multi-headed Gnome based linux systems, this provides an extra hint that we
really wish to open up our full screen window spanning all physical displays.
This works around a kink in the gnome window manager where it tries to "lie"
to applications about the full screen size assuming most applications don't
wish their windows to span multiple physical displays.
- no dependency on libJpeg or Simgear
- no duplicate rendering of the scene (uses a draw callback)
- supports other image types, eg PNG
- threaded so doesn't block the main loop ever
On Mac, the OS is mapping shift+wheel to horizontal scrolling for
those of us without a mighty-mouse or trackpad. Detect this case
and map back to vertical scrolling inside FlightGear for the moment.
https://code.google.com/p/flightgear-bugs/issues/detail?id=1286
Don't override global clear color in the Lighting stage. Should fix ugly 'circle' appearing due to sky sphere being clipped when above 32000 ft.
Fix suggested by Emilian H.
Replace many lingering calls to exit() from the code,
replacing most with exception throws, which can be
caught by the existing mechanisms.
Update the option-parsing code to return an explicit
value indicating what to do (e.g., exit status to return
to the shell).
- Add option 'capture-events' to canvas aircraft and scenery
placements to allow events being forwarded to the respective
canvas.
- Clean up and restructure parts of the mouse event/picking
handling to support forwarding events to canvasses.
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.
Comments in the code imply osgViewer always sends 'num-lock'-off codes, but that is not the observed behaviour with Cocoa. So adding mappings for the num-locked codes on Mac, which is what people actually want at the moment.
Make position finalisation happen in the same phase as scenery load, i.e as a task during the main loop, instead of during the init loop. This is compatible with the existing reset logic. Unfortunately more work is needed; the environment code doesn't update the local station quickly enough on reset. (Fixing that is next!)
- Setting 'resize' property to true on canvas::Window shows
resize icons and exposes requested size to the property
tree. This can be used eg. from Nasal to actually resize
the window and/or show a preview of the resized window
while resizing.
- Event handling now ignores events which have already
been handled. Before eg. clicking inside a window
also caused picking to be performed inside the
scene which is for sure not the expected behaviour.
- Also forwards scroll wheel events from canvas::Window.
rather than window size, since the size of full screen windows can change:
e.g. Xinerama mode automatically resizes fullscreen windows to cover the
area belonging to a single display only - so the
"(Xinerama) screen area == window size" check always failed - even in
fullscreen mode.