# 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/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 <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>
#include <MultiPlayer/multiplaymgr.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"
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;
// We require just to have 50 meter scenery availabe around
// the aircraft.
double range = 1000.0;
- if (globals->get_scenery()->scenery_available(lat, lon, range)) {
- SG_LOG(SG_FLIGHT,SG_ALERT, "Finally initializing fdm");
+ 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();
// do nothing, fdm isn't inited yet
}
- globals->get_model_mgr()->update(delta_time_sec);
globals->get_aircraft_model()->update(delta_time_sec);
// Update solar system
}
-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 ) {
= fgGetNode("/position/latitude-deg");
static SGConstPropertyNode_ptr altitude
= fgGetNode("/position/altitude-ft");
+ 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 SGConstPropertyNode_ptr cur_time_override
static SGPropertyNode_ptr frame_signal
= fgGetNode("/sim/signals/frame", true);
- frame_signal->setBoolValue(true);
+ frame_signal->fireValueChanged();
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
bool scenery_loaded = fgGetBool("sim/sceneryloaded");
}
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) ) ;
// 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 {
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
// 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;
- }
-
+ 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;
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;
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
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 );
-
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
globals->get_AI_mgr()->update(delta_time_sec);
// 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 iterations to something reasonable if the sim was
- // delayed for an excessive 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) {
+ 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.
+ // then continue running each frame only after initial scenery
+ // load is complete.
fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
// update tile manager for view...
- SGLocation *view_location = globals->get_current_view()->getSGLocation();
- globals->get_tile_mgr()->update( view_location, visibility_meters );
- {
- 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, r;
- SGVec3d pt;
- bool valid = cur_fdm_state->is_valid_m(&ref_time, pt.sg(), &r);
- SGVec3d viewpos(globals->get_current_view()->get_view_pos());
- if (valid && distSqr(viewpos, pt) < 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, 0))
- 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);
- // update the view angle as late as possible, but before sound calculations
- globals->get_viewmgr()->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);
- // Do any I/O channel work that might need to be done (must come after viewmgr)
- globals->get_io()->update(real_delta_time_sec);
+ // update the view angle as late as possible, but before sound calculations
+ globals->get_viewmgr()->update(real_delta_time_sec);
#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 in the aircraft base
-
- static sgdVec3 last_visitor_pos = {0, 0, 0};
- static sgdVec3 last_model_pos = {0, 0, 0};
-
- // get the orientation
- const SGQuatd view_or = current_view->getViewOrientation();
- SGQuatd surf_or = SGQuatd::fromLonLatDeg(
- current_view->getLongitude_deg(), current_view->getLatitude_deg());
- SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
- globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
- globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
- globals->get_aircraft_model()->get3DModel()->getRollDeg());
-
- // get the up and at vector in the aircraft base
- // (ok, the up vector is a down vector, but the coordinates
- // are finally calculated in a left hand system and openal
- // lives in a right hand system. Therefore we need to pass
- // the down vector to get correct stereo sound.)
- SGVec3d sgv_up = model_or.rotateBack(
- surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
- sgVec3 up;
- sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
- SGVec3d sgv_at = model_or.rotateBack(
+ if ( globals->get_soundmgr()->is_working() ) {
+ // Right now we make a simplifying assumption that the primary
+ // aircraft is the source of all sounds and that all sounds are
+ // positioned in the aircraft base
+
+ static sgdVec3 last_listener_pos = {0, 0, 0};
+ static sgdVec3 last_model_pos = {0, 0, 0};
+
+ // get the orientation
+ const SGQuatd view_or = current_view->getViewOrientation();
+ SGQuatd surf_or = SGQuatd::fromLonLat(current_view->getPosition());
+ SGQuatd model_or = SGQuatd::fromYawPitchRollDeg(
+ globals->get_aircraft_model()->get3DModel()->getHeadingDeg(),
+ globals->get_aircraft_model()->get3DModel()->getPitchDeg(),
+ globals->get_aircraft_model()->get3DModel()->getRollDeg());
+
+ // get the up and at vector in the aircraft base
+ // (ok, the up vector is a down vector, but the coordinates
+ // are finally calculated in a left hand system and openal
+ // lives in a right hand system. Therefore we need to pass
+ // the down vector to get correct stereo sound.)
