#include <simgear/compiler.h>
-#include SG_GLUT_H
-
+#if defined( __APPLE__)
+# include <GLUT/glut.h>
+#else
+# include <GL/glut.h>
+#endif
#include <plib/pu.h>
#include <Scenery/scenery.hxx>
#include "globals.hxx"
#include "renderer.hxx"
#include "fg_props.hxx"
+#include "WindowSystemAdapter.hxx"
-// We need to flush all pending mouse move events past a mouse warp to avoid
-// a race condition ending in warping twice and having huge increments for the
-// second warp.
-// I am not aware of such a flush function in glut. So we emulate that by
-// ignoring mouse move events between a warp mouse and the next frame.
-static bool mouseWarped = false;
+using namespace flightgear;
//
// Native glut callbacks.
static void GLUTmotion (int x, int y)
{
- if (mouseWarped || !gw.valid())
+ if (!gw.valid())
return;
gw->getEventQueue()->mouseMotion(x, y);
}
viewer->frame();
glutSwapBuffers();
glutPostRedisplay();
- mouseWarped = false;
}
static void GLUTreshape(int w, int h)
void fgOSInit(int* argc, char** argv)
{
glutInit(argc, argv);
+ WindowSystemAdapter::setWSA(new WindowSystemAdapter);
}
void fgOSFullScreen()
void fgWarpMouse(int x, int y)
{
- mouseWarped = true;
+ globals->get_renderer()->getManipulator()->setMouseWarped();
glutWarpPointer(x, y);
}
return result;
}
-void fgOSOpenWindow(int w, int h, int bpp, bool alpha,
- bool stencil, bool fullscreen)
+void fgOSOpenWindow(bool stencil)
{
+ int w = fgGetInt("/sim/startup/xsize");
+ int h = fgGetInt("/sim/startup/ysize");
+ int bpp = fgGetInt("/sim/rendering/bits-per-pixel");
+ bool alpha = fgGetBool("/sim/rendering/clouds3d-enable");
+ bool fullscreen = fgGetBool("/sim/startup/fullscreen");
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
int mode = GLUT_RGB | GLUT_DEPTH | GLUT_DOUBLE;
+
if(alpha) mode |= GLUT_ALPHA;
if(stencil && bpp > 16) mode |= GLUT_STENCIL;
int realh = h;
viewer = new osgViewer::Viewer;
gw = viewer->setUpViewerAsEmbeddedInWindow(0, 0, realw, realh);
+ GraphicsWindow* window = wsa->registerWindow(gw.get(), string("main"));
+ window->flags |= GraphicsWindow::GUI;
+ viewer->setDatabasePager(FGScenery::getPagerSingleton());
// now the main camera ...
- //osg::ref_ptr<osg::Camera> camera = new osg::Camera;
- osg::ref_ptr<osg::Camera> camera = viewer->getCamera();
+ osg::Camera* camera = new osg::Camera;
mainCamera = camera;
- osg::Camera::ProjectionResizePolicy rsp = osg::Camera::VERTICAL;
// If a viewport isn't set on the camera, then it's hard to dig it
// out of the SceneView objects in the viewer, and the coordinates
// of mouse events are somewhat bizzare.
camera->setViewport(new osg::Viewport(0, 0, realw, realh));
- camera->setProjectionResizePolicy(rsp);
- //viewer->addSlave(camera.get());
- globals->get_renderer()->getManipulator()->setUseEventModifiers(true);
+ camera->setProjectionResizePolicy(osg::Camera::FIXED);
+ Camera3D* cam3D = wsa->registerCamera3D(window, camera, string("main"));
+ cam3D->flags |= Camera3D::MASTER;
+ // Add as a slave for compatibility with the non-embedded osgViewer.
+ viewer->addSlave(camera);
viewer->setCameraManipulator(globals->get_renderer()->getManipulator());
// Let FG handle the escape key with a confirmation
viewer->setKeyEventSetsDone(0);
globals->get_renderer()->setViewer(viewer.get());
}
-// Noop; the graphics context is always current
-void fgMakeCurrent()
-{
-}
-
bool fgOSIsMainCamera(const osg::Camera*)
{
return true;
{
return true;
}
+
+osg::GraphicsContext* fgOSGetMainContext()
+{
+ return gw.get();
+}