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flightgear/src/Main/main.cxx

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// main.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
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//
// 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
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
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#include <simgear/compiler.h>
#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
#include <iostream>
#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osgDB/Registry>
// Class references
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#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
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#include <simgear/structure/event_mgr.hxx>
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#include <simgear/props/AtomicChangeListener.hxx>
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#include <simgear/props/props.hxx>
//#include <simgear/timing/sg_time.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/io/raw_socket.hxx>
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#include <Time/light.hxx>
#include <Aircraft/replay.hxx>
#include <Aircraft/controls.hxx>
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#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 <Time/TimeManager.hxx>
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#include <Environment/environment_mgr.hxx>
#include <Environment/ephemeris.hxx>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include "CameraGroup.hxx"
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#include "fg_commands.hxx"
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#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>
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;
void fgInitSoundManager();
void fgSetNewSoundDevice(const char *);
// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
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static void fgMainLoop( void ) {
static SGConstPropertyNode_ptr longitude
= fgGetNode("/position/longitude-deg");
static SGConstPropertyNode_ptr latitude
= 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 SGPropertyNode_ptr frame_signal
= fgGetNode("/sim/signals/frame", true);
frame_signal->fireValueChanged();
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
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SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
// update "time"
double sim_dt, real_dt;
TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
// compute simulated time (allowing for pause, warp, etc) and
// real elapsed time
timeMgr->computeTimeDeltas(sim_dt, real_dt);
// 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() );
#if ENABLE_ATCDCL
// Run ATC subsystem
if (fgGetBool("/sim/atc/enabled"))
globals->get_ATC_mgr()->update(sim_dt);
#endif
globals->get_subsystem_mgr()->update(sim_dt);
// 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
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());
smgr->update(sim_dt);
}
}
#endif
From: "Jim Wilson" <jimw@kelcomaine.com> This is a new improved patch for the previous tile manager fixes. Rather than building dependencies between FGlocation or the viewer or fdm with tilemgr what I ended up doing was linking the pieces together in the Mainloop in main.cxx. You'll see what I mean...it's been commented fairly well. More than likely we should move that chunk somewhere...just not sure where yet. The changes seem clean now. As I get more ideas there could be some further improvement in organizing the update in tilemgr. You'll note that I left an override in there for the tilemgr::update() function to preserve earlier functionality if someone needs it (e.g. usage independent of an fdm or viewer), not to mention there are a few places in flightgear that call it directly that have not been changed to the new interface (and may not need to be). The code has been optimized to avoid duplicate traversals and seems to run generally quite well. Note that there can be a short delay reloading tiles that have been dropped from static views. We could call the tile scheduler on a view switch, but it's not a big deal and at the moment I'd like to get this in so people can try it and comment on it as it is. Everything has been resycned with CVS tonight and I've included the description submitted earlier (below). Best, Jim Changes synced with CVS approx 20:30EDT 2002-05-09 (after this evenings updates). Files: http://www.spiderbark.com/fgfs/viewer-update-20020516.tar.gz or http://www.spiderbark.com/fgfs/viewer-update-20020516.diffs.gz Description: In a nutshell, these patches begin to take what was one value for ground elevation and calculate ground elevation values seperately for the FDM and the viewer (eye position). Several outstanding view related bugs have been fixed. With the introduction of the new viewer code a lot of that Flight Gear code broke related to use of a global variable called "scenery.cur_elev". Therefore the ground_elevation and other associated items (like the current tile bucket) is maintained per FDM instance and per View. Each of these has a "point" or location that can be identified. See changes to FGLocation class and main.cxx. Most of the problems related to the new viewer in terms of sky, ground and runway lights, and tower views are fixed. There are four minor problems remaining. 1) The sun/moon spins when you pan the "lookat" tower view only (view #3). 2) Under stress (esp. magic carpet full speed with max visibility), there is a memory leak in the tile caching that was not introduced with these changes. 3) I have not tested these changes or made corrections to the ADA or External FDM interfaces. 