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flightgear/src/Main/main.cxx
2009-12-20 10:34:07 +01:00

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31 KiB
C++

// main.cxx -- top level sim routines
//
// Written by Curtis Olson, started May 1997.
//
// Copyright (C) 1997 - 2002 Curtis L. Olson - http://www.flightgear.org/~curt
//
// 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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
#if defined(__linux__) && defined(__i386__)
# include <fpu_control.h>
# include <signal.h>
#endif
#include <iostream>
#include <plib/netSocket.h>
#include <osg/Camera>
#include <osg/GraphicsContext>
#include <osgDB/Registry>
// Class references
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/scene/model/modellib.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/scene/model/animation.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/structure/event_mgr.hxx>
#include <simgear/props/AtomicChangeListener.hxx>
#include <simgear/props/props.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/math/sg_random.h>
#include <Time/light.hxx>
#include <Include/general.hxx>
#include <Aircraft/replay.hxx>
#include <Cockpit/cockpit.hxx>
#include <Cockpit/hud.hxx>
#include <Model/panelnode.hxx>
#include <Model/modelmgr.hxx>
#include <Model/acmodel.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Sound/beacon.hxx>
#include <Sound/morse.hxx>
#include <Sound/fg_fx.hxx>
#include <FDM/flight.hxx>
#include <ATCDCL/ATCmgr.hxx>
#include <ATCDCL/AIMgr.hxx>
#include <Time/tmp.hxx>
#include <Environment/environment_mgr.hxx>
#include <GUI/new_gui.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include "CameraGroup.hxx"
#include "fg_commands.hxx"
#include "fg_io.hxx"
#include "renderer.hxx"
#include "splash.hxx"
#include "main.hxx"
#include "util.hxx"
#include "fg_init.hxx"
#include "fg_os.hxx"
#include "WindowSystemAdapter.hxx"
#include <Main/viewer.hxx>
static double real_delta_time_sec = 0.0;
double delta_time_sec = 0.0;
extern float init_volume;
using namespace flightgear;
using std::cerr;
// This is a record containing a bit of global housekeeping information
FGGeneral general;
// Specify our current idle function state. This is used to run all
// our initializations out of the idle callback so that we can get a
// splash screen up and running right away.
int idle_state = 0;
long global_multi_loop;
SGTimeStamp last_time_stamp;
SGTimeStamp current_time_stamp;
// The atexit() function handler should know when the graphical subsystem
// is initialized.
extern int _bootstrap_OSInit;
// Update internal time dependent calculations (i.e. flight model)
// FIXME: this distinction is obsolete; all subsystems now get delta
// time on update.
void fgUpdateTimeDepCalcs() {
static bool inited = false;
static const SGPropertyNode *replay_state
= fgGetNode( "/sim/freeze/replay-state", true );
static SGPropertyNode *replay_time
= fgGetNode( "/sim/replay/time", true );
// static const SGPropertyNode *replay_end_time
// = fgGetNode( "/sim/replay/end-time", true );
//SG_LOG(SG_FLIGHT,SG_INFO, "Updating time dep calcs()");
// Initialize the FDM here if it hasn't been and if we have a
// scenery elevation hit.
// cout << "cur_fdm_state->get_inited() = " << cur_fdm_state->get_inited()
// << " cur_elev = " << scenery.get_cur_elev() << endl;
if (!cur_fdm_state->get_inited()) {
// Check for scenery around the aircraft.
double lon = fgGetDouble("/sim/presets/longitude-deg");
double lat = fgGetDouble("/sim/presets/latitude-deg");
// We require just to have 50 meter scenery availabe around
// the aircraft.
double range = 1000.0;
SGGeod geod = SGGeod::fromDeg(lon, lat);
if (globals->get_scenery()->scenery_available(geod, range)) {
//SG_LOG(SG_FLIGHT, SG_INFO, "Finally initializing fdm");
cur_fdm_state->init();
if ( cur_fdm_state->get_bound() ) {
cur_fdm_state->unbind();
}
cur_fdm_state->bind();
}
}
// conceptually, the following block could be done for each fdm
// instance ...
if ( cur_fdm_state->get_inited() ) {
// we have been inited, and we are good to go ...
