89b41395d8
Simple source directory clean-up, so "Main" folder contains fewer stuff and the list of files in the editors a lot shorter.
557 lines
18 KiB
C++
557 lines
18 KiB
C++
// main.cxx -- top level sim routines
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//
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// Written by Curtis Olson, started May 1997.
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//
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// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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//
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// $Id$
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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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#if defined(__linux__) && defined(__i386__)
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# include <fpu_control.h>
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# include <signal.h>
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#endif
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#include <iostream>
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#include <osg/Camera>
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#include <osg/GraphicsContext>
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#include <osgDB/Registry>
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// Class references
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#include <simgear/scene/model/modellib.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/sky/sky.hxx>
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#include <simgear/structure/event_mgr.hxx>
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#include <simgear/props/AtomicChangeListener.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/timing/timestamp.hxx>
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#include <simgear/magvar/magvar.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/io/raw_socket.hxx>
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#include <simgear/scene/tsync/terrasync.hxx>
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#include <Time/light.hxx>
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#include <Aircraft/replay.hxx>
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#include <Aircraft/controls.hxx>
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#include <Model/panelnode.hxx>
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#include <Model/acmodel.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Sound/fg_fx.hxx>
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#include <Sound/beacon.hxx>
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#include <Sound/morse.hxx>
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#include <Sound/fg_fx.hxx>
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#include <ATCDCL/ATCmgr.hxx>
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#include <Time/TimeManager.hxx>
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#include <Environment/environment_mgr.hxx>
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#include <GUI/gui.h>
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#include <GUI/new_gui.hxx>
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#include <MultiPlayer/multiplaymgr.hxx>
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#include <Viewer/CameraGroup.hxx>
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#include <Viewer/viewer.hxx>
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#include <Viewer/WindowSystemAdapter.hxx>
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#include <Viewer/splash.hxx>
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#include <Viewer/renderer.hxx>
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#include "fg_commands.hxx"
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#include "fg_io.hxx"
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#include "main.hxx"
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#include "util.hxx"
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#include "fg_init.hxx"
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#include "fg_os.hxx"
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#include "fg_props.hxx"
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using namespace flightgear;
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using std::cerr;
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// Specify our current idle function state. This is used to run all
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// our initializations out of the idle callback so that we can get a
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// splash screen up and running right away.
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int idle_state = 0;
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// The atexit() function handler should know when the graphical subsystem
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// is initialized.
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extern int _bootstrap_OSInit;
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void fgInitSoundManager()
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{
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SGSoundMgr *smgr = globals->get_soundmgr();
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smgr->bind();
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smgr->init(fgGetString("/sim/sound/device-name", NULL));
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vector <const char*>devices = smgr->get_available_devices();
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for (unsigned int i=0; i<devices.size(); i++) {
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SGPropertyNode *p = fgGetNode("/sim/sound/devices/device", i, true);
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p->setStringValue(devices[i]);
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}
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devices.clear();
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}
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void fgSetNewSoundDevice(const char *device)
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{
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SGSoundMgr *smgr = globals->get_soundmgr();
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smgr->suspend();
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smgr->stop();
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smgr->init(device);
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smgr->resume();
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}
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// Update sound manager state (init/suspend/resume) and propagate property values,
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// since the sound manager doesn't read any properties itself.
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// Actual sound update is triggered by the subsystem manager.
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static void fgUpdateSound(double dt)
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{
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#ifdef ENABLE_AUDIO_SUPPORT
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static bool smgr_init = true;
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static SGPropertyNode *sound_working = fgGetNode("/sim/sound/working");
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if (smgr_init == true) {
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if (sound_working->getBoolValue() == true) {
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fgInitSoundManager();
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smgr_init = false;
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}
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} else {
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static SGPropertyNode *sound_enabled = fgGetNode("/sim/sound/enabled");
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static SGSoundMgr *smgr = globals->get_soundmgr();
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static bool smgr_enabled = true;
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if (sound_working->getBoolValue() == false) { // request to reinit
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smgr->reinit();
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smgr->resume();
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sound_working->setBoolValue(true);
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}
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if (smgr_enabled != sound_enabled->getBoolValue()) {
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if (smgr_enabled == true) { // request to suspend
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smgr->suspend();
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smgr_enabled = false;
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} else {
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smgr->resume();
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smgr_enabled = true;
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}
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}
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if (smgr_enabled == true) {
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static SGPropertyNode *volume = fgGetNode("/sim/sound/volume");
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smgr->set_volume(volume->getFloatValue());
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}
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}
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#endif
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}
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static void fgLoadInitialScenery()
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{
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static SGPropertyNode_ptr scenery_loaded
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= fgGetNode("sim/sceneryloaded", true);
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if (!scenery_loaded->getBoolValue())
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{
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if (globals->get_tile_mgr()->isSceneryLoaded()
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&& fgGetBool("sim/fdm-initialized")) {
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fgSetBool("sim/sceneryloaded",true);
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fgSplashProgress("");
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if (fgGetBool("/sim/sound/working")) {
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globals->get_soundmgr()->activate();
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}
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globals->get_props()->tie("/sim/sound/devices/name",
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SGRawValueFunctions<const char *>(0, fgSetNewSoundDevice), false);
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}
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else
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{
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fgSplashProgress("loading scenery");
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// be nice to loader threads while waiting for initial scenery, reduce to 2fps
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SGTimeStamp::sleepForMSec(500);
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}
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}
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}
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// What should we do when we have nothing else to do? Let's get ready
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// for the next move and update the display?
