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flightgear/src/Main/fg_commands.cxx

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// fg_commands.cxx - internal FGFS commands.
#include <string.h> // strcmp()
#include <simgear/compiler.h>
#include <simgear/misc/exception.hxx>
#include STL_STRING
#include STL_FSTREAM
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/commands.hxx>
#include <simgear/misc/props.hxx>
#include <GUI/gui.h>
#include <Cockpit/panel.hxx>
#include <Cockpit/panel_io.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/tmp.hxx>
#include "fg_commands.hxx"
SG_USING_STD(string);
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#if !defined(SG_HAVE_NATIVE_SGI_COMPILERS)
SG_USING_STD(ifstream);
SG_USING_STD(ofstream);
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#endif
#include "fg_props.hxx"
#include "fg_io.hxx"
#include "globals.hxx"
#include "viewmgr.hxx"
////////////////////////////////////////////////////////////////////////
// Saved command states.
////////////////////////////////////////////////////////////////////////
/**
* Base saved state for property commands.
*
* Since this class isn't publicly visible, it is simply an aggregate
* of all the stuff any property command needs.
*/
class PropertyCommandState : public SGCommandState
{
public:
PropertyCommandState (const SGPropertyNode * arg);
virtual SGPropertyNode * getProp () const { return _prop; }
virtual SGPropertyNode * getProp2 () const { return _prop2; }
virtual const SGPropertyNode * getValue () const
{ return _value ? _value : &_dummy_0; }
virtual const bool hasStep () const { return _step != 0; }
virtual const SGPropertyNode * getStep () const
{ return _step ? _step : &_dummy_0; }
virtual const SGPropertyNode * getMin () const { return _min; }
virtual const SGPropertyNode * getMax () const { return _max; }
virtual const SGPropertyNode * getWrap () const
{ return _wrap ? _wrap : &_dummy_0; }
virtual const SGPropertyNode * getFactor () const
{ return _factor ? _factor : &_dummy_1; }
virtual const SGPropertyNode * getSquared () const
{ return _squared ? _squared : &_dummy_0; }
virtual const SGPropertyNode * getSetting () const
{ return _setting ? _setting : &_dummy_0; }
virtual const SGPropertyNode * getOffset () const
{ return _offset ? _offset : &_dummy_0; }
private:
static SGPropertyNode _dummy_0;
static SGPropertyNode _dummy_1;
mutable SGPropertyNode * _prop;
mutable SGPropertyNode * _prop2;
const SGPropertyNode * _value;
const SGPropertyNode * _step;
const SGPropertyNode * _min;
const SGPropertyNode * _max;
const SGPropertyNode * _wrap;
const SGPropertyNode * _factor;
const SGPropertyNode * _squared;
const SGPropertyNode * _setting;
const SGPropertyNode * _offset;
};
SGPropertyNode PropertyCommandState::_dummy_0;
SGPropertyNode PropertyCommandState::_dummy_1;
PropertyCommandState::PropertyCommandState (const SGPropertyNode * arg)
: SGCommandState(arg),
_prop(fgGetNode(arg->getStringValue("property[0]", "/null"), true)),
_prop2(fgGetNode(arg->getStringValue("property[1]", "/null"), true)),
_value(arg->getNode("value")),
_step(arg->getNode("step")),
_min(arg->getNode("min")),
_max(arg->getNode("max")),
_wrap(arg->getNode("wrap")),
_factor(arg->getNode("factor")),
_squared(arg->getNode("squared")),
_setting(arg->getNode("setting")),
_offset(arg->getNode("offset"))
{
// It would be better not to do this
// every time, but it's not that big
// a deal. I don't know enough about
// C++ static initialization to fix it.
_dummy_1.setDoubleValue(1.0);
}
////////////////////////////////////////////////////////////////////////
// Command implementations.
////////////////////////////////////////////////////////////////////////
/**
* Built-in command: do nothing.
