-// fg_os_common.cxx -- common functions for fg_os interface
+// fg_os_osgviewer.cxx -- common functions for fg_os interface
// implemented as an osgViewer
//
// Copyright (C) 2007 Tim Moore timoore@redhat.com
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#ifdef HAVE_CONFIG_H
-# include <config.h>
+#include <config.h>
#endif
#include <algorithm>
#include <stdlib.h>
+#include <boost/foreach.hpp>
+
#include <simgear/compiler.h>
#include <simgear/structure/exception.hxx>
#include <simgear/debug/logstream.hxx>
+#include <simgear/props/props_io.hxx>
+#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osg/Group>
#include <osg/Matrixd>
#include "util.hxx"
#include "globals.hxx"
#include "renderer.hxx"
+#include "CameraGroup.hxx"
+#include "FGEventHandler.hxx"
+#include "WindowBuilder.hxx"
#include "WindowSystemAdapter.hxx"
#if (FG_OSG_VERSION >= 19008)
using namespace flightgear;
using namespace osg;
-
-
static osg::ref_ptr<osgViewer::Viewer> viewer;
static osg::ref_ptr<osg::Camera> mainCamera;
-// Callback to prevent the GraphicsContext resized function from messing
-// with the projection matrix of the slave
-
-namespace
-{
-// silly function for making the default window and camera names
-std::string makeName(const string& prefix, int num)
-{
- std::stringstream stream;
- stream << prefix << num;
- return stream.str();
-}
-
-GraphicsContext::Traits*
-makeDefaultTraits(GraphicsContext::WindowingSystemInterface* wsi, 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");
-
- GraphicsContext::Traits* traits = new osg::GraphicsContext::Traits;
- traits->readDISPLAY();
- int cbits = (bpp <= 16) ? 5 : 8;
- int zbits = (bpp <= 16) ? 16 : 24;
- traits->red = traits->green = traits->blue = cbits;
- traits->depth = zbits;
- if (alpha)
- traits->alpha = 8;
- if (stencil)
- traits->stencil = 8;
- traits->doubleBuffer = true;
- traits->mipMapGeneration = true;
- traits->windowName = "FlightGear";
- // XXX should check per window too.
- traits->sampleBuffers = fgGetBool("/sim/rendering/multi-sample-buffers", traits->sampleBuffers);
- traits->samples = fgGetBool("/sim/rendering/multi-samples", traits->samples);
- traits->vsync = fgGetBool("/sim/rendering/vsync-enable", traits->vsync);
- if (fullscreen) {
- unsigned width = 0;
- unsigned height = 0;
- wsi->getScreenResolution(*traits, width, height);
- traits->windowDecoration = false;
- traits->width = width;
- traits->height = height;
- traits->supportsResize = false;
- } else {
- traits->windowDecoration = true;
- traits->width = w;
- traits->height = h;
-#if defined(WIN32) || defined(__APPLE__)
- // Ugly Hack, why does CW_USEDEFAULT works like phase of the moon?
