]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/main.cxx
initlialize _playing for FGATC. Proper listerner orientation based on view offset...
[flightgear.git] / src / Main / main.cxx
index 3f6e8c387f8cf1c4a1eff5531b2c49b1f26d8f65..66bf3c6d848badb4553ccf5c8036143df4a5a789 100644 (file)
@@ -16,7 +16,7 @@
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 // $Id$
 
 #  include <signal.h>
 #endif
 
-#ifdef SG_MATH_EXCEPTION_CLASH
-#  include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-#  include <windows.h>
-#  include <float.h>
-#endif
+#include <iostream>
 
 #include <plib/netSocket.h>
 
-#include <simgear/props/props.hxx>
-#include <simgear/timing/sg_time.hxx>
-#include <simgear/math/sg_random.h>
+#include <osg/Camera>
+#include <osg/GraphicsContext>
+#include <osgDB/Registry>
 
 // Class references
 #include <simgear/ephemeris/ephemeris.hxx>
 #include <simgear/scene/material/matlib.hxx>
 #include <simgear/scene/model/animation.hxx>
 #include <simgear/scene/sky/sky.hxx>
+#include <simgear/structure/event_mgr.hxx>
+#include <simgear/props/props.hxx>
+#include <simgear/timing/sg_time.hxx>
+#include <simgear/math/sg_random.h>
+
 #include <Time/light.hxx>
 #include <Include/general.hxx>
 #include <Aircraft/replay.hxx>
 #include <Model/acmodel.hxx>
 #include <Scenery/scenery.hxx>
 #include <Scenery/tilemgr.hxx>
+#include <Sound/fg_fx.hxx>
 #include <Sound/beacon.hxx>
 #include <Sound/morse.hxx>
+#include <Sound/fg_fx.hxx>
 #include <FDM/flight.hxx>
-// #include <FDM/ADA.hxx>
-#include <ATC/ATCdisplay.hxx>
-#include <ATC/ATCmgr.hxx>
-#include <ATC/AIMgr.hxx>
+#include <ATCDCL/ATCmgr.hxx>
+#include <ATCDCL/AIMgr.hxx>
 #include <Time/tmp.hxx>
-#include <Time/fg_timer.hxx>
 #include <Environment/environment_mgr.hxx>
 #include <GUI/new_gui.hxx>
-
-#ifdef FG_MPLAYER_AS
 #include <MultiPlayer/multiplaymgr.hxx>
-#endif
-
-
 
+#include "CameraGroup.hxx"
 #include "fg_commands.hxx"
 #include "fg_io.hxx"
 #include "renderer.hxx"
 #include "splash.hxx"
 #include "main.hxx"
-
-
+#include "util.hxx"
+#include "fg_init.hxx"
+#include "fg_os.hxx"
+#include "WindowSystemAdapter.hxx"
+#include <Main/viewer.hxx>
 
 static double real_delta_time_sec = 0.0;
 double delta_time_sec = 0.0;
-extern float init_volume;
 
+using namespace flightgear;
 
-#ifdef macintosh
-#  include <console.h>         // -dw- for command line dialog
-#endif
+using std::cerr;
 
 // This is a record containing a bit of global housekeeping information
 FGGeneral general;
@@ -110,7 +104,7 @@ long global_multi_loop;
 SGTimeStamp last_time_stamp;
 SGTimeStamp current_time_stamp;
 
-// The atexit() functio handler should know when the graphical subsystem
+// The atexit() function handler should know when the graphical subsystem
 // is initialized.
 extern int _bootstrap_OSInit;
 
@@ -138,20 +132,21 @@ void fgUpdateTimeDepCalcs() {
     //      << " cur_elev = " << scenery.get_cur_elev() << endl;
 
     if (!cur_fdm_state->get_inited()) {
-      // Check for scenery around the aircraft.
-      double lon = fgGetDouble("/sim/presets/longitude-deg");
-      double lat = fgGetDouble("/sim/presets/latitude-deg");
-      // We require just to have 50 meter scenery availabe around
-      // the aircraft.
-      double range = 50.0;
-      if (globals->get_tile_mgr()->scenery_available(lat, lon, range)) {
-        SG_LOG(SG_FLIGHT,SG_INFO, "Finally initializing fdm");
-        cur_fdm_state->init();
-        if ( cur_fdm_state->get_bound() ) {
-            cur_fdm_state->unbind();
+        // Check for scenery around the aircraft.
+        double lon = fgGetDouble("/sim/presets/longitude-deg");
+        double lat = fgGetDouble("/sim/presets/latitude-deg");
+        // We require just to have 50 meter scenery availabe around
+        // the aircraft.
+        double range = 1000.0;
+        SGGeod geod = SGGeod::fromDeg(lon, lat);
+        if (globals->get_scenery()->scenery_available(geod, range)) {
+            //SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
+            cur_fdm_state->init();
+            if ( cur_fdm_state->get_bound() ) {
+                cur_fdm_state->unbind();
+            }
+            cur_fdm_state->bind();
         }
-        cur_fdm_state->bind();
-      }
     }
 
     // conceptually, the following block could be done for each fdm
@@ -159,35 +154,33 @@ void fgUpdateTimeDepCalcs() {
     if ( cur_fdm_state->get_inited() ) {
         // we have been inited, and  we are good to go ...
 