*/
static bool
do_null (const SGPropertyNode * arg, SGCommandState ** state)
{
return true;
}
/**
* Built-in command: exit FlightGear.
*
* TODO: show a confirm dialog.
*/
static bool
do_exit (const SGPropertyNode * arg, SGCommandState ** state)
{
SG_LOG(SG_INPUT, SG_ALERT, "Program exit requested.");
ConfirmExitDialog();
return true;
}
/**
* Built-in command: load flight.
*
* file (optional): the name of the file to load (relative to current
* directory). Defaults to "fgfs.sav".
*/
static bool
do_load (const SGPropertyNode * arg, SGCommandState ** state)
{
const string &file = arg->getStringValue("file", "fgfs.sav");
ifstream input(file.c_str());
if (input.good() && fgLoadFlight(input)) {
input.close();
SG_LOG(SG_INPUT, SG_INFO, "Restored flight from " << file);
return true;
} else {
SG_LOG(SG_INPUT, SG_ALERT, "Cannot load flight from " << file);
return false;
}
}
/**
* Built-in command: save flight.
*
* file (optional): the name of the file to save (relative to the
* current directory). Defaults to "fgfs.sav".
*/
static bool
do_save (const SGPropertyNode * arg, SGCommandState ** state)
{
const string &file = arg->getStringValue("file", "fgfs.sav");
bool write_all = arg->getBoolValue("write-all", false);
SG_LOG(SG_INPUT, SG_INFO, "Saving flight");
ofstream output(file.c_str());
if (output.good() && fgSaveFlight(output, write_all)) {
output.close();
SG_LOG(SG_INPUT, SG_INFO, "Saved flight to " << file);
return true;
} else {
SG_LOG(SG_INPUT, SG_ALERT, "Cannot save flight to " << file);
return false;
}
}
/**
* Built-in command: (re)load the panel.
*
* path (optional): the file name to load the panel from
* (relative to FG_ROOT). Defaults to the value of /sim/panel/path,
* and if that's unspecified, to "Panels/Default/default.xml".
*/
static bool
do_panel_load (const SGPropertyNode * arg, SGCommandState ** state)
{
string panel_path =
arg->getStringValue("path",
fgGetString("/sim/panel/path",
"Panels/Default/default.xml"));
FGPanel * new_panel = fgReadPanel(panel_path);
if (new_panel == 0) {
SG_LOG(SG_INPUT, SG_ALERT,
"Error reading new panel from " << panel_path);
return false;
}
SG_LOG(SG_INPUT, SG_INFO, "Loaded new panel from " << panel_path);
current_panel->unbind();
delete current_panel;
current_panel = new_panel;
current_panel->bind();
return true;
}
/**
* Built-in command: pass a mouse click to the panel.
*
* button: the mouse button number, zero-based.
* is-down: true if the button is down, false if it is up.
* x-pos: the x position of the mouse click.
* y-pos: the y position of the mouse click.
*/
static bool
do_panel_mouse_click (const SGPropertyNode * arg, SGCommandState ** state)
{
if (current_panel != 0)
return current_panel
->doMouseAction(arg->getIntValue("button"),
arg->getBoolValue("is-down") ? PU_DOWN : PU_UP,
arg->getIntValue("x-pos"),
arg->getIntValue("y-pos"));
else
return false;
}
/**
* Built-in command: (re)load preferences.
*
* path (optional): the file name to load the panel from (relative
* to FG_ROOT). Defaults to "preferences.xml".
*/
static bool
do_preferences_load (const SGPropertyNode * arg, SGCommandState ** state)
{
const string &path = arg->getStringValue("path", "preferences.xml");
SGPath props_path(globals->get_fg_root());
props_path.append(path);
SG_LOG(SG_INPUT, SG_INFO, "Reading global preferences from "
<< props_path.str());
try {
readProperties(props_path.str(), globals->get_props());
} catch (const sg_exception &e) {
guiErrorMessage("Error reading global preferences: ", e);
return false;
}
SG_LOG(SG_INPUT, SG_INFO, "Successfully read global preferences.");
return true;
}
/**
* Built-in command: cycle view.