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static void fgMainLoop( void )
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{
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static SGPropertyNode_ptr frame_signal
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= fgGetNode("/sim/signals/frame", true);
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frame_signal->fireValueChanged();
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SG_LOG( SG_GENERAL, SG_DEBUG, "Running Main Loop");
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SG_LOG( SG_GENERAL, SG_DEBUG, "======= ==== ====");
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// compute simulated time (allowing for pause, warp, etc) and
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// real elapsed time
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double sim_dt, real_dt;
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TimeManager* timeMgr = (TimeManager*) globals->get_subsystem("time");
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timeMgr->computeTimeDeltas(sim_dt, real_dt);
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// update magvar model
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globals->get_mag()->update( globals->get_aircraft_position(),
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globals->get_time_params()->getJD() );
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// Propagate sound manager properties (note: actual update is triggered
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// by the subsystem manager).
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fgUpdateSound(sim_dt);
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// update all subsystems
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globals->get_subsystem_mgr()->update(sim_dt);
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// END Tile Manager updates
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fgLoadInitialScenery();
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simgear::AtomicChangeListener::fireChangeListeners();
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SG_LOG( SG_GENERAL, SG_DEBUG, "" );
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}
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// Operation for querying OpenGL parameters. This must be done in a
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// valid OpenGL context, potentially in another thread.
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namespace
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{
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struct GeneralInitOperation : public GraphicsContextOperation
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{
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GeneralInitOperation()
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: GraphicsContextOperation(std::string("General init"))
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{
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}
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void run(osg::GraphicsContext* gc)
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{
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SGPropertyNode* simRendering = fgGetNode("/sim/rendering");
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simRendering->setStringValue("gl-vendor", (char*) glGetString(GL_VENDOR));
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SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VENDOR));
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simRendering->setStringValue("gl-renderer", (char*) glGetString(GL_RENDERER));
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SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_RENDERER));
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simRendering->setStringValue("gl-version", (char*) glGetString(GL_VERSION));
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SG_LOG( SG_GENERAL, SG_INFO, glGetString(GL_VERSION));
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GLint tmp;
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glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
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simRendering->setIntValue("max-texture-size", tmp);
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glGetIntegerv( GL_DEPTH_BITS, &tmp );
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simRendering->setIntValue("depth-buffer-bits", tmp);
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}
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};
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}
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// This is the top level master main function that is registered as
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// our idle function
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// The first few passes take care of initialization things (a couple
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// per pass) and once everything has been initialized fgMainLoop from
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// then on.
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static void fgIdleFunction ( void ) {
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static osg::ref_ptr<GeneralInitOperation> genOp;
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if ( idle_state == 0 ) {
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idle_state++;
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// Pick some window on which to do queries.
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// XXX Perhaps all this graphics initialization code should be
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// moved to renderer.cxx?