4) The change view function doesn't call the time/light update (not a problem unless a tower is very far away). Details: FDM/flight.cxx, flight.hxx - FGInterface ties to FGAircraftModel so that it's location data can be accessed for runway (ground elevation under aircraft) elevation. FDM/larsim.cxx, larcsim.hxx - gets runway elevation from FGInterface now. Commented out function that is causing a namespace conflict, hasn't been called with recent code anyway. FDM/JSBSim/JSBSim.cxx, YASim/YASim.cxx - gets runway elevation from FGInterface now. Scenery/newcache.cxx, newcache.hxx - changed caching scheme to time based (oldest tiles discard). Scenery/tileentry.cxx, tileentry.hxx - added place to record time, changed rendering to reference viewer altitude in order to fix a problem with ground and runway lights. Scenery/tilemgr.cxx, tilemgr.hxx - Modified update() to accept values for multiple locations. Refresh function added in order to periodically make the tiles current for a non-moving view (like a tower). Main/fg_init.cxx - register event for making tiles current in a non-moving view (like a tower). Main/location.hxx - added support for current ground elevation data. Main/main.cxx - added second tilemgr call for fdm, fixed places where viewer position data was required for correct sky rendering. Main/options.cxx - fixed segfault reported by Curtis when using --view-offset command line parameter. Main/viewer.cxx, viewer.hxx - removed fudging of view position. Fixed numerous bugs that were causing eye and target values to get mixed up.
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// END Tile Manager udpates
bool scenery_loaded = fgGetBool("sim/sceneryloaded");
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
&& fgGetBool("sim/fdm-initialized")) {
fgSetBool("sim/sceneryloaded",true);
if (fgGetBool("/sim/sound/working")) {
globals->get_soundmgr()->activate();
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}
globals->get_props()->tie("/sim/sound/devices/name",
SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
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simgear::AtomicChangeListener::fireChangeListeners();
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SG_LOG( SG_ALL, SG_DEBUG, "" );
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}
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)
{
globals->get_soundmgr()->suspend();
globals->get_soundmgr()->stop();
globals->get_soundmgr()->init(device);
globals->get_soundmgr()->resume();
}
// 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)
{
SGPropertyNode* simRendering = fgGetNode("/sim/rendering");
simRendering->setStringValue("gl-vendor", (char*) glGetString(GL_VENDOR));
SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VENDOR));
simRendering->setStringValue("gl-renderer", (char*) glGetString(GL_RENDERER));
SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_RENDERER));
simRendering->setStringValue("gl-version", (char*) glGetString(GL_VERSION));
SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VERSION));
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
simRendering->setIntValue("max-texture-size", tmp);
glGetIntegerv( GL_DEPTH_BITS, &tmp );
simRendering->setIntValue("depth-buffer-bits", tmp);
}
};
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
// 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");
} else if ( idle_state == 2 ) {
idle_state++;
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fgSplashProgress("reading airport & navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
fgSplashProgress("setting up scenery");
} else if ( idle_state == 4 ) {
idle_state++;
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
fgInitTowerLocationListener();
TimeManager* t = new TimeManager;
globals->add_subsystem("time", t, SGSubsystemMgr::INIT);
t->init(); // need to init now, not during initSubsystems
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"General initialization failed ..." );
exit(-1);
}
////////////////////////////////////////////////////////////////////
// Initialize the property-based built-in commands
////////////////////////////////////////////////////////////////////
fgInitCommands();
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
simgear::SGModelLib::init(globals->get_fg_root());
simgear::SGModelLib::setPropRoot(globals->get_props());
simgear::SGModelLib::setPanelFunc(load_panel);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
globals->set_scenery( new FGScenery );
globals->get_scenery()->init();
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
fgSplashProgress("loading aircraft");
} else if ( idle_state == 5 ) {
idle_state++;
fgSplashProgress("generating sky elements");
} else if ( idle_state == 6 ) {
idle_state++;
// Initialize the sky
Ephemeris* eph = new Ephemeris;
globals->add_subsystem("ephemeris", eph);
eph->init(); // FIXME - remove this once SGSky code below is also a subsystem
eph->bind();
// TODO: move to environment mgr
thesky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
thesky->add_cloud_layer(layer);
}
SGPath sky_tex_path( globals->get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
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 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(),
fgGetNode("/environment", true));
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// kludge to initialize mag compass
// (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/latitude-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);
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
// build our custom render states
fgSplashProgress("initializing subsystems");
} else if ( idle_state == 7 ) {
idle_state++;
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
// Start the intro music
if ( fgGetBool("/sim/startup/intro-music") ) {
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
# if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
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# elif defined( _WIN32 )
string command = "start /m " + mp3file.str();
# else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
# endif
system ( command.c_str() );
}
#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
// located in this routine.
