// // Written and (c) Torsten Dreyer - Torsten(at)t3r_dot_de // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H #include #endif #include "FGGLApplication.hxx" #include "FGPanelApplication.hxx" #if defined (SG_MAC) #include #include #else #include #include #endif #include #include #include #include #include #include #include "panel_io.hxx" #include "ApplicationProperties.hxx" using namespace std; inline static string ParseArgs( int argc, char ** argv, const string & token ) { for( int i = 0; i < argc; i++ ) { string arg = argv[i]; if( arg.find( token ) == 0 ) return arg.substr( token.length() ); } return ""; } inline static string ParseArgs( int argc, char ** argv, const char * token ) { string s = token; return ParseArgs( argc, argv, s ); } #include "FGPNGTextureLoader.hxx" #include "FGRGBTextureLoader.hxx" static FGPNGTextureLoader pngTextureLoader; static FGRGBTextureLoader rgbTextureLoader; FGPanelApplication::FGPanelApplication( int argc, char ** argv ) : FGGLApplication( "FlightGear Panel", argc, argv ) { sglog().setLogLevels( SG_ALL, SG_WARN ); FGCroppedTexture::registerTextureLoader( "png", &pngTextureLoader ); FGCroppedTexture::registerTextureLoader( "rgb", &rgbTextureLoader ); string panelFilename; string fgRoot; for( int i = 1; i < argc; i++ ) { panelFilename = ParseArgs( argc, argv, "--panel=" ); fgRoot = ParseArgs( argc, argv, "--fg-root=" ); } if( fgRoot.length() > 0 ) ApplicationProperties::root = fgRoot; simgear::ResourceManager::instance()->addBasePath(ApplicationProperties::root); if( panelFilename.length() == 0 ) { cerr << "Need a panel filename. Use --panel=path_to_filename" << endl; throw exception(); } // see if we got a valid fgdata path SGPath BaseCheck(ApplicationProperties::root); BaseCheck.append("version"); if (!BaseCheck.exists()) { cerr << "Missing base package. Use --fg-root=path_to_fgdata" << endl; throw exception(); } try { SGPath tpath = ApplicationProperties::GetRootPath( panelFilename.c_str() ); readProperties( tpath.str(), ApplicationProperties::Properties ); } catch( sg_io_exception & e ) { cerr << e.getFormattedMessage() << endl; throw; } for( int i = 1; i < argc; i++ ) { string arg = argv[i]; if( arg.find( "--prop:" ) == 0 ) { string s2 = arg.substr( 7 ); string::size_type p = s2.find( "=" ); if( p != string::npos ) { string propertyName = s2.substr( 0, p ); string propertyValue = s2.substr( p+1 ); ApplicationProperties::Properties->getNode( propertyName.c_str(), true )->setValue( propertyValue.c_str() ); } } } SGPropertyNode_ptr n; if( (n = ApplicationProperties::Properties->getNode( "panel" )) != NULL ) panel = FGReadablePanel::read( n ); protocol = new FGPanelProtocol( ApplicationProperties::Properties->getNode( "communication", true ) ); protocol->init(); } FGPanelApplication::~FGPanelApplication() { } void FGPanelApplication::Run() { int mode = GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE; int w = panel == NULL ? 0 : panel->getWidth(); int h = panel == NULL ? 0 : panel->getHeight(); if( w == 0 && h == 0 ) { w = 1024; h = 768; } else if( w == 0 ) { w = h / 0.75; } else if( h == 0 ) { h = w * 0.75; } bool gameMode = ApplicationProperties::Properties->getNode( "game-mode", true )->getBoolValue(); FGGLApplication::Run( mode, gameMode, w, h ); } void FGPanelApplication::Init() { glAlphaFunc(GL_GREATER, 0.1); glutSetCursor( GLUT_CURSOR_NONE ); ApplicationProperties::fontCache.initializeFonts(); } void FGPanelApplication::Reshape( int width, int height ) { this->width = width; this->height = height; glViewport(0, 0, (GLsizei) width, (GLsizei) height); } void FGPanelApplication::Idle() { double d = glutGet(GLUT_ELAPSED_TIME); double dt = Sleep(); if( dt == 0 ) return; if( panel != NULL ) panel->update( dt ); glutSwapBuffers(); if( protocol != NULL ) protocol->update( dt ); static double dsum = 0.0; static unsigned cnt = 0; dsum += glutGet(GLUT_ELAPSED_TIME)-d; cnt++; if( dsum > 1000.0 ) { ApplicationProperties::Properties->getNode( "/sim/frame-rate", true )->setDoubleValue(cnt*1000.0/dsum ); dsum = 0.0; cnt = 0; } } void FGPanelApplication::Key( unsigned char key, int x, int y ) { switch( key ) { case 0x1b: exit(0); break; } } double FGPanelApplication::Sleep() { SGTimeStamp current_time_stamp; static SGTimeStamp last_time_stamp; if ( last_time_stamp.get_seconds() == 0 ) last_time_stamp.stamp(); double model_hz = 60; double throttle_hz = ApplicationProperties::getDouble("/sim/frame-rate-throttle-hz", 0.0); if ( throttle_hz > 0.0 ) { // optionally throttle the frame rate (to get consistent frame // rates or reduce cpu usage. double frame_us = 1.0e6 / throttle_hz; // sleep based timing loop. // // Calling sleep, even usleep() on linux is less accurate than // we like, but it does free up the cpu for other tasks during // the sleep so it is desirable. Because of the way sleep() // is implemented in consumer operating systems like windows // and linux, you almost always sleep a little longer than the // requested amount. // // To combat the problem of sleeping too long, we calculate the // desired wait time and shorten it by 2000us (2ms) to avoid // [hopefully] over-sleep'ing. The 2ms value was arrived at // via experimentation. We follow this up at the end with a // simple busy-wait loop to get the final pause timing exactly // right. // // Assuming we don't oversleep by more than 2000us, this // should be a reasonable compromise between sleep based // waiting, and busy waiting. // sleep() will always overshoot by a bit so undersleep by // 2000us in the hopes of never oversleeping. frame_us -= 2000.0; if ( frame_us < 0.0 ) { frame_us = 0.0; } current_time_stamp.stamp(); /* Convert to ms */ double elapsed_us = (current_time_stamp - last_time_stamp).toUSecs(); if ( elapsed_us < frame_us ) { double requested_us = frame_us - elapsed_us; #ifdef _WIN32 ::Sleep ((int)(requested_us / 1000.0)) ; #else usleep ( (useconds_t)(requested_us ) ) ; #endif } // busy wait timing loop. // // This yields the most accurate timing. If the previous // usleep() call is omitted this will peg the cpu // (which is just fine if FG is the only app you care about.) current_time_stamp.stamp(); SGTimeStamp next_time_stamp = last_time_stamp; next_time_stamp += SGTimeStamp::fromSec(1e-6*frame_us); while ( current_time_stamp < next_time_stamp ) { current_time_stamp.stamp(); } } else { current_time_stamp.stamp(); } double real_delta_time_sec = double(current_time_stamp.toUSecs() - last_time_stamp.toUSecs()) / 1000000.0; last_time_stamp = current_time_stamp; //fprintf(stdout,"\r%4.1lf ", 1/real_delta_time_sec ); //fflush(stdout); // round the real time down to a multiple of 1/model-hz. // this way all systems are updated the _same_ amount of dt. static double reminder = 0.0; static long global_multi_loop = 0; real_delta_time_sec += reminder; global_multi_loop = long(floor(real_delta_time_sec*model_hz)); global_multi_loop = SGMisc::max(0, global_multi_loop); reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz); return double(global_multi_loop)/double(model_hz); } double ApplicationProperties::getDouble( const char * name, double def ) { SGPropertyNode_ptr n = ApplicationProperties::Properties->getNode( name, false ); if( n == NULL ) return def; return n->getDoubleValue(); } SGPath ApplicationProperties::GetCwd() { SGPath path("."); char buf[512], *cwd = getcwd(buf, 511); buf[511] = '\0'; if (cwd) { path = cwd; } return path; } SGPath ApplicationProperties::GetRootPath( const char * sub ) { if( sub != NULL ) { SGPath subpath( sub ); // relative path to current working dir? if (subpath.isRelative()) { SGPath path = GetCwd(); path.append( sub ); if (path.exists()) return path; } else if ( subpath.exists() ) { // absolute path return subpath; } } // default: relative path to FGROOT SGPath path( ApplicationProperties::root ); if( sub != NULL ) path.append( sub ); return path; } std::string ApplicationProperties::root = "."; SGPropertyNode_ptr ApplicationProperties::Properties = new SGPropertyNode; FGFontCache ApplicationProperties::fontCache;