+ SGVec3d sgv_up = model_or.rotateBack(
+ surf_or.rotateBack(view_or.rotate(SGVec3d(0, 1, 0))));
+ sgVec3 up;
+ sgSetVec3(up, sgv_up[0], sgv_up[1], sgv_up[2]);
+ SGVec3d sgv_at = model_or.rotateBack(
surf_or.rotateBack(view_or.rotate(SGVec3d(0, 0, 1))));
- sgVec3 at;
- sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
-
- // 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();
-
- // calculate speed of visitor and model
- sgVec3 listener_vel, model_vel;
- SGVec3d SGV3d_help;
- sgdVec3 sgdv3_help;
- sgdVec3 sgdv3_null = {0, 0, 0};
-
- sgdSubVec3( sgdv3_help,
- last_visitor_pos, (double *)¤t_view->get_view_pos());
- sgdAddVec3( last_visitor_pos, sgdv3_null, (double *)¤t_view->get_view_pos());
- SGV3d_help = model_or.rotateBack(
+ sgVec3 at;
+ sgSetVec3(at, sgv_at[0], sgv_at[1], sgv_at[2]);
+
+ // get the location data for the primary FDM (now hardcoded to ac model)...
+ SGGeod geodPos = globals->get_aircraft_model()->get3DModel()->getPosition();
+ SGVec3d model_pos = SGVec3d::fromGeod(geodPos);
+
+ // Calculate speed of listener and model. This code assumes the
+ // listener is either tracking the model at the same speed or
+ // stationary.
+
+ sgVec3 listener_vel, model_vel;
+ SGVec3d SGV3d_help;
+ sgdVec3 sgdv3_help;
+ sgdVec3 sgdv3_null = {0, 0, 0};
+
+ // the aircraft velocity as reported by the fdm (this will not
+ // vary or be affected by frame rates or timing jitter.)
+ sgVec3 fdm_vel_vec;
+ sgSetVec3( fdm_vel_vec,
+ vn_fps->getDoubleValue() * SG_FEET_TO_METER,
+ ve_fps->getDoubleValue() * SG_FEET_TO_METER,
+ vd_fps->getDoubleValue() * SG_FEET_TO_METER );
+ double fdm_vel = sgLengthVec3(fdm_vel_vec);
+
+ // compute the aircraft velocity vector and scale it to the length
+ // of the fdm velocity vector. This gives us a vector in the
+ // proper coordinate system, but also with the proper time
+ // invariant magnitude.
+ sgdSubVec3( sgdv3_help,
+ last_model_pos, model_pos.data());
+ sgdAddVec3( last_model_pos, sgdv3_null, model_pos.data());
+ SGV3d_help = model_or.rotateBack(
surf_or.rotateBack(SGVec3d(sgdv3_help[0],
sgdv3_help[1], sgdv3_help[2])));
- sgSetVec3( listener_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
+ sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
- sgdSubVec3( sgdv3_help,
- last_model_pos, acmodel_loc->get_absolute_view_pos());
- sgdAddVec3( last_model_pos, sgdv3_null, acmodel_loc->get_absolute_view_pos());
- SGV3d_help = model_or.rotateBack(
- surf_or.rotateBack(SGVec3d(sgdv3_help[0],
- sgdv3_help[1], sgdv3_help[2])));
- sgSetVec3( model_vel, SGV3d_help[0], SGV3d_help[1], SGV3d_help[2]);
+ float vel = sgLengthVec3(model_vel);
+ if ( fabs(vel) > 0.0001 ) {
+ if ( fabs(fdm_vel / vel) > 0.0001 ) {
+ sgScaleVec3( model_vel, fdm_vel / vel );
+ }
+ }
- if (delta_time_sec > 0) {
- sgScaleVec3( model_vel, 1 / delta_time_sec );
- sgScaleVec3( listener_vel, 1 / delta_time_sec );
- }
+ // check for moving or stationary listener (view position)
+ sgdSubVec3( sgdv3_help,
+ last_listener_pos, current_view->get_view_pos().data());
+ sgdAddVec3( last_listener_pos,
+ sgdv3_null, current_view->get_view_pos().data());
+
+ if ( sgdLengthVec3(sgdv3_help) > 0.2 ) {
+ sgCopyVec3( listener_vel, model_vel );
+ } else {
+ sgSetVec3( listener_vel, 0.0, 0.0, 0.0 );
+ }
- // checking, if the listener pos has moved suddenly
- if (sgLengthVec3(listener_vel) > 1000)
- {
- // check if the relative speed model vs listener has moved suddenly, too
- sgVec3 delta_vel;
- sgSubVec3(delta_vel, listener_vel, model_vel );
- if (sgLengthVec3(delta_vel) > 1000)
- sgSetVec3(listener_vel, model_vel[0], model_vel[1], model_vel[2] ); // a sane value
