glass cockpits, including switching between different FMCs or PFDs/NDs. I would really prefer to closely coordinate things here - we really don't want to have people come up with hugely different approaches for different types of MFDs. | Basically, my idea was to generalize the ND code some more and come up with helper classes for 1) SGSubsystems, 2) MFD instruments and 3) image generators, 4) displays and display switches/selectors. Introducing a handful of helper classes would allow us to support all important use-cases that are common in modern glass cockpits, including switching between different FMCs or PFDs/NDs. I would really prefer to closely coordinate things here - we really don't want to have people come up with hugely different approaches for different types of MFDs. | ||
A common framework in the background (with some common elements like "rotating" numbers, HSI logic, trend vector calculations, etc.) is definitely a good idea. | |||
Canvas MFD displays are just canvas textures, which are just represented as "properties", or rather, "property branches" - in the form of /canvas/by-index/texture[x] - you can use the property tree browser to check how these work - but basically, each canvas texture can have multiple "placements", such as "aircraft", "scenery" or GUI (dialog/window) - these placements maintain a reference count internally. | Canvas MFD displays are just canvas textures, which are just represented as "properties", or rather, "property branches" - in the form of /canvas/by-index/texture[x] - you can use the property tree browser to check how these work - but basically, each canvas texture can have multiple "placements", such as "aircraft", "scenery" or GUI (dialog/window) - these placements maintain a reference count internally. |