This change is the logical counterpart of SimGear's change from commit
79f869a7f32910197be72b21f6489fbbba02c836 that moved the following files
from simgear/misc to simgear/io/iostreams:
gzcontainerfile.cxx
gzcontainerfile.hxx
gzfstream.cxx (formerly zfstream.cxx)
gzfstream.hxx (formerly zfstream.hxx)
sgstream.cxx
sgstream.hxx
sgstream_test.cxx
Remove uses of .str(), .c_str() and some other methods of SGPath.
Pass SGPath directly where possible, or explicitly convert to the
appropriate 8-bit encoding.
To avoid trouble when running multiple instances on one machine, disable
e.g. joystick input for second instance by
--prop:bool:/sim/input/no-joystick-input=true
Also allowed:
--prop:bool:/sim/input/no-event-input=true
--prop:bool:/sim/input/no-mouse-input=true
--prop:bool:/sim/input/no-keyboard-input=true
Introduces delay-sec and release-delay-sec properties. The former is how
long to wait to run the binding(s) after pressing the button, the latter
is how long to wait after releasing the button. interval-sec now
specifies the delay before a repeat event occurs.
- 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 gives nice cursors when hovering and dragging slider and knob-animations, and the cursor is set correctly on mouse-up after the drag too. Makes directional knobs/sliders much easier to understand.
Some cockpits rely on mouse position props being updated even when using a dragged pick-callback. Thanks to Clement for noticing. Re-structured so however we process the mouse (PUI, pick-callback, normal motion), we always update the props.
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.
Clean-up how axes and button bindings are destroyed are re-built on reinit of the FGJoystickInput subsystem, so we get new, cleanly initialised items each time.