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flightgear/utils/fgpanel/FGPanelApplication.cxx

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//
// Written and (c) Torsten Dreyer - Torsten(at)t3r_dot_de
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
#include <windows.h>
#endif
#include "FGGLApplication.hxx"
#include "FGPanelApplication.hxx"
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#if defined (SG_MAC)
#include <OpenGL/gl.h>
#include <GLUT/glut.h>
#else
#include <GL/gl.h>
#include <GL/glut.h>
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#endif
#include <simgear/math/SGMisc.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/structure/exception.hxx>
#include <iostream>
#include "panel_io.hxx"
#include "ApplicationProperties.hxx"
using namespace std;
inline static string ParseArgs( int argc, char ** argv, const string & token )
{
for( int i = 0; i < argc; i++ ) {
string arg = argv[i];
if( arg.find( token ) == 0 )
return arg.substr( token.length() );
}
return "";
}
inline static string ParseArgs( int argc, char ** argv, const char * token )
{
string s = token;
return ParseArgs( argc, argv, s );
}
#include "FGPNGTextureLoader.hxx"
#include "FGRGBTextureLoader.hxx"
static FGPNGTextureLoader pngTextureLoader;
static FGRGBTextureLoader rgbTextureLoader;
FGPanelApplication::FGPanelApplication( int argc, char ** argv ) :
FGGLApplication( "FlightGear Panel", argc, argv )
{
sglog().setLogLevels( SG_ALL, SG_WARN );
FGCroppedTexture::registerTextureLoader( "png", &pngTextureLoader );
FGCroppedTexture::registerTextureLoader( "rgb", &rgbTextureLoader );
string panelFilename;
string fgRoot;
for( int i = 1; i < argc; i++ ) {
panelFilename = ParseArgs( argc, argv, "--panel=" );
fgRoot = ParseArgs( argc, argv, "--fg-root=" );
}
if( fgRoot.length() > 0 )
ApplicationProperties::root = fgRoot;
if( panelFilename.length() == 0 ) {
cerr << "Need a panel filename. Use --panel=path_to_filename" << endl;
throw exception();
}
try {
SGPath tpath = ApplicationProperties::GetRootPath( panelFilename.c_str() );
readProperties( tpath.str(), ApplicationProperties::Properties );
}
catch( sg_io_exception & e ) {
cerr << e.getFormattedMessage() << endl;
throw;
}
for( int i = 1; i < argc; i++ ) {
string arg = argv[i];
if( arg.find( "--prop:" ) == 0 ) {
string s2 = arg.substr( 7 );
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string::size_type p = s2.find( "=" );
if( p != string::npos ) {
string propertyName = s2.substr( 0, p );
string propertyValue = s2.substr( p+1 );
ApplicationProperties::Properties->getNode( propertyName.c_str(), true )->setValue( propertyValue.c_str() );
}
}
}
SGPropertyNode_ptr n;
if( (n = ApplicationProperties::Properties->getNode( "panel" )) != NULL )
panel = FGReadablePanel::read( n );
protocol = new FGPanelProtocol( ApplicationProperties::Properties->getNode( "communication", true ) );
protocol->init();
}
FGPanelApplication::~FGPanelApplication()
{
}
void FGPanelApplication::Run()
{
int mode = GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE;
int w = panel == NULL ? 0 : panel->getWidth();
int h = panel == NULL ? 0 : panel->getHeight();
if( w == 0 && h == 0 ) {
w = 1024;
h = 768;
} else if( w == 0 ) {
w = h / 0.75;
} else if( h == 0 ) {
h = w * 0.75;
}
bool gameMode = ApplicationProperties::Properties->getNode( "game-mode", true )->getBoolValue();
FGGLApplication::Run( mode, gameMode, w, h );
}
void FGPanelApplication::Init()
{
glAlphaFunc(GL_GREATER, 0.1);
glutSetCursor( GLUT_CURSOR_NONE );
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ApplicationProperties::fontCache.initializeFonts();
}
void FGPanelApplication::Reshape( int width, int height )
{
this->width = width;
this->height = height;
glViewport(0, 0, (GLsizei) width, (GLsizei) height);
}
void FGPanelApplication::Idle()
{
double d = glutGet(GLUT_ELAPSED_TIME);
double dt = Sleep();
if( dt == 0 )
return;
if( panel != NULL )
panel->update( dt );
glutSwapBuffers();
if( protocol != NULL )
protocol->update( dt );
static double dsum = 0.0;
static unsigned cnt = 0;
dsum += glutGet(GLUT_ELAPSED_TIME)-d;
cnt++;
if( dsum > 1000.0 ) {
ApplicationProperties::Properties->getNode( "/sim/frame-rate", true )->setDoubleValue(cnt*1000.0/dsum );
dsum = 0.0;
cnt = 0;
}
}
void FGPanelApplication::Key( unsigned char key, int x, int y )
{
switch( key ) {
case 0x1b:
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exit(0);
break;
}
}
double FGPanelApplication::Sleep()
{
SGTimeStamp current_time_stamp;
static SGTimeStamp last_time_stamp;
if ( last_time_stamp.get_seconds() == 0 )
last_time_stamp.stamp();
double model_hz = 60;
double throttle_hz = ApplicationProperties::getDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 ) {
// optionally throttle the frame rate (to get consistent frame
// rates or reduce cpu usage.