*/
static bool
do_view_cycle (const SGPropertyNode * arg, SGCommandState ** state)
{
Major viewer-code overhaul from Jim Wilson: Description: This update includes the new viewer interface as proposed by David M. and a first pass at cleaning up the viewer/view manager code by Jim W. Note that I have dropped Main/viewer_lookat.?xx and Main/viewer_rph.?xx and modified the Makefile.am accordingly. Detail of work: Overall: The code reads a little easier. There are still some unnecessary bits in there and I'd like to supplement the comments in the viewer.hxx with a tiny bit on each interface group and what the groupings mean (similar but briefer than what you emailed me the other day). I tried not to mess up the style, but there is an occasional inconsistency. In general I wouldn't call it done (especially since there's no tower yet! :)), but I'd like to get this out there so others can comment, and test. In Viewer: The interface as you suggested has been implemented. Basically everything seems to work as it did visually. There is no difference that I can see in performance, although some things might be a tiny bit faster. I've merged the lookat and rph (pilot view) code into the recalc for the viewer. There is still some redundancy between the two, but a lot has been removed. In some cases I've taken some code that we'd likely want to inline anyway and left it in there in duplicate. You'll see that the code for both looks a little cleaner. I need to take a closer look at the rotations in particular. I've cleaned up a little there, but I suspect more can be done to streamline this. The external declaration to the Quat_mat in mouse.cxx has been removed. IMHO the quat doesn't serve any intrinsic purpose in mouse.cxx, but I'm not about to rip it out. It would seem that there more conventional ways to get spherical data that are just as fast. In any case all the viewer was pulling from the quat matrix was the pitch value so I modified mouse.cxx to output to our pitchOffset input and that works fine. I've changed the native values to degrees from radians where appropriate. This required a conversion from degrees to radians in a couple modules that access the interface. Perhaps we should add interface calls that do the conversion, e.g. a getHeadingOffset_rad() to go along with the getHeadingOffset_deg(). On the view_offset (now headingOffset) thing there are two entry points because of the ability to instantly switch views or to scroll to a new view angle (by hitting the numeric keys for example). This leaves an anomaly in the interface which should be resolved by adding "goal" settings to the interface, e.g. a setGoalHeadingOffset_deg(), setGoalPitchOffset_deg(), etc. Other than these two issues, the next step here will be to look at some further optimizations, and to write support code for a tower view. That should be fairly simple at this point. I was considering creating a "simulated tower view" or "pedestrian view" that defaulted to a position off to the right of whereever the plane is at the moment you switch to the tower view. This could be a fall back when we don't have an actual tower location at hand (as would be the case with rural airports). ViewManager: Basically all I did here was neaten things up by ripping out excess crap and made it compatible as is with the new interface. The result is that viewmanager is now ready to be developed. The two preexisting views are still hardcoded into the view manager. The next step would be to design configuration xml (eg /sim/view[x]/config/blahblah) that could be used to set up as many views as we want. If we want to take the easy way out, we might want to insist that view[0] be a pilot-view and have viewmanager check for that.
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globals->get_current_view()->setHeadingOffset_deg(0.0);
globals->get_viewmgr()->next_view();
if ( !strcmp(fgGetString("/sim/flight-model"), "ada") ) {
globals->get_props()->setBoolValue( "/sim/hud/visibility", true );
if ( globals->get_viewmgr()->get_current() == 1 ) {
globals->get_props()->setBoolValue( "/sim/hud/visibility", false );
}
}
global_tile_mgr.refresh_view_timestamps();
// fgReshape(fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize"));
return true;
}
/**
* Built-in command: capture screen.