-        if ( !inited ) {
-            inited = true;
-        }
-
         if ( replay_state->getIntValue() == 0 ) {
-           // replay off, run fdm
+            // replay off, run fdm
             cur_fdm_state->update( delta_time_sec );
         } else {
             FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
             r->replay( replay_time->getDoubleValue() );
-           if ( replay_state->getIntValue() == 1 ) {
+            if ( replay_state->getIntValue() == 1 ) {
                 // normal playback
                 replay_time->setDoubleValue( replay_time->getDoubleValue()
                                              + ( delta_time_sec
                                                * fgGetInt("/sim/speed-up") ) );
-           } else if ( replay_state->getIntValue() == 2 ) {
-               // paused playback (don't advance replay time)
-           }
-       }
+            } else if ( replay_state->getIntValue() == 2 ) {
+                // paused playback (don't advance replay time)
+            }
+        }
+
+        if ( !inited ) {
+            inited = true;
+            fgSetBool("/sim/signals/fdm-initialized", true);
+        }
+
     } else {
         // do nothing, fdm isn't inited yet
     }
 
-    globals->get_model_mgr()->update(delta_time_sec);
     globals->get_aircraft_model()->update(delta_time_sec);
 
-    // update the view angle
-    globals->get_viewmgr()->update(delta_time_sec);
-
     // Update solar system
     globals->get_ephem()->update( globals->get_time_params()->getMjd(),
                                   globals->get_time_params()->getLst(),
@@ -196,34 +189,37 @@ void fgUpdateTimeDepCalcs() {
 }
 
 
-void fgInitTimeDepCalcs( void ) {
-    // noop for now
-}
-
-
-static const double alt_adjust_ft = 3.758099;
-static const double alt_adjust_m = alt_adjust_ft * SG_FEET_TO_METER;
-
-
 // What should we do when we have nothing else to do?  Let's get ready
 // for the next move and update the display?
 static void fgMainLoop( void ) {
     int model_hz = fgGetInt("/sim/model-hz");
 
-    static const SGPropertyNode *longitude
+    static SGConstPropertyNode_ptr longitude
         = fgGetNode("/position/longitude-deg");
-    static const SGPropertyNode *latitude
+    static SGConstPropertyNode_ptr latitude
         = fgGetNode("/position/latitude-deg");
-    static const SGPropertyNode *altitude
+    static SGConstPropertyNode_ptr altitude
         = fgGetNode("/position/altitude-ft");
-    static const SGPropertyNode *clock_freeze
+    static SGConstPropertyNode_ptr vn_fps
+        = fgGetNode("/velocities/speed-north-fps");
+    static SGConstPropertyNode_ptr ve_fps
+        = fgGetNode("/velocities/speed-east-fps");
+    static SGConstPropertyNode_ptr vd_fps
+        = fgGetNode("/velocities/speed-down-fps");
+    static SGConstPropertyNode_ptr clock_freeze
         = fgGetNode("/sim/freeze/clock", true);
-    static const SGPropertyNode *cur_time_override
+    static SGConstPropertyNode_ptr cur_time_override
         = fgGetNode("/sim/time/cur-time-override", true);
+    static SGConstPropertyNode_ptr max_simtime_per_frame
+        = fgGetNode("/sim/max-simtime-per-frame", true);
+    static SGPropertyNode_ptr frame_signal
+        = fgGetNode("/sim/signals/frame", true);
 
+    frame_signal->fireValueChanged();
     SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
 
-    bool scenery_loaded = fgGetBool("sim/sceneryloaded") || fgGetBool("sim/sceneryloaded-override");
+    bool scenery_loaded = fgGetBool("sim/sceneryloaded");
+    bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
 
     // Update the elapsed time.
     static bool first_time = true;
@@ -233,8 +229,8 @@ static void fgMainLoop( void ) {
     }
 
     double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
-    if ( throttle_hz > 0.0 && scenery_loaded ) {
-        // optionally throttle the frame rate (to get consistant frame
+    if ( throttle_hz > 0.0 && !wait_for_scenery ) {
+        // optionally throttle the frame rate (to get consistent frame
         // rates or reduce cpu usage.
 