- // Mac also needs this to show window frame, menubar and Docks
- traits->x = 100;
- traits->y = 100;
-#endif
- traits->supportsResize = true;
- }
- return traits;
-}
-
-void setTraitsFromProperties(GraphicsContext::Traits* traits,
- const SGPropertyNode* winNode,
- GraphicsContext::WindowingSystemInterface* wsi)
-{
- traits->hostName
- = winNode->getStringValue("host-name", traits->hostName.c_str());
- traits->displayNum = winNode->getIntValue("display", traits->displayNum);
- traits->screenNum = winNode->getIntValue("screen", traits->screenNum);
- if (winNode->getBoolValue("fullscreen",
- fgGetBool("/sim/startup/fullscreen"))) {
- unsigned width = 0;
- unsigned height = 0;
- wsi->getScreenResolution(*traits, width, height);
- traits->windowDecoration = false;
- traits->width = width;
- traits->height = height;
- traits->supportsResize = false;
- } else {
- traits->windowDecoration = winNode->getBoolValue("decoration", true);
- traits->width = winNode->getIntValue("width", traits->width);
- traits->height = winNode->getIntValue("height", traits->height);
- traits->supportsResize = true;
- }
- traits->x = winNode->getIntValue("x", traits->x);
- traits->y = winNode->getIntValue("y", traits->y);
- if (winNode->hasChild("window-name"))
- traits->windowName = winNode->getStringValue("window-name");
- else if (winNode->hasChild("name"))
- traits->windowName = winNode->getStringValue("name");
-}
-
-} //namespace
-
void fgOSOpenWindow(bool stencil)
{
- osg::GraphicsContext::WindowingSystemInterface* wsi;
- wsi = osg::GraphicsContext::getWindowingSystemInterface();
+ osg::GraphicsContext::WindowingSystemInterface* wsi
+ = osg::GraphicsContext::getWindowingSystemInterface();
viewer = new osgViewer::Viewer;
viewer->setDatabasePager(FGScenery::getPagerSingleton());
+ CameraGroup* cameraGroup = 0;
std::string mode;
mode = fgGetString("/sim/rendering/multithreading-mode", "SingleThreaded");
if (mode == "AutomaticSelection")
viewer->setThreadingModel(osgViewer::Viewer::CullThreadPerCameraDrawThreadPerContext);
else
viewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
- osg::ref_ptr<osg::GraphicsContext::Traits> traits
- = makeDefaultTraits(wsi, stencil);
-
- // Ok, first the children.
- // that achieves some magic ordering og the slaves so that we end up
- // in the main window more often.
- // This can be sorted out better when we got rid of glut and sdl.
- FGManipulator* manipulator = globals->get_renderer()->getManipulator();
- string defaultName("slave");
- WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
- if (fgHasNode("/sim/rendering/camera")) {
- SGPropertyNode* renderingNode = fgGetNode("/sim/rendering");
+ WindowBuilder::initWindowBuilder(stencil);
+ WindowBuilder *windowBuilder = WindowBuilder::getWindowBuilder();
+
+ // Look for windows, camera groups, and the old syntax of
+ // top-level cameras
+ SGPropertyNode* renderingNode = fgGetNode("/sim/rendering");
+ SGPropertyNode* cgroupNode = renderingNode->getNode("camera-group", true);
+ bool oldSyntax = !cgroupNode->hasChild("camera");
+ if (oldSyntax) {
for (int i = 0; i < renderingNode->nChildren(); ++i) {
- SGPropertyNode* cameraNode = renderingNode->getChild(i);
- if (strcmp(cameraNode->getName(), "camera") != 0)
- continue;
-
- // get a new copy of the traits struct
- osg::ref_ptr<osg::GraphicsContext::Traits> cameraTraits;
- cameraTraits = new osg::GraphicsContext::Traits(*traits);
- double shearx = cameraNode->getDoubleValue("shear-x", 0);
- double sheary = cameraNode->getDoubleValue("shear-y", 0);
- setTraitsFromProperties(cameraTraits.get(), cameraNode, wsi);
- // FIXME, currently this is too much of a problem to route
- // the resize events. When we do no longer need sdl and
- // such this can be simplified
- cameraTraits->supportsResize = false;
-
- // ok found a camera configuration, add a new slave if possible
- GraphicsContext* gc
- = GraphicsContext::createGraphicsContext(cameraTraits.get());
- if (gc) {
- gc->realize();
- Camera *camera = new Camera;
- camera->setGraphicsContext(gc);
- // 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 Viewport(0, 0, cameraTraits->width,