if ( replay_state->getIntValue() == 0 ) {
// replay off, run fdm
cur_fdm_state->update( delta_time_sec );
} else {
FGReplay *r = (FGReplay *)(globals->get_subsystem( "replay" ));
r->replay( replay_time->getDoubleValue() );
if ( replay_state->getIntValue() == 1 ) {
// normal playback
replay_time->setDoubleValue( replay_time->getDoubleValue()
+ ( delta_time_sec
* fgGetInt("/sim/speed-up") ) );
} else if ( replay_state->getIntValue() == 2 ) {
// paused playback (don't advance replay time)
}
}
if ( !inited ) {
inited = true;
fgSetBool("/sim/signals/fdm-initialized", true);
}
} else {
// do nothing, fdm isn't inited yet
}
globals->get_aircraft_model()->update(delta_time_sec);
// Update solar system
globals->get_ephem()->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
cur_fdm_state->get_Latitude() );
}
// What should we do when we have nothing else to do? Let's get ready
// for the next move and update the display?
static void fgMainLoop( void ) {
int model_hz = fgGetInt("/sim/model-hz");
static SGConstPropertyNode_ptr longitude
= fgGetNode("/position/longitude-deg");
static SGConstPropertyNode_ptr latitude
= fgGetNode("/position/latitude-deg");
static SGConstPropertyNode_ptr altitude
= fgGetNode("/position/altitude-ft");
static SGConstPropertyNode_ptr vn_fps
= fgGetNode("/velocities/speed-north-fps");
static SGConstPropertyNode_ptr ve_fps
= fgGetNode("/velocities/speed-east-fps");
static SGConstPropertyNode_ptr vd_fps
= fgGetNode("/velocities/speed-down-fps");
static SGConstPropertyNode_ptr clock_freeze
= fgGetNode("/sim/freeze/clock", true);
static SGConstPropertyNode_ptr cur_time_override
= fgGetNode("/sim/time/cur-time-override", true);
static SGConstPropertyNode_ptr max_simtime_per_frame
= fgGetNode("/sim/max-simtime-per-frame", true);
static SGPropertyNode_ptr frame_signal
= fgGetNode("/sim/signals/frame", true);
frame_signal->fireValueChanged();
SGCloudLayer::enable_bump_mapping = fgGetBool("/sim/rendering/bump-mapping");
bool scenery_loaded = fgGetBool("sim/sceneryloaded");
bool wait_for_scenery = !(scenery_loaded || fgGetBool("sim/sceneryloaded-override"));
// Update the elapsed time.
static bool first_time = true;
if ( first_time ) {
last_time_stamp.stamp();
first_time = false;
}
double throttle_hz = fgGetDouble("/sim/frame-rate-throttle-hz", 0.0);
if ( throttle_hz > 0.0 && !wait_for_scenery ) {
// optionally throttle the frame rate (to get consistent frame
// rates or reduce cpu usage.
double frame_us = 1000000.0 / throttle_hz;
#define FG_SLEEP_BASED_TIMING 1
#if defined(FG_SLEEP_BASED_TIMING)
// 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;
ulMilliSecondSleep ( (int)(requested_us / 1000.0) ) ;
}
#endif
// busy wait timing loop.
//
// This yields the most accurate timing. If the previous
// ulMilliSecondSleep() 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 {
// run as fast as the app will go
current_time_stamp.stamp();
}
real_delta_time_sec = (current_time_stamp - last_time_stamp).toSecs();
// Limit the time we need to spend in simulation loops
// That means, if the /sim/max-simtime-per-frame value is strictly positive
// you can limit the maximum amount of time you will do simulations for
// one frame to display. The cpu time spent in simulations code is roughly
// at least O(real_delta_time_sec). If this is (due to running debug
// builds or valgrind or something different blowing up execution times)
// larger than the real time you will no longer get any response
// from flightgear. This limits that effect. Just set to property from
// your .fgfsrc or commandline ...
double dtMax = max_simtime_per_frame->getDoubleValue();
if (0 < dtMax && dtMax < real_delta_time_sec)
real_delta_time_sec = dtMax;
// 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;
real_delta_time_sec += reminder;
global_multi_loop = long(floor(real_delta_time_sec*model_hz));
global_multi_loop = SGMisc<long>::max(0, global_multi_loop);
reminder = real_delta_time_sec - double(global_multi_loop)/double(model_hz);
real_delta_time_sec = double(global_multi_loop)/double(model_hz);
if (clock_freeze->getBoolValue() || wait_for_scenery) {
delta_time_sec = 0;
} else {
delta_time_sec = real_delta_time_sec;
}
last_time_stamp = current_time_stamp;
globals->inc_sim_time_sec( delta_time_sec );
// These are useful, especially for Nasal scripts.
