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flightgear/src/Main/globals.cxx

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// globals.cxx -- Global state that needs to be shared among the sim modules
//
// Written by Curtis Olson, started July 2000.
//
// Copyright (C) 2000 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 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/structure/commands.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sg_dir.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/magvar/magvar.hxx>
#include <simgear/scene/material/matlib.hxx>
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#include <simgear/structure/subsystem_mgr.hxx>
#include <simgear/structure/event_mgr.hxx>
#include <simgear/sound/soundmgr_openal.hxx>
#include <Aircraft/controls.hxx>
#include <Airports/runways.hxx>
#include <ATCDCL/ATCmgr.hxx>
#include <Autopilot/route_mgr.hxx>
#include <Cockpit/panel.hxx>
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#include <GUI/new_gui.hxx>
#include <Model/acmodel.hxx>
#include <Model/modelmgr.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include <Navaids/awynet.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Navaids/navlist.hxx>
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#include "globals.hxx"
#include "renderer.hxx"
#include "viewmgr.hxx"
#include "fg_props.hxx"
#include "fg_io.hxx"
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////////////////////////////////////////////////////////////////////////
// Implementation of FGGlobals.
////////////////////////////////////////////////////////////////////////
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// global global :-)
FGGlobals *globals;
// Constructor
FGGlobals::FGGlobals() :
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props( new SGPropertyNode ),
initial_state( NULL ),
locale( NULL ),
renderer( new FGRenderer ),
subsystem_mgr( new SGSubsystemMgr ),
event_mgr( new SGEventMgr ),
soundmgr( new SGSoundMgr ),
sim_time_sec( 0.0 ),
fg_root( "" ),
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warp( 0 ),
warp_delta( 0 ),
time_params( NULL ),
ephem( NULL ),
mag( NULL ),
matlib( NULL ),
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route_mgr( NULL ),
current_panel( NULL ),
ATC_mgr( NULL ),
controls( NULL ),
viewmgr( NULL ),
commands( SGCommandMgr::instance() ),
acmodel( NULL ),
model_mgr( NULL ),
channel_options_list( NULL ),
initial_waypoints( NULL ),
scenery( NULL ),
tile_mgr( NULL ),
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fontcache ( new FGFontCache ),
navlist( NULL ),
loclist( NULL ),
gslist( NULL ),
dmelist( NULL ),
tacanlist( NULL ),
carrierlist( NULL ),
channellist( NULL ),
airwaynet( NULL ),
multiplayer_mgr( NULL )
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{
}
// Destructor
FGGlobals::~FGGlobals()
{
delete renderer;
// The AIModels manager performs a number of actions upon
// Shutdown that implicitly assume that other subsystems
// are still operational (Due to the dynamic allocation and
// deallocation of AIModel objects. To ensure we can safely
// shut down all subsystems, make sure we take down the
// AIModels system first.
subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("ai_model");
// FGInput (FGInputEvent) and FGDialog calls get_subsystem() in their destructors,
// which is not safe since some subsystem are already deleted but can be referred.
// So these subsystems must be deleted prior to deleting subsystem_mgr unless
// ~SGSubsystemGroup and SGSubsystemMgr::get_subsystem are changed not to refer to
// deleted subsystems.
subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("input");
subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("gui");
subsystem_mgr->unbind();
delete subsystem_mgr;
delete event_mgr;
delete time_params;
delete mag;
delete matlib;
delete route_mgr;
delete current_panel;
delete ATC_mgr;
delete controls;
delete viewmgr;
// delete commands;
delete acmodel;
delete model_mgr;
delete channel_options_list;
delete initial_waypoints;
delete tile_mgr;
delete scenery;
delete fontcache;
delete navlist;
delete loclist;
delete gslist;
delete dmelist;
delete tacanlist;
delete carrierlist;
delete channellist;
delete airwaynet;
delete multiplayer_mgr;
soundmgr->unbind();
delete soundmgr;
}
// set the fg_root path
void FGGlobals::set_fg_root (const string &root) {
fg_root = root;
// append /data to root if it exists
SGPath tmp( fg_root );
tmp.append( "data" );
tmp.append( "version" );
if ( ulFileExists( tmp.c_str() ) ) {
fgGetNode("BAD_FG_ROOT", true)->setStringValue(fg_root);
fg_root += "/data";
fgGetNode("GOOD_FG_ROOT", true)->setStringValue(fg_root);
SG_LOG(SG_GENERAL, SG_ALERT, "***\n***\n*** Warning: changing bad FG_ROOT/--fg-root to '"
<< fg_root << "'\n***\n***");
}
// remove /sim/fg-root before writing to prevent hijacking
SGPropertyNode *n = fgGetNode("/sim", true);
n->removeChild("fg-root", 0, false);
n = n->getChild("fg-root", 0, true);
n->setStringValue(fg_root.c_str());
n->setAttribute(SGPropertyNode::WRITE, false);
}
void FGGlobals::set_fg_scenery (const string &scenery)
{
SGPath s;
if (scenery.empty()) {
s.set( fg_root );
s.append( "Scenery" );
} else
s.set( scenery );
string_list path_list = sgPathSplit( s.str() );
fg_scenery.clear();
for (unsigned i = 0; i < path_list.size(); i++) {
SGPath path(path_list[i]);
if (!path.exists()) {
SG_LOG(SG_GENERAL, SG_WARN, "scenery path not found:" << path.str());
continue;
}
simgear::Dir dir(path);
SGPath terrainDir(dir.file("Terrain"));
SGPath objectsDir(dir.file("Objects"));
// this code used to add *either* the base dir, OR add the
// Terrain and Objects subdirs, but the conditional logic was commented
// out, such that all three dirs are added. Unfortunately there's
// no information as to why the change was made.