- cameraTraits->height));
- const char* cameraName = cameraNode->getStringValue("name");
- string cameraNameString = (cameraName ? string(cameraName)
- : makeName(defaultName, i));
- GraphicsWindow* window = wsa->registerWindow(gc,
- cameraNameString);
- Camera3D* cam3D = wsa->registerCamera3D(window, camera,
- cameraNameString);
- if (shearx == 0 && sheary == 0)
- cam3D->flags |= Camera3D::MASTER;
- viewer->addSlave(camera, Matrix::translate(-shearx, -sheary, 0),
- Matrix());
- } else {
- SG_LOG(SG_GENERAL, SG_WARN,
- "Couldn't create graphics context on "
- << cameraTraits->hostName << ":"
- << cameraTraits->displayNum
- << "." << cameraTraits->screenNum);
+ SGPropertyNode* propNode = renderingNode->getChild(i);
+ const char* propName = propNode->getName();
+ if (!strcmp(propName, "window") || !strcmp(propName, "camera")) {
+ SGPropertyNode* copiedNode
+ = cgroupNode->getNode(propName, propNode->getIndex(), true);
+ copyProperties(propNode, copiedNode);
+ }
+ }
+ vector<SGPropertyNode_ptr> cameras = cgroupNode->getChildren("camera");
+ SGPropertyNode* masterCamera = 0;
+ BOOST_FOREACH(SGPropertyNode_ptr& camera, cameras) {
+ if (camera->getDoubleValue("shear-x", 0.0) == 0.0
+ && camera->getDoubleValue("shear-y", 0.0) == 0.0) {
+ masterCamera = camera.ptr();
+ break;
}
}
+ if (!masterCamera) {
+ masterCamera = cgroupNode->getChild("camera", cameras.size(), true);
+ setValue(masterCamera->getNode("window/name", true),
+ windowBuilder->getDefaultWindowName());
+ }
+ SGPropertyNode* nameNode = masterCamera->getNode("window/name");
+ if (nameNode)
+ setValue(cgroupNode->getNode("gui/window/name", true),
+ nameNode->getStringValue());
}
- // now the main camera ...
- // XXX mainCamera's purpose is to establish a "main graphics
- // context" that can be made current (if necessary). But that
- // should be a context established with a window. It's used to
- // choose whether to render the GUI and panel camera nodes, but
- // that's obsolete because the GUI is rendered in its own
- // slave. And it's used to translate mouse event coordinates, but
- // that's bogus because mouse clicks should work on any camera. In
- // short, mainCamera must die :)
- Camera3DVector::iterator citr
- = find_if(wsa->cameras.begin(), wsa->cameras.end(),
- WindowSystemAdapter::FlagTester<Camera3D>(Camera3D::MASTER));
- if (citr == wsa->cameras.end()) {
- // Create a camera aligned with the master camera. Eventually
- // this will be optional.
- Camera* camera = new osg::Camera;
- mainCamera = camera;
- osg::GraphicsContext* gc
- = osg::GraphicsContext::createGraphicsContext(traits.get());
- gc->realize();
- gc->makeCurrent();
- camera->setGraphicsContext(gc);
- // 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,
- traits->width, traits->height));
- GraphicsWindow* window = wsa->registerWindow(gc, string("main"));
- window->flags |= GraphicsWindow::GUI;
- Camera3D* camera3d = wsa->registerCamera3D(window, camera,
- string("main"));
- camera3d->flags |= Camera3D::MASTER;
- // Why a slave? It seems to be the easiest way to assign cameras,
- // for which we've created the graphics context ourselves, to
- // the viewer.
- viewer->addSlave(camera);
- } else {
- mainCamera = (*citr)->camera;
+ cameraGroup = CameraGroup::buildCameraGroup(viewer.get(), cgroupNode);
+ Camera* guiCamera = getGUICamera(cameraGroup);
+ if (guiCamera) {
+ Viewport* guiViewport = guiCamera->getViewport();
+ fgSetInt("/sim/startup/xsize", guiViewport->width());
+ fgSetInt("/sim/startup/ysize", guiViewport->height());
}
- if (wsa->cameras.size() != 1) {
+ FGEventHandler* manipulator = globals->get_renderer()->getEventHandler();
+ WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+ if (wsa->windows.size() != 1) {
manipulator->setResizable(false);
}
viewer->getCamera()->setProjectionResizePolicy(osg::Camera::FIXED);
- viewer->setCameraManipulator(manipulator);
+ viewer->addEventHandler(manipulator);
// Let FG handle the escape key with a confirmation
viewer->setKeyEventSetsDone(0);
// The viewer won't start without some root.