         double frame_us = 1000000.0 / throttle_hz;
@@ -245,18 +241,18 @@ static void fgMainLoop( void ) {
         //
         // Calling sleep, even usleep() on linux is less accurate than
         // we like, but it does free up the cpu for other tasks during
-        // the sleep so it is desireable.  Because of the way sleep()
-        // is implimented in consumer operating systems like windows
+        // the sleep so it is desirable.  Because of the way sleep()
+        // is implemented in consumer operating systems like windows
         // and linux, you almost always sleep a little longer than the
         // requested amount.
-        // 
-        // To combat the problem of sleeping to long, we calculate the
+        //
+        // To combat the problem of sleeping too long, we calculate the
         // desired wait time and shorten it by 2000us (2ms) to avoid
         // [hopefully] over-sleep'ing.  The 2ms value was arrived at
         // via experimentation.  We follow this up at the end with a
         // simple busy-wait loop to get the final pause timing exactly
         // right.
-        // 
+        //
         // Assuming we don't oversleep by more than 2000us, this
         // should be a reasonable compromise between sleep based
         // waiting, and busy waiting.
@@ -269,7 +265,7 @@ static void fgMainLoop( void ) {
         }
         current_time_stamp.stamp();
         /* Convert to ms */
-        double elapsed_us = current_time_stamp - last_time_stamp;
+        double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
         if ( elapsed_us < frame_us ) {
             double requested_us = frame_us - elapsed_us;
             ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
@@ -277,12 +273,14 @@ static void fgMainLoop( void ) {
 #endif
 
         // busy wait timing loop.
-        // 
+        //
         // This yields the most accurate timing.  If the previous
-        // ulMilliSecondSleep() call is ommitted this will peg the cpu
+        // ulMilliSecondSleep() call is omitted this will peg the cpu
         // (which is just fine if FG is the only app you care about.)
         current_time_stamp.stamp();
-        while ( current_time_stamp - last_time_stamp < frame_us ) {
+        SGTimeStamp next_time_stamp = last_time_stamp;
+        next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
+        while ( current_time_stamp < next_time_stamp ) {
             current_time_stamp.stamp();
         }
     } else {
@@ -290,35 +288,42 @@ static void fgMainLoop( void ) {
         current_time_stamp.stamp();
     }
 
-    real_delta_time_sec
-        = double(current_time_stamp - last_time_stamp) / 1000000.0;
+    real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
+
+    // Limit the time we need to spend in simulation loops
+    // That means, if the /sim/max-simtime-per-frame value is strictly positive
+    // you can limit the maximum amount of time you will do simulations for
+    // one frame to display. The cpu time spent in simulations code is roughly
+    // at least O(real_delta_time_sec). If this is (due to running debug
+    // builds or valgrind or something different blowing up execution times)
+    // larger than the real time you will no longer get any response
+    // from flightgear. This limits that effect. Just set to property from
+    // your .fgfsrc or commandline ...
+    double dtMax = max_simtime_per_frame->getDoubleValue();
+    if (0 < dtMax && dtMax < real_delta_time_sec)
+        real_delta_time_sec = dtMax;
+
     // round the real time down to a multiple of 1/model-hz.
     // this way all systems are updated the _same_ amount of dt.
-    {
-      static double rem = 0.0;
-      real_delta_time_sec += rem;
-      double hz = model_hz;
-      double nit = floor(real_delta_time_sec*hz);
-      rem = real_delta_time_sec - nit/hz;
-      real_delta_time_sec = nit/hz;
-    }
-
-
-    if (clock_freeze->getBoolValue() || !scenery_loaded) {
+    static double reminder = 0.0;
+    real_delta_time_sec += reminder;
+    global_multi_loop = long(floor(real_delta_time_sec*model_hz));
+    global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
+    reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
+    real_delta_time_sec = double(global_multi_loop)/double(model_hz);
+
+    if (clock_freeze->getBoolValue() || wait_for_scenery) {
         delta_time_sec = 0;
     } else {
         delta_time_sec = real_delta_time_sec;
     }
     last_time_stamp = current_time_stamp;
     globals->inc_sim_time_sec( delta_time_sec );
-    SGAnimation::set_sim_time_sec( globals->get_sim_time_sec() );
 
     // These are useful, especially for Nasal scripts.
     fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
     fgSetDouble("/sim/time/delta-sec", delta_time_sec);
 
-    static long remainder = 0;
-    long elapsed;
 #ifdef FANCY_FRAME_COUNTER
     int i;
     double accum;
@@ -329,19 +334,9 @@ static void fgMainLoop( void ) {
 
     SGTime *t = globals->get_time_params();
 
-    globals->get_event_mgr()->update(delta_time_sec);
-
     SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
     SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
 