*/
static bool
do_screen_capture (const SGPropertyNode * arg, SGCommandState ** state)
{
fgDumpSnapShot();
return true;
}
/**
* Reload the tile cache.
*/
static bool
do_tile_cache_reload (const SGPropertyNode * arg, SGCommandState ** state)
{
static const SGPropertyNode *master_freeze
= fgGetNode("/sim/freeze/master");
bool freeze = master_freeze->getBoolValue();
SG_LOG(SG_INPUT, SG_INFO, "ReIniting TileCache");
if ( !freeze ) {
fgSetBool("/sim/freeze/master", true);
}
// BusyCursor(0);
if ( global_tile_mgr.init() ) {
// Load the local scenery data
double visibility_meters = fgGetDouble("/environment/visibility-m");
global_tile_mgr.update(fgGetDouble("/position/longitude-deg"),
fgGetDouble("/position/latitude-deg"),
visibility_meters);
} else {
SG_LOG( SG_GENERAL, SG_ALERT,
"Error in Tile Manager initialization!" );
exit(-1);
}
// BusyCursor(1);
if ( !freeze ) {
fgSetBool("/sim/freeze/master", false);
}
return true;
}
/**
* Update the lighting manually.
*/
static bool
do_lighting_update (const SGPropertyNode * arg, SGCommandState ** state)
{
fgUpdateSkyAndLightingParams();
return true;
}
/**
* Built-in command: toggle a bool property value.
*
* property: The name of the property to toggle.
*/
static bool
do_property_toggle (const SGPropertyNode * arg, SGCommandState ** state)
{
if (*state == 0)
*state = new PropertyCommandState(arg);
SGPropertyNode * prop = ((PropertyCommandState *)(*state))->getProp();
return prop->setBoolValue(!prop->getBoolValue());
}
/**
* Built-in command: assign a value to a property.
*
* property: the name of the property to assign.
* value: the value to assign.
*/
static bool
do_property_assign (const SGPropertyNode * arg, SGCommandState ** state)
{
if (*state == 0)
*state = new PropertyCommandState(arg);
SGPropertyNode * prop = ((PropertyCommandState *)(*state))->getProp();
const SGPropertyNode * value =
((PropertyCommandState *)(*state))->getValue();
switch (prop->getType()) {
case SGPropertyNode::BOOL:
return prop->setBoolValue(value->getBoolValue());
case SGPropertyNode::INT:
return prop->setIntValue(value->getIntValue());
case SGPropertyNode::LONG:
return prop->setLongValue(value->getLongValue());
case SGPropertyNode::FLOAT:
return prop->setFloatValue(value->getFloatValue());
case SGPropertyNode::DOUBLE:
return prop->setDoubleValue(value->getDoubleValue());
case SGPropertyNode::STRING:
return prop->setStringValue(value->getStringValue());
default:
return prop->setUnspecifiedValue(value->getStringValue());
}
}
/**
* Built-in command: increment or decrement a property value.
*
* property: the name of the property to increment or decrement.
* step: the amount of the increment or decrement (default: 0).
* offset: a normalized amount to offset by (if step is not present).
* factor: the amount by which to multiply the offset (if step is not present).
* min: the minimum allowed value (default: no minimum).
* max: the maximum allowed value (default: no maximum).
* wrap: true if the value should be wrapped when it passes min or max;
* both min and max must be present for this to work (default:
* false).
