This is a clean up commit prior to the subsystem API standardisation to simplify
the diffs. It includes all SGSubsystem and SGSubsystemGroup derived classes.
- 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
are not available out-of-the-box on all systems and keyboards, and should
therefore not be used in files committed to CVS. This makes them well
suited for local key bindings, as they aren't likely to get overwritten
with later releases. SDL supports Meta and Super, OSG supports only Meta,
and GLUT supports neither.
This is required to make sure the same letter key gets released,
which got the press event. (After Ctrl-press -> a-press -> Ctrl-release
a-release we want the Ctrl-a binding released, not the a binding.)
- add key listener interface for direct key access from Nasal space
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.
block (this required to move most of init() into postinit())
- undo the "which" pseudo-namespace workaround, and do it proper:
- let all nasal code in a joystick config file be executed in its own
namespace. This allows to define functions in the init block that
can be used throughout the driver file, and to write state variables
in one binding, while reading them in other bindings, all without
having to make sure that the values aren't lost in between, or collide
with another joystick driver's code.
For this the input subsystem creates a namespace for each joystick:
"__js0" for joystick 0, etc. The two leading underscores are there to
avoid collisions with user defined modules (similar to internal compiler
variables). The namespace shouldn't be used explicitly, at least not in
releases, and not from outside code, except for testing purposes, for
which it can be useful. (If using the Cyborg joystick as js[0], you
can read the modifier level as "__js0.modifier" from any nasal context.)
to the joystick index (x in /input/joysticks/js[x]) both when initializing
nasal init blocks & whenever updating the joystick. That's the only way to
make these nasal contexts aware of the joytick for which they were called.
And that's useful if a js maintains common variables, such as modifiers or
state variables, that should be shared between the namespace-less bindings
and initialization code. And, yes, it's over-engineered ... :-)
(no need to list the paths explicitly in $FG_ROOT/joysticks.xml any more)
- move identified js nodes to /input/joysticks/js[0-9], but
- don't overwrite already set joystick data there
- remove all nodes when they aren't used any more
- add "id" node, which contains the js id that lead to the selection
of a "named js" config
- add "source" node containing the path of the used js config file
- execute all nasal script groups at initialization time
motion.
- Track a timeout value so we can optionally hide the mouse pointer after
some user specified timeout period.
- in doMouseMotion() always update m.x and m.y even if we return early because
pui wanted the event. Without this, we can't reliably detect motion vs.
inactivity.
- in _update_mouse() add a dt parameter so we can decriment the timeout value
in "real" time.
- in _update_mouse() optionally hide the mouse pointer if m.timeout goes to
zero. Restore the pointer (and the timeout counter) if the mouse is moved.
anymore. Instead Frederic Bouvier suggests to add a <number> tag to
the axis definition which accepts values for <windows> and <unix>
for now but which can be extended later on:
<axis>
<desc>Rudder</desc>
<number>
<unix>2</unix>
<windows>3</windows>
</number>
<binding>
<command>property-scale</command>
<property>/controls/flight/rudder</property>
<offset type="double">0.0</offset>
<factor type="double">1.0</factor>
<power type="double">2.0</power>
</binding>
</axis>
to handlers which might want to assign it to a SGPropertyNode_ptr for
reference counting (Nasal does, for instance, to prevent garbage
collector interactions). If that smart pointer is then destroyed,
that will free this object while it is still live.
Simply use a SGPropertyNode_ptr here; the code ends up smaller as a
bonus, since FGBinding no longer has to deallocation for _arg.
This patch adds an "interval-sec" property which allows fixing an interval in seconds (or fraction of seconds) for the repeats for emulated axis controls (digital hats) on joysticks.
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.
- 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.
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.
(i.e. multiloop). Most subsystems currently ignore the parameter, but
eventually, it will allow all subsystems to update by time rather than
by framerate.