-#if defined( ENABLE_PLIB_JOYSTICK )
-    // Read joystick and update control settings
-    // if ( fgGetString("/sim/control-mode") == "joystick" )
-    // {
-    //    fgJoystickRead();
-    // }
-#endif
-
     // Fix elevation.  I'm just sticking this here for now, it should
     // probably move eventually
 
@@ -389,23 +384,17 @@ static void fgMainLoop( void ) {
                globals->get_warp() );
 
     if (globals->get_warp_delta() != 0) {
-       FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
-       l->update( 0.5 );
+        FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
+        l->update( 0.5 );
     }
 
     // update magvar model
     globals->get_mag()->update( longitude->getDoubleValue()
-                              * SGD_DEGREES_TO_RADIANS,
-                            latitude->getDoubleValue()
-                              * SGD_DEGREES_TO_RADIANS,
-                            altitude->getDoubleValue() * SG_FEET_TO_METER,
-                            globals->get_time_params()->getJD() );
-
-    // Get elapsed time (in usec) for this past frame
-    elapsed = fgGetTimeInterval();
-    SG_LOG( SG_ALL, SG_DEBUG, 
-            "Elapsed time interval is = " << elapsed 
-            << ", previous remainder is = " << remainder );
+                                * SGD_DEGREES_TO_RADIANS,
+                                latitude->getDoubleValue()
+                                * SGD_DEGREES_TO_RADIANS,
+                                altitude->getDoubleValue() * SG_FEET_TO_METER,
+                                globals->get_time_params()->getJD() );
 
     // Calculate frame rate average
 #ifdef FANCY_FRAME_COUNTER
@@ -430,7 +419,7 @@ static void fgMainLoop( void ) {
     if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
         general.set_frame_rate( frames );
         fgSetInt("/sim/frame-rate", frames);
-        SG_LOG( SG_ALL, SG_DEBUG, 
+        SG_LOG( SG_ALL, SG_DEBUG,
             "--> Frame rate is = " << general.get_frame_rate() );
         frames = 0;
     }
@@ -438,176 +427,76 @@ static void fgMainLoop( void ) {
     ++frames;
 #endif
 
+    // Update any multiplayer's network queues, the AIMultiplayer
+    // implementation is an AI model and depends on that
+    globals->get_multiplayer_mgr()->Update();
+
     // Run ATC subsystem
     if (fgGetBool("/sim/atc/enabled"))
         globals->get_ATC_mgr()->update(delta_time_sec);
 
     // Run the AI subsystem
+    // FIXME: run that also if we have multiplaying enabled since the
+    // multiplayer information is interpreted by an AI model
     if (fgGetBool("/sim/ai-traffic/enabled"))
         globals->get_AI_mgr()->update(delta_time_sec);
 
-#ifdef FG_MPLAYER_AS
-    // Update any multiplayer models
-    globals->get_multiplayer_mgr()->Update();
-#endif
-
     // Run flight model
-
-    // Calculate model iterations needed for next frame
-    elapsed += remainder;
-
-    global_multi_loop = (long)(((double)elapsed * 0.000001) * model_hz );
-    remainder = elapsed - ( (global_multi_loop*1000000) / model_hz );
-    SG_LOG( SG_ALL, SG_DEBUG, 
-            "Model iterations needed = " << global_multi_loop
-            << ", new remainder = " << remainder );
-        
-    // chop max interations to something reasonable if the sim was
-    // delayed for an excesive amount of time
-    if ( global_multi_loop > 2.0 * model_hz ) {
-        global_multi_loop = (int)(2.0 * model_hz );
-        remainder = 0;
-    }
-
-    // flight model
-    if ( global_multi_loop > 0) {
-        // first run the flight model each frame until it is intialized
-        // then continue running each frame only after initial scenery load is complete.
+    if (0 < global_multi_loop) {
+        // first run the flight model each frame until it is initialized
+        // then continue running each frame only after initial scenery
+        // load is complete.
         fgUpdateTimeDepCalcs();
     } else {
-        SG_LOG( SG_ALL, SG_DEBUG, 
+        SG_LOG( SG_ALL, SG_DEBUG,
             "Elapsed time is zero ... we're zinging" );
     }
 
-    // Do any I/O channel work that might need to be done
-    globals->get_io()->update( real_delta_time_sec );
-
-    // see if we need to load any deferred-load textures
-    globals->get_matlib()->load_next_deferred();
-
-    // Run audio scheduler
-#ifdef ENABLE_AUDIO_SUPPORT
-    if ( globals->get_soundmgr()->is_working() ) {
-        globals->get_soundmgr()->update( delta_time_sec );
-    }
-#endif
-
     globals->get_subsystem_mgr()->update(delta_time_sec);
 