viewer->setSceneData(new osg::Group);
globals->get_renderer()->setViewer(viewer.get());
+ CameraGroup::setDefault(cameraGroup);
}
static int status = 0;
void fgOSMainLoop()
{
- viewer->run();
+ ref_ptr<FGEventHandler> manipulator
+ = globals->get_renderer()->getEventHandler();
+ viewer->setReleaseContextAtEndOfFrameHint(false);
+ while (!viewer->done()) {
+ fgIdleHandler idleFunc = manipulator->getIdleHandler();
+ fgDrawHandler drawFunc = manipulator->getDrawHandler();
+ if (idleFunc)
+ (*idleFunc)();
+ if (drawFunc)
+ (*drawFunc)();
+ viewer->frame();
+ }
fgExit(status);
}
int fgGetKeyModifiers()
{
- return globals->get_renderer()->getManipulator()->getCurrentModifiers();
+ return globals->get_renderer()->getEventHandler()->getCurrentModifiers();
}
void fgWarpMouse(int x, int y)
{
- globals->get_renderer()->getManipulator()->setMouseWarped();
- // Hack, currently the pointer is just recentered. So, we know the
- // relative coordinates ...
- if (!mainCamera.valid()) {
- viewer->requestWarpPointer(0, 0);
- return;
- }
- float xsize = (float)mainCamera->getGraphicsContext()->getTraits()->width;
- float ysize = (float)mainCamera->getGraphicsContext()->getTraits()->height;
- viewer->requestWarpPointer(2.0f * (float)x / xsize - 1.0f,
- 1.0f - 2.0f * (float)y / ysize);
+ warpGUIPointer(CameraGroup::getDefault(), x, y);
}
void fgOSInit(int* argc, char** argv)
mouseCursor = osgViewer::GraphicsWindow::CrosshairCursor;
else if(cursor == MOUSE_CURSOR_LEFTRIGHT)
mouseCursor = osgViewer::GraphicsWindow::LeftRightCursor;
+ else if(cursor == MOUSE_CURSOR_TOPSIDE)
+ mouseCursor = osgViewer::GraphicsWindow::TopSideCursor;
+ else if(cursor == MOUSE_CURSOR_BOTTOMSIDE)
+ mouseCursor = osgViewer::GraphicsWindow::BottomSideCursor;
+ else if(cursor == MOUSE_CURSOR_LEFTSIDE)
+ mouseCursor = osgViewer::GraphicsWindow::LeftSideCursor;
+ else if(cursor == MOUSE_CURSOR_RIGHTSIDE)
+ mouseCursor = osgViewer::GraphicsWindow::RightSideCursor;
+ else if(cursor == MOUSE_CURSOR_TOPLEFT)
+ mouseCursor = osgViewer::GraphicsWindow::TopLeftCorner;
+ else if(cursor == MOUSE_CURSOR_TOPRIGHT)
+ mouseCursor = osgViewer::GraphicsWindow::TopRightCorner;
+ else if(cursor == MOUSE_CURSOR_BOTTOMLEFT)
+ mouseCursor = osgViewer::GraphicsWindow::BottomLeftCorner;
+ else if(cursor == MOUSE_CURSOR_BOTTOMRIGHT)
+ mouseCursor = osgViewer::GraphicsWindow::BottomRightCorner;
gw->setCursor(mouseCursor);
}
{
return _cursor;
}
-
-bool fgOSIsMainContext(const osg::GraphicsContext* context)
-{
- if (!mainCamera.valid())
- return false;
- return context == mainCamera->getGraphicsContext();
-}
-
-bool fgOSIsMainCamera(const osg::Camera* camera)
-{
- if (!camera)
- return false;
- if (camera == mainCamera.get())
- return true;
- if (!viewer.valid())
- return false;
- if (camera == viewer->getCamera())
- return true;
- return false;
-}
-
-GraphicsContext* fgOSGetMainContext()
-{
- WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
- WindowVector::iterator contextIter
- = std::find_if(wsa->windows.begin(), wsa->windows.end(),
- WindowSystemAdapter::FlagTester<GraphicsWindow>(GraphicsWindow::GUI));
- if (contextIter == wsa->windows.end())
- return 0;
- else
- return (*contextIter)->gc.get();
-}
-