# include <config.h>
#endif
+#include <simgear/compiler.h>
+#include <simgear/structure/exception.hxx>
+
#include <Main/globals.hxx>
#include "FGTileLoader.hxx"
#include "tileentry.hxx"
extern ssgBranch *terrain;
extern ssgBranch *ground;
+
/**
*
*/
FGTileLoader::FGTileLoader()
{
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
// Create and start the loader threads.
for (int i = 0; i < MAX_THREADS; ++i)
{
threads[i] = new LoaderThread(this);
- threads[i]->start();
+ threads[i]->start( 1 );
}
#endif // ENABLE_THREADS
}
*/
FGTileLoader::~FGTileLoader()
{
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
// Wake up its time to die.
// queue_cond.broadcast();
}
+#if 0 // we don't ever want to do this I don't think
/**
*
*/
tile_load_queue.pop();
}
}
+#endif
/**
{
/**
* Initialise tile_path here and not in ctor to avoid problems
- * with the initialastion order of global objects.
+ * with the initialisation order of global objects.
*/
static bool beenhere = false;
- if (!beenhere)
- {
- if ( globals->get_fg_scenery() != (string)"" ) {
- tile_path.set( globals->get_fg_scenery() );
- } else {
- tile_path.set( globals->get_fg_root() );
- tile_path.append( "Scenery" );
- }
- beenhere = true;
+ if (!beenhere) {
+ tile_path = globals->get_fg_scenery();
+ if (!tile_path.size())
+ throw sg_throwable(string("No valid scenery path defined!"));
+
+ beenhere = true;
}
tile_load_queue.push( tile );
void
FGTileLoader::update()
{
-#ifdef ENABLE_THREADS
+
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
// send a signal to the pager thread that it is allowed to load
// another tile
mutex.lock();
mutex.unlock();
#else
if ( !tile_load_queue.empty() ) {
- cout << "loading next tile ..." << endl;
+ // cout << "loading next tile ..." << endl;
// load the next tile in the queue
FGTileEntry* tile = tile_load_queue.front();
tile_load_queue.pop();
+
tile->load( tile_path, true );
+
FGTileMgr::ready_to_attach( tile );
}
#ifdef WISH_PLIB_WAS_THREADED // but it isn't
if ( !tile_free_queue.empty() ) {
- cout << "freeing next tile ..." << endl;
+ // cout << "freeing next tile ..." << endl;
// free the next tile in the queue
FGTileEntry* tile = tile_free_queue.front();
tile_free_queue.pop();
#endif
#endif // ENABLE_THREADS
+
}
-#ifdef ENABLE_THREADS
+#if defined(ENABLE_THREADS) && ENABLE_THREADS
/**
*
*/
#ifdef WISH_PLIB_WAS_THREADED // but it isn't
// Handle and pending removals
while ( !loader->tile_free_queue.empty() ) {
- cout << "freeing next tile ..." << endl;
+ // cout << "freeing next tile ..." << endl;
// free the next tile in the queue
FGTileEntry* tile = loader->tile_free_queue.pop();
tile->free_tile();