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flightgear/src/Main/globals.hxx

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// globals.hxx -- Global state that needs to be shared among the sim modules
//
// Written by Curtis Olson, started July 2000.
//
// Copyright (C) 2000 Curtis L. Olson - curt@flightgear.org
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// 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.
//
// $Id$
#ifndef _GLOBALS_HXX
#define _GLOBALS_HXX
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#include <simgear/structure/callback.hxx>
#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/structure/event_mgr.hxx>
#include <vector>
#include STL_STRING
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SG_USING_STD( vector );
SG_USING_STD( string );
typedef vector<string> string_list;
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// Forward declarations
// This file is included, directly or indirectly, almost everywhere in
// FlightGear, so if any of its dependencies changes, most of the sim
// has to be recompiled. Using these forward declarations helps us to
// avoid including a lot of header files (and thus, a lot of
// dependencies). Since Most of the methods simply set or return
// pointers, we don't need to know anything about the class details
// anyway.
class SGEphemeris;
class SGCommandMgr;
class SGMagVar;
class SGMaterialLib;
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class SGModelLib;
class SGPropertyNode;
class SGTime;
class SGSoundMgr;
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class FGAirportList;
class FGRunwayList;
class FGAIMgr;
class FGATCMgr;
class FGATCDisplay;
class FGAircraftModel;
class FGControls;
class FGFlightPlanDispatcher;
class FGIO;
class FGNavList;
class FGFixList;
class FGLight;
class FGModelMgr;
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class FGRouteMgr;
class FGScenery;
#ifdef FG_MPLAYER_AS
class FGMultiplayRxMgr;
class FGMultiplayTxMgr;
#endif
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class FGPanel;
class FGTileMgr;
class FGViewMgr;
class FGViewer;
/**
* Bucket for subsystem pointers representing the sim's state.
*/
class FGGlobals
{
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private:
SGSubsystemMgr * subsystem_mgr;
SGEventMgr * event_mgr;
// Number of milliseconds elapsed since the start of the program.
double sim_time_sec;
// Root of FlightGear data tree
string fg_root;
// Root of FlightGear scenery tree
string fg_scenery;
// Fullscreen mode for old 3DFX cards.
#if defined(FX) && defined(XMESA)
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bool fullscreen;
#endif
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// An offset in seconds from the true time. Allows us to adjust
// the effective time of day.
long int warp;
// How much to change the value of warp each iteration. Allows us
// to make time progress faster than normal (or even run in reverse.)
long int warp_delta;
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// Time structure
SGTime *time_params;
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// Sky structures
SGEphemeris *ephem;
// Magnetic Variation
SGMagVar *mag;
// Material properties library
SGMaterialLib *matlib;
// Global autopilot "route"
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FGRouteMgr *route_mgr;
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// 2D panel
FGPanel *current_panel;
// sound manager
SGSoundMgr *soundmgr;
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// Simple Airport List
FGAirportList *airports;
// Runway List
FGRunwayList *runways;
// ATC manager
FGATCMgr *ATC_mgr;
// ATC Renderer
FGATCDisplay *ATC_display;
// AI manager
FGAIMgr *AI_mgr;
// control input state
FGControls *controls;
// viewer manager
FGViewMgr *viewmgr;
// properties
SGPropertyNode *props;
SGPropertyNode *initial_state;
// localization
SGPropertyNode *locale;
SGCommandMgr *commands;
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SGModelLib *model_lib;
//FGFlightPlanDispatcher *fpDispatcher;
FGAircraftModel *acmodel;
FGModelMgr * model_mgr;
// list of serial port-like configurations
string_list *channel_options_list;
// A list of initial waypoints that are read from the command line
// and or flight-plan file during initialization
string_list *initial_waypoints;
// FlightGear scenery manager
FGScenery *scenery;
// Tile manager
FGTileMgr *tile_mgr;
// Input/Ouput subsystem
FGIO *io;
// Navigational Aids
FGNavList *navlist;
FGNavList *loclist;
FGNavList *gslist;
FGNavList *dmelist;
FGNavList *mkrlist;
FGFixList *fixlist;
#ifdef FG_MPLAYER_AS
//Mulitplayer managers
FGMultiplayTxMgr *multiplayer_tx_mgr;
FGMultiplayRxMgr *multiplayer_rx_mgr;
#endif
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public:
FGGlobals();
virtual ~FGGlobals();
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virtual SGSubsystemMgr * get_subsystem_mgr () const;
virtual SGSubsystem * get_subsystem (const char * name);
virtual void add_subsystem (const char * name,
SGSubsystem * subsystem,
SGSubsystemMgr::GroupType
type = SGSubsystemMgr::GENERAL,
double min_time_sec = 0);
virtual SGEventMgr * get_event_mgr () const;
inline double get_sim_time_sec () const { return sim_time_sec; }
inline void inc_sim_time_sec (double dt) { sim_time_sec += dt; }
inline void set_sim_time_sec (double t) { sim_time_sec = t; }