*/
static bool
do_property_adjust (const SGPropertyNode * arg, SGCommandState ** state)
{
if (*state == 0)
*state = new PropertyCommandState(arg);
bool hasStep = ((PropertyCommandState *)(*state))->hasStep();
SGPropertyNode * prop = ((PropertyCommandState *)(*state))->getProp();
const SGPropertyNode * step = ((PropertyCommandState *)(*state))->getStep();
const SGPropertyNode * offset =
((PropertyCommandState *)(*state))->getOffset();
const SGPropertyNode * factor =
((PropertyCommandState *)(*state))->getFactor();
const SGPropertyNode * min = ((PropertyCommandState *)(*state))->getMin();
const SGPropertyNode * max = ((PropertyCommandState *)(*state))->getMax();
bool wrap = ((PropertyCommandState *)(*state))->getWrap()->getBoolValue();
double amount = 0;
if (!hasStep) {
amount = offset->getDoubleValue() * factor->getDoubleValue();
}
switch (prop->getType()) {
case SGPropertyNode::BOOL:
bool value;
if (hasStep)
value = step->getBoolValue();
else
value = (0.0 != amount);
if (value)
return prop->setBoolValue(!prop->getBoolValue());
else
return true;
case SGPropertyNode::INT: {
int value;
if (hasStep)
value = prop->getIntValue() + step->getIntValue();
else
value = prop->getIntValue() + int(amount);
if (min && (value < min->getIntValue())) {
if (wrap && max)
value = max->getIntValue();
else
value = min->getIntValue();
}
if (max && value > max->getIntValue()) {
if (wrap && min)
value = min->getIntValue();
else
value = max->getIntValue();
}
return prop->setIntValue(value);
}
case SGPropertyNode::LONG: {
long value;
if (hasStep)
value = prop->getLongValue() + step->getLongValue();
else
value = prop->getLongValue() + long(amount);
if (min && (value < min->getLongValue())) {
if (wrap && max)
value = max->getLongValue();
else
value = min->getLongValue();
}
if (max && value > max->getLongValue()) {
if (wrap && min)
value = min->getLongValue();
else
value = max->getLongValue();
}
return prop->setLongValue(value);
}
case SGPropertyNode::FLOAT: {
float value;
if (hasStep)
value = prop->getFloatValue() + step->getFloatValue();
else
value = prop->getFloatValue() + float(amount);
if (min && (value < min->getFloatValue())) {
if (wrap && max)
value = max->getFloatValue();
else
value = min->getFloatValue();
}
if (max && value > max->getFloatValue()) {
if (wrap && min)
value = min->getFloatValue();
else
value = max->getFloatValue();
}
return prop->setFloatValue(value);
}
case SGPropertyNode::DOUBLE:
case SGPropertyNode::UNSPECIFIED:
case SGPropertyNode::NONE: {
double value;
if (hasStep)
value = prop->getDoubleValue() + step->getDoubleValue();
else
value = prop->getDoubleValue() + amount;
if (min && (value < min->getDoubleValue())) {
if (wrap && max)
value = max->getDoubleValue();
else
value = min->getDoubleValue();
}
if (max && value > max->getDoubleValue()) {
if (wrap && min)
value = min->getDoubleValue();
else
value = max->getDoubleValue();
}
return prop->setDoubleValue(value);
}
case SGPropertyNode::STRING: // doesn't make sense with strings
SG_LOG(SG_INPUT, SG_ALERT, "Cannot adjust a string value");
return false;
default:
SG_LOG(SG_INPUT, SG_ALERT, "Unknown value type");
return false;
}
}
/**
* Built-in command: multiply a property value.
*
* property: the name of the property to multiply.
* factor: the amount by which to multiply.
*/
static bool
do_property_multiply (const SGPropertyNode * arg, SGCommandState ** state)
{
if (*state == 0)
*state = new PropertyCommandState(arg);
SGPropertyNode * prop = ((PropertyCommandState *)(*state))->getProp();
const SGPropertyNode * factor =
((PropertyCommandState *)(*state))->getFactor();
switch (prop->getType()) {
case SGPropertyNode::BOOL:
return prop->setBoolValue(prop->getBoolValue() &&
factor->getBoolValue());
case SGPropertyNode::INT:
return prop->setIntValue(int(prop->getIntValue()
* factor->getDoubleValue()));
case SGPropertyNode::LONG:
return prop->setLongValue(long(prop->getLongValue()
* factor->getDoubleValue()));
case SGPropertyNode::FLOAT:
return prop->setFloatValue(float(prop->getFloatValue()
* factor->getDoubleValue()));
case SGPropertyNode::DOUBLE:
case SGPropertyNode::UNSPECIFIED:
case SGPropertyNode::NONE:
return prop->setDoubleValue(prop->getDoubleValue()
* factor->getDoubleValue());
default: // doesn't make sense with strings
return false;
}
}
/**
* Built-in command: swap two property values.