fgSetDouble("/sim/time/delta-realtime-sec", real_delta_time_sec);
fgSetDouble("/sim/time/delta-sec", delta_time_sec);
#ifdef FANCY_FRAME_COUNTER
int i;
double accum;
#else
static time_t last_time = 0;
static int frames = 0;
#endif // FANCY_FRAME_COUNTER
SGTime *t = globals->get_time_params();
SG_LOG( SG_ALL, SG_DEBUG, "Running Main Loop");
SG_LOG( SG_ALL, SG_DEBUG, "======= ==== ====");
// Fix elevation. I'm just sticking this here for now, it should
// probably move eventually
/* printf("Before - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
/* printf("Adjustment - ground = %.2f runway = %.2f alt = %.2f\n",
scenery.get_cur_elev(),
cur_fdm_state->get_Runway_altitude() * SG_FEET_TO_METER,
cur_fdm_state->get_Altitude() * SG_FEET_TO_METER); */
// cout << "Warp = " << globals->get_warp() << endl;
// update "time"
static bool last_clock_freeze = false;
if ( clock_freeze->getBoolValue() ) {
// clock freeze requested
if ( cur_time_override->getLongValue() == 0 ) {
fgSetLong( "/sim/time/cur-time-override", t->get_cur_time() );
globals->set_warp( 0 );
}
} else {
// no clock freeze requested
if ( last_clock_freeze == true ) {
// clock just unfroze, let's set warp as the difference
// between frozen time and current time so we don't get a
// time jump (and corresponding sky object and lighting
// jump.)
globals->set_warp( cur_time_override->getLongValue() - time(NULL) );
fgSetLong( "/sim/time/cur-time-override", 0 );
}
if ( globals->get_warp_delta() != 0 ) {
globals->inc_warp( globals->get_warp_delta() );
}
}
last_clock_freeze = clock_freeze->getBoolValue();
t->update( longitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue() * SGD_DEGREES_TO_RADIANS,
cur_time_override->getLongValue(),
globals->get_warp() );
if (globals->get_warp_delta() != 0) {
FGLight *l = (FGLight *)(globals->get_subsystem("lighting"));
l->update( 0.5 );
}
// update magvar model
globals->get_mag()->update( longitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
latitude->getDoubleValue()
* SGD_DEGREES_TO_RADIANS,
altitude->getDoubleValue() * SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
// Calculate frame rate average
#ifdef FANCY_FRAME_COUNTER
/* old fps calculation */
if ( elapsed > 0 ) {
double tmp;
accum = 0.0;
for ( i = FG_FRAME_RATE_HISTORY - 2; i >= 0; i-- ) {
tmp = general.get_frame(i);
accum += tmp;
// printf("frame[%d] = %.2f\n", i, g->frames[i]);
general.set_frame(i+1,tmp);
}
tmp = 1000000.0 / (float)elapsed;
general.set_frame(0,tmp);
// printf("frame[0] = %.2f\n", general.frames[0]);
accum += tmp;
general.set_frame_rate(accum / (float)FG_FRAME_RATE_HISTORY);
// printf("ave = %.2f\n", general.frame_rate);
}
#else
if ( (t->get_cur_time() != last_time) && (last_time > 0) ) {
general.set_frame_rate( frames );
fgSetInt("/sim/frame-rate", frames);
SG_LOG( SG_ALL, SG_DEBUG,
"--> Frame rate is = " << general.get_frame_rate() );
frames = 0;
}
last_time = t->get_cur_time();
++frames;
#endif
// Update any multiplayer's network queues, the AIMultiplayer
// implementation is an AI model and depends on that
globals->get_multiplayer_mgr()->Update();
// Run ATC subsystem
if (fgGetBool("/sim/atc/enabled"))
globals->get_ATC_mgr()->update(delta_time_sec);
// Run the AI subsystem
// FIXME: run that also if we have multiplaying enabled since the
// multiplayer information is interpreted by an AI model
if (fgGetBool("/sim/ai-traffic/enabled"))
globals->get_AI_mgr()->update(delta_time_sec);
// Run flight model
if (0 < global_multi_loop) {
// first run the flight model each frame until it is initialized
// then continue running each frame only after initial scenery
// load is complete.
fgUpdateTimeDepCalcs();
} else {
SG_LOG( SG_ALL, SG_DEBUG,
"Elapsed time is zero ... we're zinging" );
}
globals->get_subsystem_mgr()->update(delta_time_sec);
//
// Tile Manager updates - see if we need to load any new scenery tiles.