if( !fgInitSubsystems()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"Subsystem initialization failed ..." );
exit(-1);
}
// Torsten Dreyer:
// ugly hack for automatic runway selection on startup based on
// metar data. Makes startup.nas obsolete and guarantees the same
// runway selection as for AI traffic. However, this code belongs to
// somewhere(?) else - if I only new where...
if( true == fgGetBool( "/environment/metar/valid" ) ) {
// the realwx_ctrl fetches metar in the foreground on init,
// If it was able to fetch a metar or one was given on the commandline,
// the valid flag is set here, otherwise it is false
double hdg = fgGetDouble( "/environment/metar/base-wind-dir-deg", 9999.0 );
string apt = fgGetString( "/sim/startup/options/airport" );
string rwy = fgGetString( "/sim/startup/options/runway" );
double strthdg = fgGetDouble( "/sim/startup/options/heading-deg", 9999.0 );
bool onground = fgGetBool( "/sim/presets/onground", false );
// don't check for wind-speed < 1kt, this belongs to the runway-selection code
// the other logic is taken from former startup.nas
if( hdg < 360.0 && apt.length() > 0 && strthdg > 360.0 && rwy.length() == 0 && onground ) {
extern bool fgSetPosFromAirportIDandHdg( const string& id, double tgt_hdg );
fgSetPosFromAirportIDandHdg( apt, hdg );
}
}
fgSplashProgress("setting up time & renderer");
} else if ( idle_state == 8 ) {
idle_state = 1000;
// setup OpenGL view parameters
globals->get_renderer()->init();
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
fgSplashProgress("loading scenery objects");
int session = fgGetInt("/sim/session",0);
session++;
fgSetInt("/sim/session",session);
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgSetBool("sim/sceneryloaded", false);
fgRegisterIdleHandler( fgMainLoop );
}
}
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
int fgMainInit( int argc, char **argv ) {
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
#else
version = "unknown version";
#endif
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SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version );
SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << endl );
// Allocate global data structures. This needs to happen before
// we parse command line options
globals = new FGGlobals;
// seed the random number generator
sg_srandom_time();
FGControls *controls = new FGControls;
globals->set_controls( controls );
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
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static char required_version[] = "2.0.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
cerr << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
#ifdef _MSC_VER
cerr << "Hit a key to continue..." << endl;
cin.get();
#endif
exit(-1);
}
// Load the configuration parameters. (Command line options
// override config file options. Config file options override
// defaults.)
if ( !fgInitConfig(argc, argv) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
exit(-1);
}
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// Initialize the Window/Graphics environment.
fgOSInit(&argc, argv);
_bootstrap_OSInit++;
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fgRegisterWindowResizeHandler( &FGRenderer::resize );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
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// Initialize sockets (WinSock needs this)
simgear::Socket::initSockets();
// Clouds3D requires an alpha channel
fgOSOpenWindow(true /* request stencil buffer */);
// Initialize the splash screen right away
fntInit();
fgSplashInit();
// pass control off to the master event handler
int result = fgOSMainLoop();
// clean up here; ensure we null globals to avoid
// confusing the atexit() handler
delete globals;
globals = NULL;
return result;
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}