*
* property[0]: the name of the first property.
* property[1]: the name of the second property.
*/
static bool
do_property_swap (const SGPropertyNode * arg, SGCommandState ** state)
{
if (*state == 0)
*state = new PropertyCommandState(arg);
SGPropertyNode * prop1 = ((PropertyCommandState *)(*state))->getProp();
SGPropertyNode * prop2 = ((PropertyCommandState *)(*state))->getProp2();
// FIXME: inefficient
const string & tmp = prop1->getStringValue();
return (prop1->setUnspecifiedValue(prop2->getStringValue()) &&
prop2->setUnspecifiedValue(tmp.c_str()));
}
/**
* Set a property to an axis or other moving input.
*
* property: the name of the property to set.
* setting: the current input setting, usually between -1.0 and 1.0.
* offset: the offset to shift by, before applying the factor.
* factor: the factor to multiply by (use negative to reverse).
*/
static bool
do_property_scale (const SGPropertyNode * arg, SGCommandState ** state)
{
if (*state == 0)
*state = new PropertyCommandState(arg);
SGPropertyNode * prop = ((PropertyCommandState *)(*state))->getProp();
double setting =
((PropertyCommandState *)(*state))->getSetting()->getDoubleValue();
double offset =
((PropertyCommandState *)(*state))->getOffset()->getDoubleValue();
double factor =
((PropertyCommandState *)(*state))->getFactor()->getDoubleValue();
bool squared =
((PropertyCommandState *)(*state))->getSquared()->getBoolValue();
if (squared)
setting = (setting < 0 ? -1 : 1) * setting * setting;
double result = (setting + offset) * factor;
return prop->setDoubleValue(result);
}
////////////////////////////////////////////////////////////////////////
// Command setup.
////////////////////////////////////////////////////////////////////////
/**
* Table of built-in commands.
*
* New commands do not have to be added here; any module in the application
* can add a new command using globals->get_commands()->addCommand(...).
*/
static struct {
const char * name;
SGCommandMgr::command_t command;
} built_ins [] = {
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{ "null", do_null },
{ "exit", do_exit },
{ "load", do_load },
{ "save", do_save },
{ "panel-load", do_panel_load },
{ "panel-mouse-click", do_panel_mouse_click },
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{ "preferences-load", do_preferences_load },
{ "view-cycle", do_view_cycle },
{ "screen-capture", do_screen_capture },
{ "tile-cache-reload", do_tile_cache_reload },
{ "lighting-update", do_lighting_update },
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{ "property-toggle", do_property_toggle },
{ "property-assign", do_property_assign },
{ "property-adjust", do_property_adjust },
{ "property-multiply", do_property_multiply },
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{ "property-swap", do_property_swap },
{ "property-scale", do_property_scale },
{ 0, 0 } // zero-terminated
};
/**
* Initialize the default built-in commands.
*
* Other commands may be added by other parts of the application.
*/
void
fgInitCommands ()
{
SG_LOG(SG_GENERAL, SG_INFO, "Initializing basic built-in commands:");
for (int i = 0; built_ins[i].name != 0; i++) {
SG_LOG(SG_GENERAL, SG_INFO, " " << built_ins[i].name);
globals->get_commands()->addCommand(built_ins[i].name,
built_ins[i].command);
}
}
// end of fg_commands.cxx