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.
the mouse rather than wrapping it. Wrapping around to the other side
of the screen has very bad consequences when using the mouse for
flying or viewing -- it can result in sudden jumps in the controls or
the viewpoint when the mouse jumps to another side of the screen.
Right now, the mouse is constrained to stay between 25% and 75% of the
screen on both the X and Y axis -- whenever it hits an edge, it jumps
back to the centre of the screen again (which causes no control or
view jump).
Display the ground intersection point on mouse click (if click not consumed
by the gui or the panel.) This should eventually get stuffed into the
property tree.
each other out. The problem is this: if we press, for example, "Ctrl-a", but
release the "Ctrl" modifier button *before* the "a" button (which nobody does
intentionally, but which happens all the time), then we don't get the RELEASE
signal on "Ctrl-a" (keycode 1), but on the "a" (79). But "a" hasn't been
pressed, so the signal is dropped. And who releases "Ctrl-a"? Nobody!
So the next PRESSED signal for "Ctrl-a" is ignored, too. It is still
"pressed" after all, isn't it? That's the reason for the occasional
non-functioning of keys.
Due to the nearing 0.9.9 release, I only commit a crude last-minute fix.
It's not as intrusive as it looks, and shouldn't be "dangerous" at all.
It only makes sure that when we get an unexpected RELEASE for one letter
key ("a") that the two twins "A" and "Ctrl-A" are released if they are
still in "pressed" state.
The proper fix will be to let fg_os{,_sdl}.cxx always report presses on the
same key ("a", "Shift-a", "Ctrl-a", "Alt-a", and other combinations of
modifiers) as the *same* key (97), only with modifiers appropriately set.
- automatic detection of axis directionality, so that axis inputs are appropriately inverted only when necessary
- fixed trim axis names for better understandability
- fixed signs for flaps up/down property increments
- button 0 was previously used for skipping axes and buttons in both loops. Now button 0 can be assigned a binding (e.g., brakes). Instead, moving any axis during the button-assignment-loop indicates skipping.
- The user is now told how to skip a control.
- use new removeChildren() to remove the named js nodes that we don't
need any more (they are now *really* removed, not just detached), and
- move it into postinit(). (getChildren() returns a SGPropertyNode_ptr,
so all nodes are refcounted and, thus, after the last sg/props change
no longer removable in that scope ;-) Maybe we'll need an alternative
getChildren() that returns SGPropertyNode* ...
- This doesn't do what the author though it would do:
if (modifiers&KEYMOD_RELEASED == 0) ... (see below)
- MSVC and type fixes
mf:
fixing this uncovered an old bug: the "key pressed" branch was
actually never executed -- always only "released". And that is why
the <repeatable> property didn't work. And *that* was the reason
why the Spitfire's starter didn't work with freeglut, and Vivian
had to write a nasty workaround for it.
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 ... :-)
its own data, and can distinguish itself from other instances of the
same js driver. This property is removed after script execution.
Example:
self = props.globals.getNode(getprop("/input/joysticks/this"));
(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
input.cxx allocates memory for js->getNumAxes() axes and for jsCaps.wNumButtons
or MAX_JOYSTICK_BUTTONS buttons per joystick. But it doesn't check if some
xml config defines bindings for more axes/buttons, in which case it writes
to unallocated memory and causes crashes. This is a real world example:
sidewinder-force-feed-pro.xml defines 7 axes, but only newer versions of
this js do actually have that many. Older ones (-> gameport) don't. The patch
drops unused and unusable bindings.
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>
command bindings accessible from XML. This still probably isn't a final
solution (which would drive the HUD from propery values), but it's a step
in the right direction anyway.
the keyboard modifiers outside of a key event handler, so adding the
fgGetKeyModifiers() call to doMouseMotion was broken. The user could
see "phantom" modifier keys.
controls in the cockpit vs. which wheels they apply to. FlightGear now
sets /controls/gear/brake-left, /controls/gear/brake-right, and
/controls/gear/brake-parking. It should be up to the FDM to sort out
which wheels under which circumstances are affected by these controls
and ultimately what happens to the physical motion of the aircraft.
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.
Frederic Bouvier:
First, MSVC 7 bombs when a value greater than 255 is passed to
issomething(), so I copy k to a char (unsigned ) kc before calling
them.
Second, with my french keyboard, and I thing this is the same for
a great number of countries, some characters from the regular ASCII
set can only be get with ALt Gr that appears to be CTRL+ALT.
Especially, I can't select the second engine because '@' is
AltGr+'' nor all because '~' is AltGr+'' (and I have to hit space
after otherwise I can get or that are not used in french) and
FG try to cope with the modifiers.
So, currently, we have to mask out CTRL and ALT modifiers when they
are together. The current bingings don't allow 2 simultaneous to
be declared so it shouldn't break anything.
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.
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.