fg_scenery.push_back(path.str());
if (terrainDir.exists()) {
fg_scenery.push_back(terrainDir.str());
}
if (objectsDir.exists()) {
fg_scenery.push_back(objectsDir.str());
}
// insert a marker for FGTileEntry::load(), so that
// FG_SCENERY=A:B becomes list ["A/Terrain", "A/Objects", "",
// "B/Terrain", "B/Objects", ""]
fg_scenery.push_back("");
} // of path list iteration
}
void FGGlobals::append_aircraft_path(const std::string& path)
{
SGPath dirPath(path);
if (!dirPath.exists()) {
SG_LOG(SG_GENERAL, SG_WARN, "aircraft path not found:" << path);
return;
}
fg_aircraft_dirs.push_back(path);
}
void FGGlobals::append_aircraft_paths(const std::string& path)
{
string_list paths = sgPathSplit(path);
for (unsigned int p = 0; p<paths.size(); ++p) {
append_aircraft_path(paths[p]);
}
}
SGPath FGGlobals::resolve_aircraft_path(const std::string& branch) const
{
string_list pieces(sgPathBranchSplit(branch));
if ((pieces.size() < 3) || (pieces.front() != "Aircraft")) {
SG_LOG(SG_AIRCRAFT, SG_ALERT, "resolve_aircraft_path: bad path:" << branch);
return SGPath();
}
// check current aircraft dir first (takes precedence, allows Generics to be
// over-riden
const char* aircraftDir = fgGetString("/sim/aircraft-dir");
string_list aircraftDirPieces(sgPathBranchSplit(aircraftDir));
if (!aircraftDirPieces.empty() && (aircraftDirPieces.back() == pieces[1])) {
SGPath r(aircraftDir);
for (unsigned int i=2; i<pieces.size(); ++i) {
r.append(pieces[i]);
}
if (r.exists()) {
std::cout << "using aircraft-dir for:" << r.str() << std::endl;
return r;
}
} // of using aircraft-dir case
// try each fg_aircraft_dirs in turn
for (unsigned int p=0; p<fg_aircraft_dirs.size(); ++p) {
SGPath r(fg_aircraft_dirs[p]);
r.append(branch);
if (r.exists()) {
std::cout << "using aircraft directory for:" << r.str() << std::endl;
return r;
}
} // of fg_aircraft_dirs iteration
// finally, try fg_root
SGPath r(fg_root);
r.append(branch);
if (r.exists()) {
std::cout << "using FG_ROOT for:" << r.str() << std::endl;
return r;
}
SG_LOG(SG_AIRCRAFT, SG_ALERT, "resolve_aircraft_path: failed to resolve:" << branch);
return SGPath();
}
SGPath FGGlobals::resolve_maybe_aircraft_path(const std::string& branch) const
{
if (branch.find("Aircraft/") == 0) {
return resolve_aircraft_path(branch);
} else {
SGPath r(fg_root);
r.append(branch);
return r;
}
}
FGRenderer *
FGGlobals::get_renderer () const
{
return renderer;
}
SGSubsystemMgr *
FGGlobals::get_subsystem_mgr () const
{
return subsystem_mgr;
}
SGSubsystem *
FGGlobals::get_subsystem (const char * name)
{
return subsystem_mgr->get_subsystem(name);
}
void
FGGlobals::add_subsystem (const char * name,
SGSubsystem * subsystem,
SGSubsystemMgr::GroupType type,
double min_time_sec)
{
subsystem_mgr->add(name, subsystem, type, min_time_sec);
}
SGSoundMgr *
FGGlobals::get_soundmgr () const
{
return soundmgr;
}
SGEventMgr *
FGGlobals::get_event_mgr () const
{
return event_mgr;
}
// Save the current state as the initial state.
void
FGGlobals::saveInitialState ()
{
initial_state = new SGPropertyNode();
if (!copyProperties(props, initial_state))
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SG_LOG(SG_GENERAL, SG_ALERT, "Error saving initial state");
// delete various properties from the initial state, since we want to
// preserve their values even if doing a restore
SGPropertyNode* sim = initial_state->getChild("sim");
sim->removeChild("presets");
SGPropertyNode* simStartup = sim->getChild("startup");
simStartup->removeChild("xsize");
simStartup->removeChild("ysize");
SGPropertyNode* cameraGroupNode = sim->getNode("rendering/camera-group");
if (cameraGroupNode) {
cameraGroupNode->removeChild("camera");
cameraGroupNode->removeChild("gui");
}
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}
// Restore the saved initial state, if any
void
FGGlobals::restoreInitialState ()
{
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if ( initial_state == 0 ) {
SG_LOG(SG_GENERAL, SG_ALERT,
"No initial state available to restore!!!");
return;
}
if ( copyProperties(initial_state, props) ) {
SG_LOG( SG_GENERAL, SG_INFO, "Initial state restored successfully" );
} else {
SG_LOG( SG_GENERAL, SG_INFO,
"Some errors restoring initial state (read-only props?)" );
}
}
FGViewer *
FGGlobals::get_current_view () const
{
return viewmgr->get_current_view();
}
// end of globals.cxx