2119db35c3
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.
138 lines
3.9 KiB
C++
138 lines
3.9 KiB
C++
/**************************************************************************
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* gui.cxx
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*
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* Written 1998 by Durk Talsma, started Juni, 1998. For the flight gear
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* project.
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*
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* Additional mouse supported added by David Megginson, 1999.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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*
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* $Id$
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**************************************************************************/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <simgear/compiler.h>
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <simgear/misc/exception.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/props/props_io.hxx>
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#include <plib/pu.h>
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#include <Include/general.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include "gui.h"
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#include "gui_local.hxx"
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#include "net_dlg.hxx"
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#include "preset_dlg.hxx"
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// main.cxx hack, should come from an include someplace
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extern void fgInitVisuals( void );
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extern void fgRenderFrame( void );
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extern void initDialog (void);
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extern void mkDialogInit (void);
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extern void ConfirmExitDialogInit(void);
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puFont guiFnt = 0;
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fntTexFont *guiFntHandle = 0;
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/* -------------------------------------------------------------------------
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init the gui
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_____________________________________________________________________*/
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void guiInit()
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{
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char *mesa_win_state;
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// Initialize PUI
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puInit();
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puSetDefaultStyle ( PUSTYLE_SMALL_BEVELLED ); //PUSTYLE_DEFAULT
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puSetDefaultColourScheme (0.8, 0.8, 0.9, 0.8);
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initDialog();
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// Next check home directory
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SGPath fntpath;
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char* envp = ::getenv( "FG_FONTS" );
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if ( envp != NULL ) {
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fntpath.set( envp );
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} else {
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fntpath.set( globals->get_fg_root() );
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fntpath.append( "Fonts" );
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}
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// Install our fast fonts
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SGPropertyNode *locale = globals->get_locale();
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fntpath.append(locale->getStringValue("font", "typewriter.txf"));
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guiFntHandle = new fntTexFont ;
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guiFntHandle -> load ( (char *)fntpath.c_str() ) ;
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puFont GuiFont ( guiFntHandle, 15 ) ;
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puSetDefaultFonts( GuiFont, GuiFont ) ;
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guiFnt = puGetDefaultLabelFont();
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if (!fgHasNode("/sim/startup/mouse-pointer")) {
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// no preference specified for mouse pointer, attempt to autodetect...
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// Determine if we need to render the cursor, or if the windowing
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// system will do it. First test if we are rendering with glide.
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if ( strstr ( general.get_glRenderer(), "Glide" ) ) {
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// Test for the MESA_GLX_FX env variable
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if ( (mesa_win_state = getenv( "MESA_GLX_FX" )) != NULL) {
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// test if we are fullscreen mesa/glide
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if ( (mesa_win_state[0] == 'f') ||
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(mesa_win_state[0] == 'F') ) {
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puShowCursor ();
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}
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}
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}
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// mouse_active = ~mouse_active;
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} else if ( !fgGetBool("/sim/startup/mouse-pointer") ) {
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// don't show pointer
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} else {
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// force showing pointer
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puShowCursor();
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// mouse_active = ~mouse_active;
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}
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// MOUSE_VIEW mode stuff
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initMouseQuat();
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// Set up our Dialog Boxes
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ConfirmExitDialogInit();
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fgPresetInit();
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#ifdef FG_NETWORK_OLK
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NewNetIdInit();
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NewNetFGDInit();
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#endif
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mkDialogInit();
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}
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