inline const string &get_fg_root () const { return fg_root; }
void set_fg_root (const string &root);
inline const string &get_fg_scenery () const { return fg_scenery; }
inline void set_fg_scenery (const string &scenery) {
fg_scenery = scenery;
}
#if defined(FX) && defined(XMESA)
inline bool get_fullscreen() const { return fullscreen; }
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inline bool set_fullscreen( bool f ) { fullscreen = f; }
#endif
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inline long int get_warp() const { return warp; }
inline void set_warp( long int w ) { warp = w; }
inline void inc_warp( long int w ) { warp += w; }
inline long int get_warp_delta() const { return warp_delta; }
inline void set_warp_delta( long int d ) { warp_delta = d; }
inline void inc_warp_delta( long int d ) { warp_delta += d; }
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inline SGTime *get_time_params() const { return time_params; }
inline void set_time_params( SGTime *t ) { time_params = t; }
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inline SGEphemeris *get_ephem() const { return ephem; }
inline void set_ephem( SGEphemeris *e ) { ephem = e; }
inline SGMagVar *get_mag() const { return mag; }
inline void set_mag( SGMagVar *m ) { mag = m; }
inline SGMaterialLib *get_matlib() const { return matlib; }
inline void set_matlib( SGMaterialLib *m ) { matlib = m; }
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inline FGAirportList *get_airports() const { return airports; }
inline void set_airports( FGAirportList *a ) {airports = a; }
inline FGRunwayList *get_runways() const { return runways; }
inline void set_runways( FGRunwayList *r ) {runways = r; }
inline FGATCMgr *get_ATC_mgr() const { return ATC_mgr; }
inline void set_ATC_mgr( FGATCMgr *a ) {ATC_mgr = a; }
inline FGATCDisplay *get_ATC_display() const { return ATC_display; }
inline void set_ATC_display( FGATCDisplay *d ) {ATC_display = d; }
inline FGAIMgr *get_AI_mgr() const { return AI_mgr; }
inline void set_AI_mgr( FGAIMgr *a ) {AI_mgr = a; }
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inline FGPanel *get_current_panel() const { return current_panel; }
inline void set_current_panel( FGPanel *cp ) { current_panel = cp; }
inline SGSoundMgr *get_soundmgr() const { return soundmgr; }
inline void set_soundmgr( SGSoundMgr *sm ) { soundmgr = sm; }
inline FGControls *get_controls() const { return controls; }
inline void set_controls( FGControls *c ) { controls = c; }
inline FGViewMgr *get_viewmgr() const { return viewmgr; }
inline void set_viewmgr( FGViewMgr *vm ) { viewmgr = vm; }
FGViewer *get_current_view() const;
inline SGPropertyNode *get_props () { return props; }
inline void set_props( SGPropertyNode *n ) { props = n; }
inline SGPropertyNode *get_locale () { return locale; }
inline void set_locale( SGPropertyNode *n ) { locale = n; }
inline SGCommandMgr *get_commands () { return commands; }
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inline SGModelLib * get_model_lib () { return model_lib; }
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inline void set_model_lib (SGModelLib *m) {
model_lib = m;
}
inline FGAircraftModel *get_aircraft_model () { return acmodel; }
inline void set_aircraft_model (FGAircraftModel * model)
{
acmodel = model;
}
inline FGModelMgr *get_model_mgr () { return model_mgr; }
inline void set_model_mgr (FGModelMgr * mgr)
{
model_mgr = mgr;
}
#ifdef FG_MPLAYER_AS
inline FGMultiplayTxMgr *get_multiplayer_tx_mgr () { return multiplayer_tx_mgr; }
inline void set_multiplayer_tx_mgr (FGMultiplayTxMgr * mgr)
{
multiplayer_tx_mgr = mgr;
}
inline FGMultiplayRxMgr *get_multiplayer_rx_mgr () { return multiplayer_rx_mgr; }
inline void set_multiplayer_rx_mgr (FGMultiplayRxMgr * mgr)
{
multiplayer_rx_mgr = mgr;
}
#endif
inline string_list *get_channel_options_list () {
return channel_options_list;
}
inline void set_channel_options_list( string_list *l ) {
channel_options_list = l;
}
inline string_list *get_initial_waypoints () {
return initial_waypoints;
}
inline void set_initial_waypoints (string_list *list) {
initial_waypoints = list;
}
inline FGScenery * get_scenery () const { return scenery; }
inline void set_scenery ( FGScenery *s ) { scenery = s; }
inline FGTileMgr * get_tile_mgr () const { return tile_mgr; }
inline void set_tile_mgr ( FGTileMgr *t ) { tile_mgr = t; }
inline FGIO* get_io() const { return io; }
inline FGNavList *get_navlist() const { return navlist; }
inline void set_navlist( FGNavList *n ) { navlist = n; }
inline FGNavList *get_loclist() const { return loclist; }
inline void set_loclist( FGNavList *n ) { loclist = n; }
inline FGNavList *get_gslist() const { return gslist; }
inline void set_gslist( FGNavList *n ) { gslist = n; }
inline FGNavList *get_dmelist() const { return dmelist; }
inline void set_dmelist( FGNavList *n ) { dmelist = n; }
inline FGNavList *get_mkrlist() const { return mkrlist; }
inline void set_mkrlist( FGNavList *n ) { mkrlist = n; }
inline FGFixList *get_fixlist() const { return fixlist; }
inline void set_fixlist( FGFixList *f ) { fixlist = f; }
/**
* Save the current state as the initial state.
*/
void saveInitialState ();
/**
* Restore the saved initial state, if any.
*/
void restoreInitialState ();
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};
extern FGGlobals *globals;
#endif // _GLOBALS_HXX