// Class references
#include <simgear/scene/model/modellib.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/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
-#include <simgear/timing/timestamp.hxx>
#include <simgear/magvar/magvar.hxx>
-#include <simgear/math/sg_random.h>
#include <simgear/io/raw_socket.hxx>
#include <simgear/scene/tsync/terrasync.hxx>
+#include <simgear/math/SGMath.hxx>
+#include <simgear/math/sg_random.h>
-#include <Time/light.hxx>
-#include <Aircraft/replay.hxx>
#include <Aircraft/controls.hxx>
#include <Model/panelnode.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 <ATCDCL/ATCmgr.hxx>
+#include <Sound/soundmanager.hxx>
#include <Time/TimeManager.hxx>
-#include <Environment/environment_mgr.hxx>
#include <GUI/gui.h>
-#include <GUI/new_gui.hxx>
-#include <MultiPlayer/multiplaymgr.hxx>
+#include <Viewer/CameraGroup.hxx>
+#include <Viewer/WindowSystemAdapter.hxx>
+#include <Viewer/splash.hxx>
+#include <Viewer/renderer.hxx>
-#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>
-#include <Main/fg_props.hxx>
+#include "fg_props.hxx"
using namespace flightgear;
using std::cerr;
-
-// Specify our current idle function state. This is used to run all
-// our initializations out of the idle callback so that we can get a
-// splash screen up and running right away.
-int idle_state = 0;
+using std::vector;
// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
-void fgInitSoundManager()
-{
- SGSoundMgr *smgr = globals->get_soundmgr();
-
- smgr->bind();
- smgr->init(fgGetString("/sim/sound/device-name", NULL));
-
- vector <const char*>devices = smgr->get_available_devices();
- for (unsigned int i=0; i<devices.size(); i++) {
- SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
- p->setStringValue(devices[i]);
- }
- devices.clear();
-}
-
-void fgSetNewSoundDevice(const char *device)
-{
- SGSoundMgr *smgr = globals->get_soundmgr();
- smgr->suspend();
- smgr->stop();
- smgr->init(device);
- smgr->resume();
-}
-
-// Update sound manager state (init/suspend/resume) and propagate property values,
-// since the sound manager doesn't read any properties itself.
-// Actual sound update is triggered by the subsystem manager.
-static void fgUpdateSound(double dt)
-{
-#ifdef ENABLE_AUDIO_SUPPORT
- static bool smgr_init = true;
- static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
- if (smgr_init == true) {
- if (sound_working->getBoolValue() == true) {
- fgInitSoundManager();
- smgr_init = false;
- }
- } else {
- static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
- static SGSoundMgr *smgr = globals->get_soundmgr();
- static bool smgr_enabled = true;
-
- if (sound_working->getBoolValue() == false) { // request to reinit
- smgr->reinit();
- smgr->resume();
- sound_working->setBoolValue(true);
- }
-
- if (smgr_enabled != sound_enabled->getBoolValue()) {
- if (smgr_enabled == true) { // request to suspend
- smgr->suspend();
- smgr_enabled = false;
- } else {
- smgr->resume();
- smgr_enabled = true;
- }
- }
-
- if (smgr_enabled == true) {
- static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
- smgr->set_volume(volume->getFloatValue());
- }
- }
-#endif
-}
-
static void fgLoadInitialScenery()
{
static SGPropertyNode_ptr scenery_loaded
= fgGetNode("sim/sceneryloaded", true);
+ static SGPropertyNode_ptr scenery_override
+ = fgGetNode("/sim/sceneryloaded-override", true);
if (!scenery_loaded->getBoolValue())
{
- if (globals->get_tile_mgr()->isSceneryLoaded()
- && fgGetBool("sim/fdm-initialized")) {
+ if (scenery_override->getBoolValue() ||
+ (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
{
// compute simulated time (allowing for pause, warp, etc) and
// real elapsed time
double sim_dt, real_dt;
- TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
+ static TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
timeMgr->computeTimeDeltas(sim_dt, real_dt);
// update magvar model
globals->get_mag()->update( globals->get_aircraft_position(),
globals->get_time_params()->getJD() );
- // Propagate sound manager properties (note: actual update is triggered
- // by the subsystem manager).
- fgUpdateSound(sim_dt);
-
// update all subsystems
globals->get_subsystem_mgr()->update(sim_dt);
}
};
-
-osg::Node* load_panel(SGPropertyNode *n)
-{
- osg::Geode* geode = new osg::Geode;
- geode->addDrawable(new FGPanelNode(n));
- return geode;
-}
-
-SGPath resolve_path(const std::string& s)
-{
- return globals->resolve_maybe_aircraft_path(s);
-}
-
}
// This is the top level master main function that is registered as
// then on.
static void fgIdleFunction ( void ) {
+ // Specify our current idle function state. This is used to run all
+ // our initializations out of the idle callback so that we can get a
+ // splash screen up and running right away.
+ static int idle_state = 0;
+
static osg::ref_ptr<GeneralInitOperation> genOp;
if ( idle_state == 0 ) {
idle_state++;
fgSplashProgress("initializing scenery system");
} else if ( idle_state == 4 ) {
- idle_state++;
+ idle_state+=2;
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
- simgear::SGModelLib::setPanelFunc(load_panel);
+ simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
fgSplashProgress("loading aircraft");
- } else if ( idle_state == 5 ) {
- idle_state++;
-
- fgSplashProgress("initializing sky elements");
-
} else if ( idle_state == 6 ) {
idle_state++;
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
-
// kludge to initialize mag compass
- // (should only be done for in-flight
- // startup)
+ // (should only be done for in-flight startup)
// update magvar model
globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/altitude-ft")
* SG_FEET_TO_METER,
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);
fgSplashProgress("initializing subsystems");
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
# endif
- system ( command.c_str() );
+ if (0 != system ( command.c_str() ))
+ {
+ SG_LOG( SG_SOUND, SG_WARN,
+ "Failed to play mp3 file " << mp3file.str() << ". Maybe mp3 player is not installed." );
+ }
}
#endif
// This is the top level init routine which calls all the
#endif
SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version );
- SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << std::endl );
+ SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << std::endl );
// Allocate global data structures. This needs to happen before
// we parse command line options