     //
     // Tile Manager updates - see if we need to load any new scenery tiles.
     //   this code ties together the fdm, viewer and scenery classes...
-    //   we may want to move this to it's own class at some point
+    //   we may want to move this to its own class at some point
     //
     double visibility_meters = fgGetDouble("/environment/visibility-m");
-    FGViewer *current_view = globals->get_current_view();
+    globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
 
-    // Let the scenery center follow the current view position with
-    // 30m increments.
-    //
-    // Having the scenery center near the view position will eliminate
-    // jitter of objects which are placed very near the view position
-    // and haveing it's center near that view position.
-    // So the 3d insruments of the aircraft will not jitter with this.
-    // 
-    // Following the view position exactly would introduce jitter of
-    // the scenery tiles (they would be from their center up to 10000m
-    // to the view and this will introduce roundoff too). By stepping
-    // at 30m incements the roundoff error of the scenery tiles is
-    // still present, but we will make exactly the same roundoff error
-    // at each frame until the center is switched to a new
-    // position. This roundoff is still visible but you will most
-    // propably not notice.
-    double *vp = globals->get_current_view()->get_absolute_view_pos();
-    Point3D cntr(vp[0], vp[1], vp[2]);
-    if (30.0*30.0 < cntr.distance3Dsquared(globals->get_scenery()->get_center())) {
-      globals->get_scenery()->set_next_center( cntr );
-    }
-
-    globals->get_tile_mgr()->prep_ssg_nodes( current_view->getSGLocation(),
-                                             visibility_meters );
     // update tile manager for view...
-    SGLocation *view_location = globals->get_current_view()->getSGLocation();
-    globals->get_tile_mgr()->update( view_location, visibility_meters );
-    globals->get_scenery()->set_center( cntr );
-    {
-      double lon = view_location->getLongitude_deg();
-      double lat = view_location->getLatitude_deg();
-      double alt = view_location->getAltitudeASL_ft() * SG_FEET_TO_METER;
-
-      // check if we can reuse the groundcache for that purpose.
-      double ref_time, pt[3], r;
-      bool valid = cur_fdm_state->is_valid_m(&ref_time, pt, &r);
-      if (valid &&
-          cntr.distance3Dsquared(Point3D(pt[0], pt[1], pt[2])) < r*r) {
-        // Reuse the cache ...
-        double lev
-          = cur_fdm_state->get_groundlevel_m(lat*SGD_DEGREES_TO_RADIANS,
-                                             lon*SGD_DEGREES_TO_RADIANS,
-                                             alt + 2.0);
-        view_location->set_cur_elev_m( lev );
-      } else {
-        // Do full intersection test.
-        double lev;
-        if (globals->get_scenery()->get_elevation_m(lat, lon, alt+2, lev))
-          view_location->set_cur_elev_m( lev );
-        else
-          view_location->set_cur_elev_m( -9999.0 );
-      }
-    }
+    SGVec3d viewPos = globals->get_current_view()->get_view_pos();
+    SGGeod geodViewPos = SGGeod::fromCart(viewPos);
+    globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
+
+    // run Nasal's settimer() loops right before the view manager
+    globals->get_event_mgr()->update(delta_time_sec);
 
+    // pick up model coordidnates that Nasal code may have set relative to the
+    // aircraft's
+    globals->get_model_mgr()->update(delta_time_sec);
+
+    // update the view angle as late as possible, but before sound calculations
+    globals->get_viewmgr()->update(real_delta_time_sec);
+
+    // Update the sound manager last so it can use the CPU while the GPU
+    // is processing the scenery (doubled the frame-rate for me) -EMH-
 #ifdef ENABLE_AUDIO_SUPPORT
-    // Right now we make a simplifying assumption that the primary
-    // aircraft is the source of all sounds and that all sounds are
-    // positioned relative to the current view position.
-
-    static sgVec3 last_pos_offset;
-
-    // get the location data for the primary FDM (now hardcoded to ac model)...
-    SGLocation *acmodel_loc = NULL;
-    acmodel_loc = (SGLocation *)globals->
-        get_aircraft_model()->get3DModel()->getSGLocation();
-
-    // set positional offset for sources
-    sgdVec3 dsource_pos_offset;
-    sgdSubVec3( dsource_pos_offset,
-                view_location->get_absolute_view_pos(),
-                acmodel_loc->get_absolute_view_pos() );
-    // cout << "pos all = " << source_pos_offset[0] << " " << source_pos_offset[1] << " " << source_pos_offset[2] << endl;
-    sgVec3 source_pos_offset;
-    sgSetVec3(source_pos_offset, dsource_pos_offset);
-    globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
-
-    // set the velocity
-    sgVec3 source_vel;
-    sgSubVec3( source_vel, source_pos_offset, last_pos_offset );
-    sgScaleVec3( source_vel, delta_time_sec );
-    sgCopyVec3( last_pos_offset, source_pos_offset );
-    // cout << "vel = " << source_vel[0] << " " << source_vel[1] << " " << source_vel[2] << endl;
-    globals->get_soundmgr()->set_source_vel_all( source_vel );
-
-    // Right now we make a simplifying assumption that the listener is
-    // always positioned at the origin.
-    sgVec3 listener_pos;
-    sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
-    // cout << "listener = " << listener_pos[0] << " " << listener_pos[1] << " " << listener_pos[2] << endl;
-    globals->get_soundmgr()->set_listener_pos( listener_pos );
+    globals->get_soundmgr()->update(delta_time_sec);
 #endif
 