double frame_us = 1.0e6 / throttle_hz;
// sleep based timing loop.
//
// Calling sleep, even usleep() on linux is less accurate than
// we like, but it does free up the cpu for other tasks during
// the sleep so it is desirable. Because of the way sleep()
// is implemented in consumer operating systems like windows
// and linux, you almost always sleep a little longer than the
// requested amount.
//
// To combat the problem of sleeping too long, we calculate the
// desired wait time and shorten it by 2000us (2ms) to avoid
// [hopefully] over-sleep'ing. The 2ms value was arrived at
// via experimentation. We follow this up at the end with a
// simple busy-wait loop to get the final pause timing exactly
// right.
//
// Assuming we don't oversleep by more than 2000us, this
// should be a reasonable compromise between sleep based
// waiting, and busy waiting.
// sleep() will always overshoot by a bit so undersleep by
// 2000us in the hopes of never oversleeping.
frame_us -= 2000.0;
if ( frame_us < 0.0 ) {
frame_us = 0.0;
}
current_time_stamp.stamp();
/* Convert to ms */
double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs();
if ( elapsed_us < frame_us ) {
double requested_us = frame_us - elapsed_us;
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#ifdef _WIN32
::Sleep ((int)(requested_us / 1000.0)) ;
#else
usleep ( (useconds_t)(requested_us ) ) ;
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#endif
}
// busy wait timing loop.
//
// This yields the most accurate timing. If the previous
// usleep() call is omitted this will peg the cpu
// (which is just fine if FG is the only app you care about.)
current_time_stamp.stamp();
SGTimeStamp next_time_stamp = last_time_stamp;
next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us);
while ( current_time_stamp < next_time_stamp ) {
current_time_stamp.stamp();
}
} else {
current_time_stamp.stamp();
}
double real_delta_time_sec = double(current_time_stamp.toUSecs() - last_time_stamp.toUSecs()) / 1000000.0;
last_time_stamp = current_time_stamp;
//fprintf(stdout,"\r%4.1lf ", 1/real_delta_time_sec );
//fflush(stdout);
// round the real time down to a multiple of 1/model-hz.
// this way all systems are updated the _same_ amount of dt.
static double reminder = 0.0;
static long global_multi_loop = 0;
real_delta_time_sec += reminder;
global_multi_loop = long(floor(real_delta_time_sec*model_hz));
global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
return double(global_multi_loop)/double(model_hz);
}
double ApplicationProperties::getDouble( const char * name, double def )
{
SGPropertyNode_ptr n = ApplicationProperties::Properties->getNode( name, false );
if( n == NULL ) return def;
return n->getDoubleValue();
}
SGPath ApplicationProperties::GetRootPath( const char * sub )
{
SGPath path( ApplicationProperties::root );
if( sub != NULL )
path.append( sub );
return path;
}
std::string ApplicationProperties::root = ".";
SGPropertyNode_ptr ApplicationProperties::Properties = new SGPropertyNode;
FGFontCache ApplicationProperties::fontCache;