106 lines
3.6 KiB
Text
106 lines
3.6 KiB
Text
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Internals
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---------
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The core of FlightGear is the property system. This is a tree like internal
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representation of global variables. The property system is explained more
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in detail later on.
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FlightGear' way of doing things is breaking it up into small pieces. There is
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(for example) animation code that reacts on property changes. There is also a
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Flight Dynamics model (FDM) that (amongst other things) updates properties.
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There is a menu system that can display and alter properties. Then we have
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sound code that plays sound based on ... properties.
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Maybe you see a pattern evolve by now.
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All subsystems are almost self containing. Most of the time they only read the
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values of some properties, and sometimes they alter other properties. This is
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the basic way of communicating between subsystems.
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Property System
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---------------
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The property system is best described as an in-memory LDAP database which holds
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the state of global variables. The system has a tree like hierarchy (like a
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file system) and has a root node, sub nodes (like subdirectories) and end-nodes
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(variables).
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All variables are kept internally as raw values and can be converted to any
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other supported type (boolean, int, float double and string).
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Like a file system, every node can be accessed relative to the current node, or
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absolute to the root node.
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The property system also allows aliasing nodes to other nodes (like symbolic
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linking files or directories to other files or directories) and may be assigned
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read-only or read-write.
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If necessary it would be possible for parts of the program to hold it's own
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property tree, which is inaccessible from the global property tree, by keeping
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track of it's own root-node.
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Property I/O code allows one to easily read the tree from, or write the tree to
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an XML file.
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Subsystems
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----------
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To add a new subsystem you would have to create a derived class from
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SGSubsystem and define at least a small set of functions:
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class FGSubsystemExample : public SGSubsystem
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{
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public:
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FGSubsystemExample();
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virtual ~FGSubsystemExample();
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// Subsystem API.
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void bind() override;
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void init() override;
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void reinit() override;
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void unbind() override;
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void update(double dt) override;
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// Subsystem identification.
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static const char* staticSubsystemClassId() { return "subsystem-example"; }
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};
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To register the subsystem with the subsystem manager, for non-instanced
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subsystems add:
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// Register the subsystem.
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SGSubsystemMgr::Registrant<FGSubsystemExample> registrantFGSubsystemExample
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Or to define a specific subsystem manager group, e.g. DISPLAY, and add any
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dependencies:
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// Register the subsystem.
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SGSubsystemMgr::Registrant<FGSubsystemExample> registrantFGSubsystemExample(
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SGSubsystemMgr::DISPLAY,
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{{"viewer", SGSubsystemMgr::Dependency::HARD},
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{"FGRenderer", SGSubsystemMgr::Dependency::NONSUBSYSTEM_HARD}});
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The init() functions should make sure everything is set and ready so the
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update() function can be run by the main loop. The reinit() function handles
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everything in case of a reset by the user.
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The bind() and unbind() functions can be used to tie and untie properties.
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Finally to create and have the subsystem managed:
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globals->add_subsystem("example", new FGSubsystemExample);
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Now the subsystem manager calls the update() function of this class every
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frame. dt is the time (in seconds) elapsed since the last call.
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Scripting
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---------
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The scripting langage Nasal can also read and modify properties but it can also
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be incorporated into the menu system. The documentation for Nasal can be found
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here: http://www.plausible.org/nasal/flightgear.html
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