     // END Tile Manager udpates
 
-    if (!scenery_loaded && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+    if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
+        && cur_fdm_state->get_inited()) {
         fgSetBool("sim/sceneryloaded",true);
-        fgSetFloat("/sim/sound/volume", init_volume);
-        globals->get_soundmgr()->set_volume(init_volume);
-    }
-
-    if (fgGetBool("/sim/rendering/specular-highlight")) {
-        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
-       // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_TRUE);
-    } else {
-        glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
-        // glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
+#ifdef ENABLE_AUDIO_SUPPORT
+        if (fgGetBool("/sim/sound/enabled") == true)  {
+            float volume = fgGetFloat("/sim/sound/volume");
+            globals->get_soundmgr()->set_volume(volume);
+            globals->get_soundmgr()->activate();
+        }
+        else
+            globals->get_soundmgr()->stop();
+#endif
     }
 
     fgRequestRedraw();
@@ -615,25 +504,18 @@ static void fgMainLoop( void ) {
     SG_LOG( SG_ALL, SG_DEBUG, "" );
 }
 
-
-// This is the top level master main function that is registered as
-// our idle funciton
-
-// The first few passes take care of initialization things (a couple
-// per pass) and once everything has been initialized fgMainLoop from
-// then on.
-
-static void fgIdleFunction ( void ) {
-    if ( idle_state == 0 ) {
-        idle_state++;
-        fgSplashProgress("setting up scenegraph & user interface");
-
-
-    } else if ( idle_state == 1 ) {
-        idle_state++;
-        // This seems to be the absolute earliest in the init sequence
-        // that these calls will return valid info.  Too bad it's after
-        // we've already created and sized out window. :-(
+// Operation for querying OpenGL parameters. This must be done in a
+// valid OpenGL context, potentially in another thread.
+namespace
+{
+struct GeneralInitOperation : public GraphicsContextOperation
+{
+    GeneralInitOperation()
+        : GraphicsContextOperation(std::string("General init"))
+    {
+    }
+    void run(osg::GraphicsContext* gc)
+    {
         general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
         general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
         general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
@@ -647,45 +529,52 @@ static void fgIdleFunction ( void ) {
         glGetIntegerv( GL_DEPTH_BITS, &tmp );
         general.set_glDepthBits( tmp );
         SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+    }
+};
+}
+
+// This is the top level master main function that is registered as
+// our idle funciton
 
-        // Initialize ssg (from plib).  Needs to come before we do any
-        // other ssg stuff, but after opengl has been initialized.
-        ssgInit();
+// The first few passes take care of initialization things (a couple
+// per pass) and once everything has been initialized fgMainLoop from
+// then on.
 
-        // Initialize the user interface (we need to do this before
-        // passing off control to the OS main loop and before
-         // fgInitGeneral to get our fonts !!!
-        guiInit();
+static void fgIdleFunction ( void ) {
+    static osg::ref_ptr<GeneralInitOperation> genOp;
+    if ( idle_state == 0 ) {
+        idle_state++;
+        // Pick some window on which to do queries.
+        // XXX Perhaps all this graphics initialization code should be
+        // moved to renderer.cxx?
+        genOp = new GeneralInitOperation;
+        osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
+        WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
+        osg::GraphicsContext* gc = 0;
+        if (guiCamera)
+            gc = guiCamera->getGraphicsContext();
+        if (gc) {
+            gc->add(genOp.get());
+        } else {
+            wsa->windows[0]->gc->add(genOp.get());
+        }
+        guiStartInit(gc);
+    } else if ( idle_state == 1 ) {
+        if (genOp.valid()) {
+            if (!genOp->isFinished())
+                return;
+            genOp = 0;
+        }
+        if (!guiFinishInit())
+            return;
+        idle_state++;
         fgSplashProgress("reading aircraft list");
 
