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flightgear/src/Main/fgfs.hxx
curt 2119db35c3 This is step "1" of probably "many" in the process of separating out the
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.
2003-05-06 23:46:24 +00:00

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// fgfs.hxx -- top level include file for FlightGear.
//
// Written by David Megginson, started 2000-12
//
// Copyright (C) 2000 David Megginson, david@megginson.com
//
// 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., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
#ifndef __FGFS_HXX
#define __FGFS_HXX 1
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <simgear/compiler.h>
// #ifdef SG_MATH_EXCEPTION_CLASH
// # include <math.h>
// #endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
# include <float.h>
#endif
#include STL_STRING
SG_USING_STD(string);
#include <vector>
SG_USING_STD(vector);
#include <map>
SG_USING_STD(map);
#include <simgear/props/props.hxx>
/**
* Basic interface for all FlightGear subsystems.
*
* <p>This is an abstract interface that all FlightGear subsystems
* will eventually implement. It defines the basic operations for
* each subsystem: initialization, property binding and unbinding, and
* updating. Interfaces may define additional methods, but the
* preferred way of exchanging information with other subsystems is
* through the property tree.</p>
*
* <p>To publish information through a property, a subsystem should
* bind it to a variable or (if necessary) a getter/setter pair in the
* bind() method, and release the property in the unbind() method:</p>
*
* <pre>
* void MySubsystem::bind ()
* {
* fgTie("/controls/flight/elevator", &_elevator);
* fgSetArchivable("/controls/flight/elevator");
* }
*
* void MySubsystem::unbind ()
* {
* fgUntie("/controls/flight/elevator");
* }
* </pre>
*
* <p>To reference a property (possibly) from another subsystem, there
* are two alternatives. If the property will be referenced only
* infrequently (say, in the init() method), then the fgGet* methods
* declared in fg_props.hxx are the simplest:</p>
*
* <pre>
* void MySubsystem::init ()
* {
* _errorMargin = fgGetFloat("/display/error-margin-pct");
* }
* </pre>
*
* <p>On the other hand, if the property will be referenced frequently
* (say, in the update() method), then the hash-table lookup required
* by the fgGet* methods might be too expensive; instead, the
* subsystem should obtain a reference to the actual property node in
* its init() function and use that reference in the main loop:</p>
*
* <pre>
* void MySubsystem::init ()
* {
* _errorNode = fgGetNode("/display/error-margin-pct", true);
* }
*
* void MySubsystem::update (double delta_time_sec)
* {
* do_something(_errorNode.getFloatValue());
* }
* </pre>
*
* <p>The node returned will always be a pointer to SGPropertyNode,
* and the subsystem should <em>not</em> delete it in its destructor
* (the pointer belongs to the property tree, not the subsystem).</p>
*
* <p>The program may ask the subsystem to suspend or resume
* sim-time-dependent operations; by default, the suspend() and
* resume() methods set the protected variable <var>_suspended</var>,
* which the subsystem can reference in its update() method, but
* subsystems may also override the suspend() and resume() methods to
* take different actions.</p>
*/
class FGSubsystem
{
public:
/**
* Default constructor.
*/
FGSubsystem ();
/**
* Virtual destructor to ensure that subclass destructors are called.
*/
virtual ~FGSubsystem ();
/**
* Initialize the subsystem.
*
* <p>This method should set up the state of the subsystem, but
* should not bind any properties. Note that any dependencies on
* the state of other subsystems should be placed here rather than
* in the constructor, so that FlightGear can control the
* initialization order.</p>
*/
virtual void init ();
/**
* Reinitialize the subsystem.
*
* <p>This method should cause the subsystem to reinitialize itself,
* and (normally) to reload any configuration files.</p>
*/
virtual void reinit ();
/**
* Acquire the subsystem's property bindings.
*
* <p>This method should bind all properties that the subsystem
* publishes. It will be invoked after init, but before any
* invocations of update.</p>
*/
virtual void bind ();
/**
* Release the subsystem's property bindings.