// this code ties together the fdm, viewer and scenery classes...
// we may want to move this to its own class at some point
//
double visibility_meters = fgGetDouble("/environment/visibility-m");
globals->get_tile_mgr()->prep_ssg_nodes( visibility_meters );
// update tile manager for view...
SGVec3d viewPos = globals->get_current_view()->get_view_pos();
SGGeod geodViewPos = SGGeod::fromCart(viewPos);
globals->get_tile_mgr()->update(geodViewPos, visibility_meters);
// run Nasal's settimer() loops right before the view manager
globals->get_event_mgr()->update(delta_time_sec);
// pick up model coordidnates that Nasal code may have set relative to the
// aircraft's
globals->get_model_mgr()->update(delta_time_sec);
// update the view angle as late as possible, but before sound calculations
globals->get_viewmgr()->update(real_delta_time_sec);
// Run audio scheduler
#ifdef ENABLE_AUDIO_SUPPORT
FGFX* fx = (FGFX*) globals->get_subsystem("fx");
fx->update_fx_late(delta_time_sec);
#endif
// END Tile Manager udpates
if (!scenery_loaded && globals->get_tile_mgr()->isSceneryLoaded()
&& cur_fdm_state->get_inited()) {
fgSetBool("sim/sceneryloaded",true);
fgSetFloat("/sim/sound/volume", init_volume);
globals->get_soundmgr()->set_volume(init_volume);
}
simgear::AtomicChangeListener::fireChangeListeners();
fgRequestRedraw();
SG_LOG( SG_ALL, SG_DEBUG, "" );
}
// Operation for querying OpenGL parameters. This must be done in a
// valid OpenGL context, potentially in another thread.
namespace
{
struct GeneralInitOperation : public GraphicsContextOperation
{
GeneralInitOperation()
: GraphicsContextOperation(std::string("General init"))
{
}
void run(osg::GraphicsContext* gc)
{
general.set_glVendor( (char *)glGetString ( GL_VENDOR ) );
general.set_glRenderer( (char *)glGetString ( GL_RENDERER ) );
general.set_glVersion( (char *)glGetString ( GL_VERSION ) );
SG_LOG( SG_GENERAL, SG_INFO, general.get_glRenderer() );
GLint tmp;
glGetIntegerv( GL_MAX_TEXTURE_SIZE, &tmp );
general.set_glMaxTexSize( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Max texture size = " << tmp );
glGetIntegerv( GL_DEPTH_BITS, &tmp );
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
}
};
}
// This is the top level master main function that is registered as
// our idle funciton
// The first few passes take care of initialization things (a couple
// per pass) and once everything has been initialized fgMainLoop from
// then on.
static void fgIdleFunction ( void ) {
static osg::ref_ptr<GeneralInitOperation> genOp;
if ( idle_state == 0 ) {
idle_state++;
// Pick some window on which to do queries.
// XXX Perhaps all this graphics initialization code should be
// moved to renderer.cxx?
genOp = new GeneralInitOperation;
osg::Camera* guiCamera = getGUICamera(CameraGroup::getDefault());
WindowSystemAdapter* wsa = WindowSystemAdapter::getWSA();
osg::GraphicsContext* gc = 0;
if (guiCamera)
gc = guiCamera->getGraphicsContext();
if (gc) {
gc->add(genOp.get());
} else {
wsa->windows[0]->gc->add(genOp.get());
}
guiStartInit(gc);
} else if ( idle_state == 1 ) {
if (genOp.valid()) {
if (!genOp->isFinished())
return;
genOp = 0;
}
if (!guiFinishInit())
return;
idle_state++;
fgSplashProgress("reading aircraft list");
} else if ( idle_state == 2 ) {
idle_state++;
// Read the list of available aircraft
fgReadAircraft();
fgSplashProgress("reading airport & navigation data");
} else if ( idle_state == 3 ) {
idle_state++;
fgInitNav();
fgSplashProgress("setting up scenery");
} else if ( idle_state == 4 ) {
idle_state++;
// based on the requested presets, calculate the true starting
// lon, lat
fgInitPosition();
fgInitTowerLocationListener();
SGTime *t = fgInitTime();
globals->set_time_params( t );
// Do some quick general initializations
if( !fgInitGeneral()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"General initialization failed ..." );
exit(-1);
}
////////////////////////////////////////////////////////////////////
// Initialize the property-based built-in commands
////////////////////////////////////////////////////////////////////
fgInitCommands();
////////////////////////////////////////////////////////////////////
// Initialize the material manager
////////////////////////////////////////////////////////////////////
globals->set_matlib( new SGMaterialLib );
simgear::SGModelLib::init(globals->get_fg_root());
////////////////////////////////////////////////////////////////////
// Initialize the TG scenery subsystem.