 
     } else if ( idle_state == 2 ) {
         idle_state++;
-        // Read the list of available aircrafts
+        // Read the list of available aircraft
         fgReadAircraft();
-
-#ifdef GL_EXT_texture_lod_bias
-        glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
-#endif
-
-        // get the address of our OpenGL extensions
-        if ( fgGetBool("/sim/rendering/distance-attenuation") ) {
-            if (SGIsOpenGLExtensionSupported("GL_EXT_point_parameters") ) {
-                glPointParameterIsSupported = true;
-                glPointParameterfPtr = (glPointParameterfProc)
-                                       SGLookupFunction("glPointParameterfEXT");
-                glPointParameterfvPtr = (glPointParameterfvProc)
-                                        SGLookupFunction("glPointParameterfvEXT");
-
-            } else if ( SGIsOpenGLExtensionSupported("GL_ARB_point_parameters") ) {
-                glPointParameterIsSupported = true;
-                glPointParameterfPtr = (glPointParameterfProc)
-                                       SGLookupFunction("glPointParameterfARB");
-                glPointParameterfvPtr = (glPointParameterfvProc)
-                                        SGLookupFunction("glPointParameterfvARB");
-            } else
-                glPointParameterIsSupported = false;
-        }
         fgSplashProgress("reading airport & navigation data");
 
 
@@ -700,14 +589,15 @@ static void fgIdleFunction ( void ) {
         // based on the requested presets, calculate the true starting
         // lon, lat
         fgInitPosition();
+        fgInitTowerLocationListener();
 
         SGTime *t = fgInitTime();
         globals->set_time_params( t );
 
         // Do some quick general initializations
         if( !fgInitGeneral()) {
-            SG_LOG( SG_GENERAL, SG_ALERT, 
-                "General initializations failed ..." );
+            SG_LOG( SG_GENERAL, SG_ALERT,
+                "General initialization failed ..." );
             exit(-1);
         }
 
@@ -721,7 +611,7 @@ static void fgIdleFunction ( void ) {
         // Initialize the material manager
         ////////////////////////////////////////////////////////////////////
         globals->set_matlib( new SGMaterialLib );
-        globals->set_model_lib(new SGModelLib);
+        simgear::SGModelLib::init(globals->get_fg_root());
 
 
         ////////////////////////////////////////////////////////////////////
@@ -744,6 +634,7 @@ static void fgIdleFunction ( void ) {
 
     } else if ( idle_state == 5 ) {
         idle_state++;
+
         ////////////////////////////////////////////////////////////////////
         // Initialize the 3D aircraft model subsystem (has a dependency on
         // the scenery subsystem.)
@@ -789,16 +680,14 @@ static void fgIdleFunction ( void ) {
         thesky->texture_path( sky_tex_path.str() );
 
         // The sun and moon diameters are scaled down numbers of the
-        // actual diameters. This was needed to fit bot the sun and the
+        // actual diameters. This was needed to fit both the sun and the
         // moon within the distance to the far clip plane.
         // Moon diameter:    3,476 kilometers
         // Sun diameter: 1,390,000 kilometers
         thesky->build( 80000.0, 80000.0,
                        463.3, 361.8,
-                       globals->get_ephem()->getNumPlanets(), 
-                       globals->get_ephem()->getPlanets(),
-                       globals->get_ephem()->getNumStars(),
-                       globals->get_ephem()->getStars() );
+                       *globals->get_ephem(),
+                       fgGetNode("/environment", true));
 
         // Initialize MagVar model
         SGMagVar *magvar = new SGMagVar();
@@ -818,13 +707,14 @@ static void fgIdleFunction ( void ) {
                                     globals->get_time_params()->getJD() );
         double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
         fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
+        fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
+
 
         // airport = new ssgBranch;
         // airport->setName( "Airport Lighting" );
         // lighting->addKid( airport );
 
         // build our custom render states
-        globals->get_renderer()->build_states();
         fgSplashProgress("initializing subsystems");
 
 
@@ -838,37 +728,27 @@ static void fgIdleFunction ( void ) {
             SGPath mp3file( globals->get_fg_root() );
             mp3file.append( "Sounds/intro.mp3" );
 
-            SG_LOG( SG_GENERAL, SG_INFO, 
+            SG_LOG( SG_GENERAL, SG_INFO,
                 "Starting intro music: " << mp3file.str() );
 