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genOp = new GeneralInitOperation;
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osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
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WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
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osg::GraphicsContext* gc = 0;
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if (guiCamera)
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gc = guiCamera->getGraphicsContext();
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if (gc) {
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gc->add(genOp.get());
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} else {
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wsa->windows[0]->gc->add(genOp.get());
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}
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guiStartInit(gc);
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} else if ( idle_state == 1 ) {
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if (genOp.valid()) {
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if (!genOp->isFinished())
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return;
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genOp = 0;
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}
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if (!guiFinishInit())
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return;
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idle_state++;
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fgSplashProgress("loading aircraft list");
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} else if ( idle_state == 2 ) {
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idle_state++;
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fgSplashProgress("loading navigation data");
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} else if ( idle_state == 3 ) {
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idle_state++;
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fgInitNav();
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fgSplashProgress("initializing scenery system");
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} else if ( idle_state == 4 ) {
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idle_state++;
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// based on the requested presets, calculate the true starting
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// lon, lat
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fgInitPosition();
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fgInitTowerLocationListener();
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TimeManager* t = new TimeManager;
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globals->add_subsystem("time", t, SGSubsystemMgr::INIT);
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t->init(); // need to init now, not during initSubsystems
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// Do some quick general initializations
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if( !fgInitGeneral()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"General initialization failed ..." );
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exit(-1);
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}
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////////////////////////////////////////////////////////////////////
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// Initialize the property-based built-in commands
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////////////////////////////////////////////////////////////////////
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fgInitCommands();
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////////////////////////////////////////////////////////////////////
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// Initialize the material manager
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////////////////////////////////////////////////////////////////////
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globals->set_matlib( new SGMaterialLib );
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simgear::SGModelLib::init(globals->get_fg_root(), globals->get_props());
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simgear::SGModelLib::setPanelFunc(FGPanelNode::load);
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////////////////////////////////////////////////////////////////////
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// Initialize the TG scenery subsystem.
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////////////////////////////////////////////////////////////////////
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simgear::SGTerraSync* terra_sync = new simgear::SGTerraSync(globals->get_props());
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globals->add_subsystem("terrasync", terra_sync);
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globals->set_scenery( new FGScenery );
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globals->get_scenery()->init();
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globals->get_scenery()->bind();
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globals->set_tile_mgr( new FGTileMgr );
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fgSplashProgress("loading aircraft");
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} else if ( idle_state == 5 ) {
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idle_state++;
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fgSplashProgress("initializing sky elements");
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} else if ( idle_state == 6 ) {
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idle_state++;
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// Initialize MagVar model
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SGMagVar *magvar = new SGMagVar();
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globals->set_mag( magvar );
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// kludge to initialize mag compass
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// (should only be done for in-flight
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// startup)
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// update magvar model
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globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
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* SGD_DEGREES_TO_RADIANS,
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fgGetDouble("/position/latitude-deg")
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* SGD_DEGREES_TO_RADIANS,
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fgGetDouble("/position/altitude-ft")
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* SG_FEET_TO_METER,
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globals->get_time_params()->getJD() );
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fgSplashProgress("initializing subsystems");
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} else if ( idle_state == 7 ) {
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idle_state++;
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// Initialize audio support
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#ifdef ENABLE_AUDIO_SUPPORT
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// Start the intro music
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if ( fgGetBool("/sim/startup/intro-music") ) {
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SGPath mp3file( globals->get_fg_root() );
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mp3file.append( "Sounds/intro.mp3" );
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SG_LOG( SG_GENERAL, SG_INFO,
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"Starting intro music: " << mp3file.str() );
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# if defined( __CYGWIN__ )
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string command = "start /m `cygpath -w " + mp3file.str() + "`";
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# elif defined( _WIN32 )
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string command = "start /m " + mp3file.str();
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# else
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string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
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# endif
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if (0 != system ( command.c_str() ))
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{
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SG_LOG( SG_SOUND, SG_WARN,
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"Failed to play mp3 file " << mp3file.str() << ". Maybe mp3 player is not installed." );
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}
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}
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#endif
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// This is the top level init routine which calls all the
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// other subsystem initialization routines. If you are adding
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// a subsystem to flightgear, its initialization call should be
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// located in this routine.
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if( !fgInitSubsystems()) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Subsystem initialization failed ..." );
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exit(-1);
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}
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// Torsten Dreyer:
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// ugly hack for automatic runway selection on startup based on
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// metar data. Makes startup.nas obsolete and guarantees the same
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// runway selection as for AI traffic. However, this code belongs to
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// somewhere(?) else - if I only new where...