////////////////////////////////////////////////////////////////////
globals->set_scenery( new FGScenery );
globals->get_scenery()->init();
globals->get_scenery()->bind();
globals->set_tile_mgr( new FGTileMgr );
////////////////////////////////////////////////////////////////////
// Initialize the general model subsystem.
////////////////////////////////////////////////////////////////////
globals->set_model_mgr(new FGModelMgr);
globals->get_model_mgr()->init();
globals->get_model_mgr()->bind();
fgSplashProgress("loading aircraft");
} else if ( idle_state == 5 ) {
idle_state++;
////////////////////////////////////////////////////////////////////
// Initialize the 3D aircraft model subsystem (has a dependency on
// the scenery subsystem.)
////////////////////////////////////////////////////////////////////
globals->set_aircraft_model(new FGAircraftModel);
globals->get_aircraft_model()->init();
globals->get_aircraft_model()->bind();
////////////////////////////////////////////////////////////////////
// Initialize the view manager subsystem.
////////////////////////////////////////////////////////////////////
FGViewMgr *viewmgr = new FGViewMgr;
globals->set_viewmgr( viewmgr );
viewmgr->init();
viewmgr->bind();
fgSplashProgress("generating sky elements");
} else if ( idle_state == 6 ) {
idle_state++;
// Initialize the sky
SGPath ephem_data_path( globals->get_fg_root() );
ephem_data_path.append( "Astro" );
SGEphemeris *ephem = new SGEphemeris( ephem_data_path.c_str() );
ephem->update( globals->get_time_params()->getMjd(),
globals->get_time_params()->getLst(),
0.0 );
globals->set_ephem( ephem );
// TODO: move to environment mgr
thesky = new SGSky;
SGPath texture_path(globals->get_fg_root());
texture_path.append("Textures");
texture_path.append("Sky");
for (int i = 0; i < FGEnvironmentMgr::MAX_CLOUD_LAYERS; i++) {
SGCloudLayer * layer = new SGCloudLayer(texture_path.str());
thesky->add_cloud_layer(layer);
}
SGPath sky_tex_path( globals->get_fg_root() );
sky_tex_path.append( "Textures" );
sky_tex_path.append( "Sky" );
thesky->texture_path( sky_tex_path.str() );
// The sun and moon diameters are scaled down numbers of the
// actual diameters. This was needed to fit both the sun and the
// moon within the distance to the far clip plane.
// Moon diameter: 3,476 kilometers
// Sun diameter: 1,390,000 kilometers
thesky->build( 80000.0, 80000.0,
463.3, 361.8,
*globals->get_ephem(),
fgGetNode("/environment", true));
// Initialize MagVar model
SGMagVar *magvar = new SGMagVar();
globals->set_mag( magvar );
// kludge to initialize mag compass
// (should only be done for in-flight
// startup)
// update magvar model
globals->get_mag()->update( fgGetDouble("/position/longitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/latitude-deg")
* SGD_DEGREES_TO_RADIANS,
fgGetDouble("/position/altitude-ft")
* SG_FEET_TO_METER,
globals->get_time_params()->getJD() );
double var = globals->get_mag()->get_magvar() * SGD_RADIANS_TO_DEGREES;
fgSetDouble("/instrumentation/heading-indicator/offset-deg", -var);
fgSetDouble("/instrumentation/heading-indicator-fg/offset-deg", -var);
// airport = new ssgBranch;
// airport->setName( "Airport Lighting" );
// lighting->addKid( airport );
// build our custom render states
fgSplashProgress("initializing subsystems");
} else if ( idle_state == 7 ) {
idle_state++;
// Initialize audio support
#ifdef ENABLE_AUDIO_SUPPORT
// Start the intro music
if ( fgGetBool("/sim/startup/intro-music") ) {
SGPath mp3file( globals->get_fg_root() );
mp3file.append( "Sounds/intro.mp3" );
SG_LOG( SG_GENERAL, SG_INFO,
"Starting intro music: " << mp3file.str() );
#if defined( __CYGWIN__ )
string command = "start /m `cygpath -w " + mp3file.str() + "`";
#elif defined( WIN32 )
string command = "start /m " + mp3file.str();
#else
string command = "mpg123 " + mp3file.str() + "> /dev/null 2>&1";
#endif
system ( command.c_str() );
}
#endif
// This is the top level init routine which calls all the
// other subsystem initialization routines. If you are adding
// a subsystem to flightgear, its initialization call should be
// located in this routine.
