scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
Here are the two modifications I had to make to get flightgear (just
updated from CVS) to build. The first one is for being able to specify
SimGear's location at the ./configure command line, and the second one
is to be able to link.
menubar. This one allows regular command bindings, with the
(temporary) condition that every menu item must have a unique text
label. The new menubar is disabled by default; to enable it,
configure --with-new-menubar.
Some more cmall changes to the SimGear header files and removed the
SG_HAVE_NATIVE_SGI_COMPILERS dependancies from FlightGear.
I've added a seperate JSBSim patch for the JSBSim source tree.
Indeed, there was no check for panel visibility in the input code. I
guess we've never noticed because nothing was fighting for the same
real estate in the past. This one-liner appears to fix the problem.
[also converted all tabs to spaces for Norm Vine]
The biggest and coolest patch adds mouse sensitivity to the 3D
cockpits, so we can finally work the radios. This ended up requiring
significant modifications outside of the 3D cockpit code. Stuff folks
will want to look at:
+ The list of all "3D" cockpits is stored statically in the
panelnode.cxx file. This is clumsy, and won't migrate well to a
multiple-aircraft feature. Really, there should be a per-model list
of 3D panels, but I couldn't find a clean place to put this. The
only handle you get back after parsing a model is a generic ssg
node, to which I obviously can't add panel-specific methods.
+ The aircraft model is parsed *very* early in the initialization
order. Earlier, in fact, than the static list of allowable command
bindings is built in fgInitCommands(). This is bad, as it means
that mouse bindings on the instruments can't work yet. I moved the
call to fgInitCommands, but someone should look carefully to see
that I picked the right place. There's a lot of initialization
code, and I got a little lost in there... :)
+ I added yet another "update" hook to the fgRenderFrame routine to
hook the updates for the 3D panels. This is only required for
"mouse press delay", and it's a fairly clumsy mechanism based on
frame rate instead of real time. There appears to be delay handling
already in place in the Input stuff, and there's a discussion going
on about different mouse behavior right now. Maybe this is a good
time to unify these two (now three) approaches?
- Removed some old cruft.
- Removed some support for older versions of automake which technically was
correct, but caused the newer automakes to squawk warnings during an
initial sanity check (which isn't done very intelligently.)
NOTE: this fix is technically not correct for older version of automake.
These older version use the variable "INCLUDES" internally and could have
them already set to an important value. That is why we were appending
our values to them. However, newer versions of automake don't set this
value themselves so it is an error to append to a non-existant variable.
We seem to "get away" with overwriting the value on older versions of
automake, but if you have problems, consider upgrading to at least
automake-1.5.
Removed configuration option --with-new-environment and
FG_NEW_ENVIRONMENT macro.
Added configuration option --with-weathercm and FG_WEATHERCM macro.
FGEnvironment is now the default; use --with-weathercm to get the old
weather.
- changed FGSubsystem::update(int) to
FGSubsystem::update(delta_time_sec); the argument is now delta time
in seconds rather than milliseconds
- added FGSubsystem::suspend(), FGSubsystem::suspend(bool),
FGSubsystem::resume(), and FGSubsystem::is_suspended(), all with
default implementations; is_suspended takes account of the master
freeze as well as the subsystem's individual suspended state
- the FDMs now use the delta time argument the same as the rest of
FlightGear; formerly, main.cxx made a special case and passed a
multiloop argument
- FDMs now calculate multiloop internally instead of relying on
main.cxx
There are probably some problems -- I've done basic testing with the
major FDMs and subsystems, but we'll probably need a few weeks to
sniff out bugs.
The FlightGear patch is to take account the change in the getChildren
function that now returns a vector<SGPropertyNode_ptr>. If the
removeChild functionnality is to be added in FlightGear, all those
SGPropertyNode * floating around should be changed to
SGPropertyNode_ptr.
MSVC fix from Bernie Bright:
You can keep the enum private if you add the following declarations
immediately afterwards:
struct mouse;
friend struct mouse;
It seems that MSVC doesn't grant the nested mouse decl. any special
access privileges to its surrounding class.
(mainly in src/Input/input.cxx) will make src/GUI/mouse.cxx obsolete
and bring the mouse into the same input system as the joystick and
keyboard. This is just preliminary work allowing, covering mouse
clicks (no motion yet), and it actually crashes on a middle or right
click.
The new mouse support is disabled by default until it become stable;
to try it out, you need to configure --with-new-mouse.