*
* <p>This method should release all properties that the subsystem
* publishes. It will be invoked by FlightGear (not the destructor)
* just before the subsystem is removed.</p>
*/
virtual void unbind ();
/**
* Update the subsystem.
*
* <p>FlightGear invokes this method every time the subsystem should
* update its state.</p>
*
* @param delta_time_sec The delta time, in seconds, since the last
* update. On first update, delta time will be 0.
*/
virtual void update (double delta_time_sec) = 0;
/**
* Suspend operation of this subsystem.
*
* <p>This method instructs the subsystem to suspend
* sim-time-dependent operations until asked to resume. The update
* method will still be invoked so that the subsystem can take any
* non-time-dependent actions, such as updating the display.</p>
*
* <p>It is not an error for the suspend method to be invoked when
* the subsystem is already suspended; the invocation should simply
* be ignored.</p>
*/
virtual void suspend ();
/**
* Suspend or resum operation of this subsystem.
*
* @param suspended true if the subsystem should be suspended, false
* otherwise.
*/
virtual void suspend (bool suspended);
/**
* Resume operation of this subsystem.
*
* <p>This method instructs the subsystem to resume
* sim-time-depended operations. It is not an error for the resume
* method to be invoked when the subsystem is not suspended; the
* invocation should simply be ignored.</p>
*/
virtual void resume ();
/**
* Test whether this subsystem is suspended.
*
* @return true if the subsystem is suspended, false if it is not.
*/
virtual bool is_suspended () const;
protected:
mutable SGPropertyNode_ptr _freeze_master_node;
bool _suspended;
};
/**
* A group of FlightGear subsystems.
*/
class FGSubsystemGroup : public FGSubsystem
{
public:
FGSubsystemGroup ();
virtual ~FGSubsystemGroup ();
virtual void init ();
virtual void reinit ();
virtual void bind ();
virtual void unbind ();
virtual void update (double delta_time_sec);
virtual void suspend ();
virtual void resume ();
virtual bool is_suspended () const;
virtual void set_subsystem (const string &name,
FGSubsystem * subsystem,
double min_step_sec = 0);
virtual FGSubsystem * get_subsystem (const string &name);
virtual void remove_subsystem (const string &name);
virtual bool has_subsystem (const string &name) const;
private:
struct Member {
Member ();
Member (const Member &member);
virtual ~Member ();
virtual void update (double delta_time_sec);
string name;
FGSubsystem * subsystem;
double min_step_sec;
double elapsed_sec;
};
Member * get_member (const string &name, bool create = false);
vector<Member *> _members;
};
/**
* Manage subsystems for FlightGear.
*
* This top-level subsystem will eventually manage all of the
* subsystems in FlightGear: it broadcasts its life-cycle events
* (init, bind, etc.) to all of the subsystems it manages. Subsystems
* are grouped to guarantee order of initialization and execution --
* currently, the only two groups are INIT and GENERAL, but others
* will appear in the future.
*
* All subsystems are named as well as grouped, and subsystems can be
* looked up by name and cast to the appropriate subtype when another
* subsystem needs to invoke specialized methods.
*
* The subsystem manager owns the pointers to all the subsystems in
* it.
*/
class FGSubsystemMgr : public FGSubsystem
{
public:
/**
* Types of subsystem groups.
*/
enum GroupType {
INIT = 0,
GENERAL,
MAX_GROUPS
};
FGSubsystemMgr ();
virtual ~FGSubsystemMgr ();
virtual void init ();
virtual void reinit ();
virtual void bind ();
virtual void unbind ();
virtual void update (double delta_time_sec);
virtual void suspend ();
virtual void resume ();
virtual bool is_suspended () const;
virtual void add (const char * name,
FGSubsystem * subsystem,
GroupType group = GENERAL,
double min_time_sec = 0);
virtual FGSubsystemGroup * get_group (GroupType group);
virtual FGSubsystem * get_subsystem(const string &name);
private:
FGSubsystemGroup _groups[MAX_GROUPS];
map<string,FGSubsystem *> _subsystem_map;
};
#endif // __FGFS_HXX
// end of fgfs.hxx