-#if defined( __CYGWIN__ )
+# if defined( __CYGWIN__ )
             string command = "start /m `cygpath -w " + mp3file.str() + "`";
-#elif defined( WIN32 )
+# elif defined( WIN32 )
             string command = "start /m " + mp3file.str();
-#else
+# else
             string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
-#endif
+# endif
 
             system ( command.c_str() );
         }
 #endif
-
-        // These are a few miscellaneous things that aren't really
-        // "subsystems" but still need to be initialized.
-
-#ifdef USE_GLIDE
-        if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
-            grTexLodBiasValue ( GR_TMU0, 1.0 ) ;
-        }
-#endif
-
         // This is the top level init routine which calls all the
         // other subsystem initialization routines.  If you are adding
-        // a subsystem to flightgear, its initialization call should
+        // a subsystem to flightgear, its initialization call should be
         // located in this routine.
         if( !fgInitSubsystems()) {
             SG_LOG( SG_GENERAL, SG_ALERT,
-                "Subsystem initializations failed ..." );
+                "Subsystem initialization failed ..." );
             exit(-1);
         }
         fgSplashProgress("setting up time & renderer");
@@ -900,15 +780,27 @@ static void fgIdleFunction ( void ) {
 }
 
 
+static void upper_case_property(const char *name)
+{
+    using namespace simgear;
+    SGPropertyNode *p = fgGetNode(name, false);
+    if (!p) {
+        p = fgGetNode(name, true);
+        p->setStringValue("");
+    } else {
+        props::Type t = p->getType();
+        if (t == props::NONE || t == props::UNSPECIFIED)
+            p->setStringValue("");
+        else
+            assert(t == props::STRING);
+    }
+    p->addChangeListener(new FGMakeUpperCase);
+}
+
+
 // Main top level initialization
 bool fgMainInit( int argc, char **argv ) {
 
-#if defined( macintosh )
-    freopen ("stdout.txt", "w", stdout );
-    freopen ("stderr.txt", "w", stderr );
-    argc = ccommand( &argv );
-#endif
-
     // set default log levels
     sglog().setLogLevels( SG_ALL, SG_ALERT );
 
@@ -927,7 +819,7 @@ bool fgMainInit( int argc, char **argv ) {
 
     globals = new FGGlobals;
 
-    // seed the random number generater
+    // seed the random number generator
     sg_srandom_time();
 
     FGControls *controls = new FGControls;
@@ -936,12 +828,18 @@ bool fgMainInit( int argc, char **argv ) {
     string_list *col = new string_list;
     globals->set_channel_options_list( col );
 
+    fgValidatePath("", false);  // initialize static variables
+    upper_case_property("/sim/presets/airport-id");
+    upper_case_property("/sim/presets/runway");
+    upper_case_property("/sim/tower/airport-id");
+    upper_case_property("/autopilot/route-manager/input");
+
     // Scan the config file(s) and command line options to see if
     // fg_root was specified (ignore all other options for now)
     fgInitFGRoot(argc, argv);
 
     // Check for the correct base package version
-    static char required_version[] = "0.9.9-pre3";
+    static char required_version[] = "1.9.0";
     string base_version = fgBasePackageVersion();
     if ( !(base_version == required_version) ) {
         // tell the operator how to use this application
@@ -958,10 +856,8 @@ bool fgMainInit( int argc, char **argv ) {
         exit(-1);
     }
 
-    sgUseDisplayList = fgGetBool( "/sim/rendering/use-display-list", true );
-
     // Load the configuration parameters.  (Command line options
-    // overrides config file options.  Config file options override
+    // override config file options.  Config file options override
     // defaults.)
     if ( !fgInitConfig(argc, argv) ) {
         SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
@@ -969,13 +865,8 @@ bool fgMainInit( int argc, char **argv ) {
     }
 
     // Initialize the Window/Graphics environment.
-#if !defined(__APPLE__) || defined(OSX_BUNDLE)
-    // Mac OS X command line ("non-bundle") applications call this
-    // from main(), in bootstrap.cxx.  Andy doesn't know why, someone
-    // feel free to add comments...
     fgOSInit(&argc, argv);
     _bootstrap_OSInit++;
-#endif
 
     fgRegisterWindowResizeHandler( &FGRenderer::resize );
     fgRegisterIdleHandler( &fgIdleFunction );
@@ -992,16 +883,11 @@ bool fgMainInit( int argc, char **argv ) {
 
     // Clouds3D requires an alpha channel
     // clouds may require stencil buffer
-    fgOSOpenWindow( fgGetInt("/sim/startup/xsize"),
-                    fgGetInt("/sim/startup/ysize"),
-                    fgGetInt("/sim/rendering/bits-per-pixel"),
-                    fgGetBool("/sim/rendering/clouds3d-enable"),
-                    get_stencil_buffer,
-                    fgGetBool("/sim/startup/fullscreen") );
+    fgOSOpenWindow(get_stencil_buffer);
 
     // Initialize the splash screen right away
     fntInit();
-    fgSplashInit(fgGetString("/sim/startup/splash-texture"));
+    fgSplashInit();
 
     // pass control off to the master event handler
     fgOSMainLoop();