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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/timing/timestamp.hxx>
#include <simgear/magvar/magvar.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/io/raw_socket.hxx>
#include <simgear/scene/tsync/terrasync.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 <GUI/gui.h>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include <Viewer/CameraGroup.hxx>
#include <Viewer/viewer.hxx>
#include <Viewer/WindowSystemAdapter.hxx>
#include <Viewer/splash.hxx>
#include <Viewer/renderer.hxx>
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#include "fg_commands.hxx"
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#include "fg_io.hxx"
#include "main.hxx"
#include "util.hxx"
#include "fg_init.hxx"
#include "fg_os.hxx"
#include "fg_props.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;
// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
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)
{
SGSoundMgr *smgr = globals->get_soundmgr();
smgr->suspend();
smgr->stop();
smgr->init(device);
smgr->resume();
}
// Update sound manager state (init/suspend/resume) and propagate property values,
// since the sound manager doesn't read any properties itself.
// Actual sound update is triggered by the subsystem manager.
static void fgUpdateSound(double dt)
{
#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());
}
}
#endif
}
static void fgLoadInitialScenery()
{
static SGPropertyNode_ptr scenery_loaded
= fgGetNode("sim/sceneryloaded", true);
if (!scenery_loaded->getBoolValue())
{
if (globals->get_tile_mgr()->isSceneryLoaded()
&& fgGetBool("sim/fdm-initialized")) {
fgSetBool("sim/sceneryloaded",true);
fgSplashProgress("");
if (fgGetBool("/sim/sound/working")) {
globals->get_soundmgr()->activate();
}
globals->get_props()->tie("/sim/sound/devices/name",
SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
}
else
{
fgSplashProgress("loading scenery");
// be nice to loader threads while waiting for initial scenery, reduce to 2fps
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SGTimeStamp::sleepForMSec(500);
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}
}
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}
// 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 )
{
static SGPropertyNode_ptr frame_signal
= fgGetNode("/sim/signals/frame", true);
frame_signal->fireValueChanged();
SG_LOG( SG_GENERAL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_GENERAL, SG_DEBUG, "======= ==== ====");
// compute simulated time (allowing for pause, warp, etc) and
// real elapsed time
double sim_dt, real_dt;
TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
timeMgr->computeTimeDeltas(sim_dt, real_dt);
// update magvar model
globals->get_mag()->update( globals->get_aircraft_position(),
globals->get_time_params()->getJD() );
// Propagate sound manager properties (note: actual update is triggered
// by the subsystem manager).
fgUpdateSound(sim_dt);
// update all subsystems
globals->get_subsystem_mgr()->update(sim_dt);
// END Tile Manager updates
fgLoadInitialScenery();
simgear::AtomicChangeListener::fireChangeListeners();
SG_LOG( SG_GENERAL, SG_DEBUG, "" );
}
// 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);
}
};
}
// This is the top level master main function that is registered as
// our idle function
// 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("loading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
fgSplashProgress("loading navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
fgSplashProgress("initializing scenery system");
} 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(), globals->get_props());
simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
simgear::SGTerraSync* terra_sync = new simgear::SGTerraSync(globals->get_props());
globals->add_subsystem("terrasync", terra_sync);
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("initializing sky elements");
} else if ( idle_state == 6 ) {
idle_state++;
// 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() );
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
if (0 != system ( command.c_str() ))
{
SG_LOG( SG_SOUND, SG_WARN,
"Failed to play mp3 file " << mp3file.str() << ". Maybe mp3 player is not installed." );
}
}
#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" ) ) {
SG_LOG(SG_ENVIRONMENT, SG_INFO,
"Using METAR for runway selection: '" << fgGetString("/environment/metar/data") << "'" );
// 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 );
string parkpos = fgGetString( "/sim/presets/parkpos" );
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 && parkpos.length() == 0 ) {
extern bool fgSetPosFromAirportIDandHdg( const string& id, double tgt_hdg );
fgSetPosFromAirportIDandHdg( apt, hdg );
}
} else {
SG_LOG(SG_ENVIRONMENT, SG_INFO,
"No METAR available to pick active runway" );
}
fgSplashProgress("initializing graphics engine");
} else if ( idle_state == 8 ) {
idle_state = 1000;
// setup OpenGL view parameters
globals->get_renderer()->setupView();
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
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 << std::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");
// 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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fgRegisterIdleHandler( &fgIdleFunction );
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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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}