if( !fgInitSubsystems()) {
SG_LOG( SG_GENERAL, SG_ALERT,
"Subsystem initialization failed ..." );
exit(-1);
}
fgSplashProgress("setting up time & renderer");
} else if ( idle_state == 8 ) {
idle_state = 1000;
// Initialize the time offset (warp) after fgInitSubsystem
// (which initializes the lighting interpolation tables.)
fgInitTimeOffset();
// setup OpenGL view parameters
globals->get_renderer()->init();
SG_LOG( SG_GENERAL, SG_INFO, "Panel visible = " << fgPanelVisible() );
globals->get_renderer()->resize( fgGetInt("/sim/startup/xsize"),
fgGetInt("/sim/startup/ysize") );
fgSplashProgress("loading scenery objects");
int session = fgGetInt("/sim/session",0);
session++;
fgSetInt("/sim/session",session);
}
if ( idle_state == 1000 ) {
// We've finished all our initialization steps, from now on we
// run the main loop.
fgSetBool("sim/sceneryloaded", false);
fgRegisterIdleHandler( fgMainLoop );
}
}
static void upper_case_property(const char *name)
{
using namespace simgear;
SGPropertyNode *p = fgGetNode(name, false);
if (!p) {
p = fgGetNode(name, true);
p->setStringValue("");
} else {
props::Type t = p->getType();
if (t == props::NONE || t == props::UNSPECIFIED)
p->setStringValue("");
else
assert(t == props::STRING);
}
p->addChangeListener(new FGMakeUpperCase);
}
// Main top level initialization
bool fgMainInit( int argc, char **argv ) {
// set default log levels
sglog().setLogLevels( SG_ALL, SG_ALERT );
string version;
#ifdef FLIGHTGEAR_VERSION
version = FLIGHTGEAR_VERSION;
#else
version = "unknown version";
#endif
SG_LOG( SG_GENERAL, SG_INFO, "FlightGear: Version "
<< version );
SG_LOG( SG_GENERAL, SG_INFO, "Built with " << SG_COMPILER_STR << 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");
// Scan the config file(s) and command line options to see if
// fg_root was specified (ignore all other options for now)
fgInitFGRoot(argc, argv);
// Check for the correct base package version
static char required_version[] = "1.9.0";
string base_version = fgBasePackageVersion();
if ( !(base_version == required_version) ) {
// tell the operator how to use this application
SG_LOG( SG_GENERAL, SG_ALERT, "" ); // To popup the console on windows
cerr << endl << "Base package check failed ... " \
<< "Found version " << base_version << " at: " \
<< globals->get_fg_root() << endl;
cerr << "Please upgrade to version: " << required_version << endl;
#ifdef _MSC_VER
cerr << "Hit a key to continue..." << endl;
cin.get();
#endif
exit(-1);
}
// 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++;
fgRegisterWindowResizeHandler( &FGRenderer::resize );
fgRegisterIdleHandler( &fgIdleFunction );
fgRegisterDrawHandler( &FGRenderer::update );
#ifdef FG_ENABLE_MULTIPASS_CLOUDS
bool get_stencil_buffer = true;
#else
bool get_stencil_buffer = false;
#endif
// Initialize plib net interface
netInit( &argc, argv );
// Clouds3D requires an alpha channel
// clouds may require stencil buffer
fgOSOpenWindow(get_stencil_buffer);
// Initialize the splash screen right away
fntInit();
fgSplashInit();
// pass control off to the master event handler
fgOSMainLoop();
// we never actually get here ... but to avoid compiler warnings,
// etc.
return false;
}