- else
- globals->get_soundmgr()->set_listener_vel( listener_vel );
- }
- else
globals->get_soundmgr()->set_listener_vel( listener_vel );
- // set positional offset for sources
- sgdVec3 dsource_pos_offset;
- sgdSubVec3( dsource_pos_offset,
- (double*) ¤t_view->get_view_pos(),
- acmodel_loc->get_absolute_view_pos() );
- SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
+ // set positional offset for sources
+ sgdVec3 dsource_pos_offset;
+ sgdSubVec3( dsource_pos_offset,
+ current_view->get_view_pos().data(),
+ model_pos.data() );
+ SGVec3d sgv_dsource_pos_offset = model_or.rotateBack(
surf_or.rotateBack(SGVec3d(dsource_pos_offset[0],
dsource_pos_offset[1], dsource_pos_offset[2])));
- sgVec3 source_pos_offset;
- sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
+ sgVec3 source_pos_offset;
+ sgSetVec3(source_pos_offset, sgv_dsource_pos_offset[0],
sgv_dsource_pos_offset[1], sgv_dsource_pos_offset[2]);
- globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
+ globals->get_soundmgr()->set_source_pos_all( source_pos_offset );
- float orient[6];
- for (int i = 0; i < 3; i++) {
- orient[i] = sgv_at[i];
- orient[i + 3] = sgv_up[i];
- }
- globals->get_soundmgr()->set_listener_orientation( orient );
+ float orient[6];
+ for (int i = 0; i < 3; i++) {
+ orient[i] = sgv_at[i];
+ orient[i + 3] = sgv_up[i];
+ }
+ globals->get_soundmgr()->set_listener_orientation( orient );
- // set the velocity
- // all sources are defined to be in the model
- globals->get_soundmgr()->set_source_vel_all( model_vel );
+ // set the velocity
+ // all sources are defined to be in the model
+ globals->get_soundmgr()->set_source_vel_all( model_vel );
- // The listener is always positioned at the origin.
- sgVec3 listener_pos;
- sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
- globals->get_soundmgr()->set_listener_pos( listener_pos );
+ // The listener is always positioned at the origin.
+ sgVec3 listener_pos;
+ sgSetVec3( listener_pos, 0.0, 0.0, 0.0 );
+ globals->get_soundmgr()->set_listener_pos( listener_pos );
+ }
#endif
// END Tile Manager udpates
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 ) {
- // Some intialization requires a valid graphics context, in
- // particular that of plib. Boo, hiss!
- fgMakeCurrent();
- if ( idle_state == 0 ) {
- 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 our 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 ) );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
+ }
+};
+}
- // Initialize the user interface so that we can use fonts
- guiInit();
+// 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 ) {
+ 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");
idle_state++;
// Read the list of available aircraft
fgReadAircraft();
-
- // get the address of our OpenGL extensions
-// 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");
// 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
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 be
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 {
- SGPropertyNode::Type t = p->getType();
- if (t == SGPropertyNode::NONE || t == SGPropertyNode::UNSPECIFIED)
+ props::Type t = p->getType();
+ if (t == props::NONE || t == props::UNSPECIFIED)
p->setStringValue("");
else
- assert(t == SGPropertyNode::STRING);
+ 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 );
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[] = "1.0.0";
+ static char required_version[] = "1.9.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
}
// 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 );
// 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();