naBindFunction doesn't save the function code to the global
hash, so pass an explicit context to various 'call' overloads so
the function can't be GC-ed in between parsing and calling.
(Patch by Nicholas Scheel)
https://code.google.com/p/flightgear-bugs/issues/detail?id=1397
This allows Nasal code attached to scenery models access their
world position and orientation by calling _model.getPose().
Also ensure models are attached to the scenegraph before Nasal
load scripts are called. This ensures that the world position
and orientation are available upon executing the load script.
This adds the framework for platform cursor implementations; Windows and X11 to be done.
It also extend the mouse-input code to generate hover events suitable for driving tooltips.
Note there should be no visible functionality change from this commit, since everything
is inactive until fgdata changes are made.
Add a puaListBox which can show the contents of a log-buffer. Currently only two buffer sources are supported more to follow (and the dialog XML updates).
- Add platform independent clipboard layer for Nasal access
to clipboard (thanks to Hooray for basic code)
- Add Windows clipboard access
- Add partial X11 clipboard access (only reading from clipboard)
- Add fallback clipboard for application internal clipboard if
platform not supported
- Add some helper functions to FGNasalSys
- Allow structuring generic Nasal sources into modules (i.e. support
separate source folders for multiplayer/local weather/... sources)
- Option to enable/disable loading of generic Nasal modules (i.e we only
need to load stuff that is really needed/enabled).
- Provide basic loading sequence: subfolders are strictly loaded _after_
the base directory. So submodules can rely on .nas-scripts like math.nas,
io.nas, debug.nas, ... to be already loaded - dropping the need for
awkward listeners/timers to delay module initialization (loading order
within Nasal/*.nas is still random)
- this exposed a bizarre issue on Mac where dragging in <AGL/agl.h> in
extensions.hxx was pulling in all of Carbon to the global namespace
- very scary. As a result, I now need to explicitly include CoreFoundation
in fg_init.cxx.
- change SG_USING_STD(x) to using std::x
From Till:
i started the project at the end of february with a simple idea: move all
3d-model loading to the DatabasePager-thread. my first attempts looked
promising, though they were a little too optimistic (or naive?). the patch
has evolved a lot since.
currently it does the following things:
1. revive SGModelLib, move functions for xml-model-loading there
2. replace all calls to sgLoad3dModel with calls to either
SGModelLib::loadModel() or SGModelLib::loadPagedModel()
almost all models will be loaded by the DatabasePager. the few exceptions are:
your own plane, shared models in scenery, random objects, AIBallistic models.
3. simplify mode-loading functions (avoid passing around fg_root)
4. avoid supurious MatrixTransform nodes in loaded models
5. fix some memory leaks
- simplify listener purging and fix removelistener() return value for
one-shot listeners
- listener: inherit virtualness
- s/handler/code/ in listener code to be consistent with NasalSys::call
argument:
setlistener(<property>, <func> [, <initial=0> [, <persistent=1>]])
This definition defaults to the old behavior. The fourth argument can
be set to zero, in which case the function is only called when the
node value has actually changed. It should really default to zero, but
then all callers would have to be reviewed, which is a bit too dangerous
"shortly" before a release.
0 -> trigger whenever property is written to (even if it's the old value; default)
1 -> like 0, but also trigger the function initially
2 -> trigger initially, but then only on changes
parser. Advantages over xml.nas: (reviewed and OK'ed by Andy)
- faster (33% ... only. I had hoped for more.)
- more standards compliant
- should support UTF
- I don't have to support it. ;-)
Usage: parsexml(<path> [, <start-tag> [, <end-tag> [, <data> [, <pi>]]]]);
<path> is an absolute file path, the rest are optional callback functions.
Example:
parsexml("/tmp/foo.xml", nil, nil, func(d) { print("DATA FOUND: ", d) });
their XML wrapper/animation file. They can access their /ai/models node
via cmdarg() function. Example:
<nasal>
<load>
print("Hi, I'm the Nimitz. My data are under ",
cmdarg().getPath());
</load>
<unload>
...
</unload>
</nasal>
Note, however, that the <unload> block is only called on exit at the moment,
not when the tile is unloaded.
maintainable. The rules are simple (extension functions are called
*with* the lock, which must be dropped before calling naCall(), which
grabs it) but the tracking of when the lock was held was getting a
little confused. Keep a "nasal call depth" count in the subsystem to
figure out whether we are making a sub-call and thus hold the lock.
SGPropertyNode to guarded ones. This is also done for JSBSim/JSBSim.hxx,
for which JSB had given explicit permission a while ago. I postponed that
back then, but now is the time.
used in dialog.cxx to allow XML dialogs access to their own prop tree via
Nasal's cmdarg(). That way dialogs can generate dynamic content, such as
list entries.