#include <simgear/structure/event_mgr.hxx>
#include <simgear/props/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
-//#include <simgear/timing/sg_time.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/magvar/magvar.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/io/raw_socket.hxx>
+#include <simgear/misc/sg_sleep.hxx>
#include <Time/light.hxx>
#include <Aircraft/replay.hxx>
#include <Time/TimeManager.hxx>
#include <Environment/environment_mgr.hxx>
#include <Environment/ephemeris.hxx>
+#include <GUI/gui.h>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
static SGPropertyNode_ptr frame_signal
= fgGetNode("/sim/signals/frame", true);
+ static SGPropertyNode_ptr _statisticsFlag
+ = fgGetNode("/sim/timing-statistics/enabled", true);
+ static SGPropertyNode_ptr _statisticsInterval
+ = fgGetNode("/sim/timing-statistics/interval-s", true);
+ static SGPropertyNode_ptr _statiticsMinJitter
+ = fgGetNode("/sim/timing-statistics/min-jitter-ms", true);
+ static SGPropertyNode_ptr _statiticsMinTime
+ = fgGetNode("/sim/timing-statistics/min-time-ms", true);
+
frame_signal->fireValueChanged();
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
-#if ENABLE_ATCDCL
// Run ATC subsystem
- if (fgGetBool("/sim/atc/enabled"))
- globals->get_ATC_mgr()->update(sim_dt);
-#endif
+ globals->get_ATC_mgr()->update(sim_dt);
globals->get_subsystem_mgr()->update(sim_dt);
}
#endif
- // END Tile Manager udpates
+ // END Tile Manager updates
bool scenery_loaded = fgGetBool("sim/sceneryloaded");
- if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
- && fgGetBool("sim/fdm-initialized")) {
- fgSetBool("sim/sceneryloaded",true);
- if (fgGetBool("/sim/sound/working")) {
- globals->get_soundmgr()->activate();
+ if (!scenery_loaded)
+ {
+ if (globals->get_tile_mgr()->isSceneryLoaded()
+ && fgGetBool("sim/fdm-initialized")) {
+ fgSetBool("sim/sceneryloaded",true);
+ fgSplashProgress("");
+ if (fgGetBool("/sim/sound/working")) {
+ globals->get_soundmgr()->activate();
+ }
+ globals->get_props()->tie("/sim/sound/devices/name",
+ SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
+ }
+ else
+ {
+ fgSplashProgress("loading scenery");
+ // be nice to loader threads while waiting for initial scenery, reduce to 2fps
+ simgear::sleepForMSec(500);
}
- globals->get_props()->tie("/sim/sound/devices/name",
- SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
+
+ // print timing statistics
+ static bool _lastStatisticsFlag = false;
+ if (_lastStatisticsFlag != _statisticsFlag->getBoolValue())
+ {
+ // flag has changed, update subsystem manager
+ _lastStatisticsFlag = _statisticsFlag->getBoolValue();
+ globals->get_subsystem_mgr()->collectDebugTiming(_lastStatisticsFlag);
+ }
+ if (_lastStatisticsFlag)
+ {
+ static double elapsed = 0;
+ elapsed += real_dt;
+ if (elapsed >= _statisticsInterval->getDoubleValue())
+ {
+ // print and reset timing statistics
+ globals->get_subsystem_mgr()->printTimingStatistics(_statiticsMinTime->getDoubleValue(),
+ _statiticsMinJitter->getDoubleValue());
+ elapsed = 0;
+ }
+ }
+
simgear::AtomicChangeListener::fireChangeListeners();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
// This is the top level master main function that is registered as
-// our idle funciton
+// our idle function
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
if (!guiFinishInit())
return;
idle_state++;
- fgSplashProgress("reading aircraft list");
-
+ fgSplashProgress("loading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
-
- fgSplashProgress("reading airport & navigation data");
-
+ fgSplashProgress("loading navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
- fgSplashProgress("setting up scenery");
+ fgSplashProgress("initializing scenery system");
} else if ( idle_state == 4 ) {
idle_state++;
////////////////////////////////////////////////////////////////////
fgInitCommands();
-
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
- simgear::SGModelLib::init(globals->get_fg_root());
- simgear::SGModelLib::setPropRoot(globals->get_props());
+ simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
simgear::SGModelLib::setPanelFunc(load_panel);
-
+
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
-
fgSplashProgress("loading aircraft");
-
} else if ( idle_state == 5 ) {
idle_state++;
- fgSplashProgress("generating sky elements");
-
+ fgSplashProgress("initializing sky elements");
} else if ( idle_state == 6 ) {
idle_state++;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
- // build our custom render states
fgSplashProgress("initializing subsystems");
-
} else if ( idle_state == 7 ) {
idle_state++;
// Initialize audio support
fgSetPosFromAirportIDandHdg( apt, hdg );
}
}
- fgSplashProgress("setting up time & renderer");
+
+ fgSplashProgress("initializing graphics engine");
} else if ( idle_state == 8 ) {
idle_state = 1000;
// setup OpenGL view parameters
- globals->get_renderer()->init();
+ globals->get_renderer()->setupView();
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
- fgSplashProgress("loading scenery objects");
int session = fgGetInt("/sim/session",0);
session++;
fgSetInt("/sim/session",session);
}
}
+static void fgWinResizeFunction(int width, int height)
+{
+ globals->get_renderer()->resize(width, height);
+}
static void upper_case_property(const char *name)
{
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
- fgRegisterWindowResizeHandler( &FGRenderer::resize );
+ fgRegisterWindowResizeHandler( &fgWinResizeFunction );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
return result;
}
-
-