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if( true == fgGetBool( "/environment/metar/valid" ) ) {
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SG_LOG(SG_ENVIRONMENT, SG_INFO,
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"Using METAR for runway selection: '" << fgGetString("/environment/metar/data") << "'" );
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// the realwx_ctrl fetches metar in the foreground on init,
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// If it was able to fetch a metar or one was given on the commandline,
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// the valid flag is set here, otherwise it is false
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double hdg = fgGetDouble( "/environment/metar/base-wind-dir-deg", 9999.0 );
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string apt = fgGetString( "/sim/startup/options/airport" );
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string rwy = fgGetString( "/sim/startup/options/runway" );
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double strthdg = fgGetDouble( "/sim/startup/options/heading-deg", 9999.0 );
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string parkpos = fgGetString( "/sim/presets/parkpos" );
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bool onground = fgGetBool( "/sim/presets/onground", false );
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// don't check for wind-speed < 1kt, this belongs to the runway-selection code
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// the other logic is taken from former startup.nas
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if( hdg < 360.0 && apt.length() > 0 && strthdg > 360.0 && rwy.length() == 0 && onground && parkpos.length() == 0 ) {
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extern bool fgSetPosFromAirportIDandHdg( const string& id, double tgt_hdg );
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fgSetPosFromAirportIDandHdg( apt, hdg );
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}
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} else {
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SG_LOG(SG_ENVIRONMENT, SG_INFO,
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"No METAR available to pick active runway" );
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}
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fgSplashProgress("initializing graphics engine");
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} else if ( idle_state == 8 ) {
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idle_state = 1000;
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// setup OpenGL view parameters
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globals->get_renderer()->setupView();
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globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
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fgGetInt("/sim/startup/ysize") );
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int session = fgGetInt("/sim/session",0);
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session++;
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fgSetInt("/sim/session",session);
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}
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if ( idle_state == 1000 ) {
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// We've finished all our initialization steps, from now on we
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// run the main loop.
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fgSetBool("sim/sceneryloaded", false);
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fgRegisterIdleHandler( fgMainLoop );
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}
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}
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static void upper_case_property(const char *name)
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{
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using namespace simgear;
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SGPropertyNode *p = fgGetNode(name, false);
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if (!p) {
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p = fgGetNode(name, true);
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p->setStringValue("");
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} else {
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props::Type t = p->getType();
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if (t == props::NONE || t == props::UNSPECIFIED)
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p->setStringValue("");
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else
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assert(t == props::STRING);
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}
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p->addChangeListener(new FGMakeUpperCase);
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}
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// Main top level initialization
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int fgMainInit( int argc, char **argv ) {
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// set default log levels
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sglog().setLogLevels( SG_ALL, SG_ALERT );
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string version;
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#ifdef FLIGHTGEAR_VERSION
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version = FLIGHTGEAR_VERSION;
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#else
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version = "unknown version";
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#endif
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SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
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<< version );
|
|
SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << std::endl );
|
|
|
|
// Allocate global data structures. This needs to happen before
|
|
// we parse command line options
|
|
|
|
globals = new FGGlobals;
|
|
|
|
// seed the random number generator
|
|
sg_srandom_time();
|
|
|
|
FGControls *controls = new FGControls;
|
|
globals->set_controls( controls );
|
|
|
|
string_list *col = new string_list;
|
|
globals->set_channel_options_list( col );
|
|
|
|
fgValidatePath("", false); // initialize static variables
|
|
upper_case_property("/sim/presets/airport-id");
|
|
upper_case_property("/sim/presets/runway");
|
|
upper_case_property("/sim/tower/airport-id");
|
|
upper_case_property("/autopilot/route-manager/input");
|
|
|
|
// Load the configuration parameters. (Command line options
|
|
// override config file options. Config file options override
|
|
// defaults.)
|
|
if ( !fgInitConfig(argc, argv) ) {
|
|
SG_LOG( SG_GENERAL, SG_ALERT, "Config option parsing failed ..." );
|
|
exit(-1);
|
|
}
|
|
|
|
// Initialize the Window/Graphics environment.
|
|
fgOSInit(&argc, argv);
|
|
_bootstrap_OSInit++;
|
|
|
|
fgRegisterIdleHandler( &fgIdleFunction );
|
|
|
|
// Initialize sockets (WinSock needs this)
|
|
simgear::Socket::initSockets();
|
|
|
|
// Clouds3D requires an alpha channel
|
|
fgOSOpenWindow(true /* request stencil buffer */);
|
|
|
|
// Initialize the splash screen right away
|
|
fntInit();
|
|
fgSplashInit();
|
|
|
|
// pass control off to the master event handler
|
|
int result = fgOSMainLoop();
|
|
|
|
// clean up here; ensure we null globals to avoid
|
|
// confusing the atexit() handler
|
|
delete globals;
|
|
globals = NULL;
|
|
|
|
return result;
|
|
}
|