321 lines
8.8 KiB
C++
321 lines
8.8 KiB
C++
// globals.cxx -- Global state that needs to be shared among the sim modules
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//
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// Written by Curtis Olson, started July 2000.
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//
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// Copyright (C) 2000 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/structure/commands.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/ephemeris/ephemeris.hxx>
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#include <simgear/magvar/magvar.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/structure/subsystem_mgr.hxx>
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#include <simgear/structure/event_mgr.hxx>
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#include <Aircraft/controls.hxx>
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#include <Airports/runways.hxx>
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#include <ATCDCL/AIMgr.hxx>
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#include <ATCDCL/ATCmgr.hxx>
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#include <Autopilot/route_mgr.hxx>
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#include <Cockpit/panel.hxx>
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#include <GUI/new_gui.hxx>
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#include <Model/acmodel.hxx>
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#include <Model/modelmgr.hxx>
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#include <MultiPlayer/multiplaymgr.hxx>
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#include <Navaids/awynet.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Navaids/navlist.hxx>
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#include "globals.hxx"
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#include "renderer.hxx"
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#include "viewmgr.hxx"
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#include "fg_props.hxx"
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#include "fg_io.hxx"
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGGlobals.
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////////////////////////////////////////////////////////////////////////
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// global global :-)
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FGGlobals *globals;
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// Constructor
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FGGlobals::FGGlobals() :
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props( new SGPropertyNode ),
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initial_state( NULL ),
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locale( NULL ),
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renderer( new FGRenderer ),
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subsystem_mgr( new SGSubsystemMgr ),
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event_mgr( new SGEventMgr ),
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sim_time_sec( 0.0 ),
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fg_root( "" ),
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warp( 0 ),
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warp_delta( 0 ),
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time_params( NULL ),
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ephem( NULL ),
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mag( NULL ),
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matlib( NULL ),
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route_mgr( NULL ),
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current_panel( NULL ),
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ATC_mgr( NULL ),
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AI_mgr( NULL ),
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controls( NULL ),
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viewmgr( NULL ),
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commands( SGCommandMgr::instance() ),
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acmodel( NULL ),
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model_mgr( NULL ),
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channel_options_list( NULL ),
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initial_waypoints( NULL ),
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scenery( NULL ),
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tile_mgr( NULL ),
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fontcache ( new FGFontCache ),
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navlist( NULL ),
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loclist( NULL ),
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gslist( NULL ),
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dmelist( NULL ),
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tacanlist( NULL ),
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carrierlist( NULL ),
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channellist( NULL ),
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airwaynet( NULL ),
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multiplayer_mgr( NULL )
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{
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}
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// Destructor
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FGGlobals::~FGGlobals()
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{
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delete renderer;
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// The AIModels manager performs a number of actions upon
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// Shutdown that implicitly assume that other subsystems
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// are still operational (Due to the dynamic allocation and
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// deallocation of AIModel objects. To ensure we can safely
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// shut down all subsystems, make sure we take down the
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// AIModels system first.
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subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("ai_model");
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// FGInput (FGInputEvent) and FGDialog calls get_subsystem() in their destructors,
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// which is not safe since some subsystem are already deleted but can be referred.
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// So these subsystems must be deleted prior to deleting subsystem_mgr unless
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// ~SGSubsystemGroup and SGSubsystemMgr::get_subsystem are changed not to refer to
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// deleted subsystems.
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subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("input");
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subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("gui");
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subsystem_mgr->unbind();
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delete subsystem_mgr;
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delete event_mgr;
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delete time_params;
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delete ephem;
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delete mag;
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delete matlib;
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delete route_mgr;
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delete current_panel;
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delete ATC_mgr;
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delete AI_mgr;
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delete controls;
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delete viewmgr;
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// delete commands;
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delete acmodel;
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delete model_mgr;
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delete channel_options_list;
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delete initial_waypoints;
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delete tile_mgr;
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delete scenery;
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delete fontcache;
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delete navlist;
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delete loclist;
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delete gslist;
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delete dmelist;
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delete tacanlist;
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delete carrierlist;
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delete channellist;
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delete airwaynet;
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delete multiplayer_mgr;
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}
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// set the fg_root path
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void FGGlobals::set_fg_root (const string &root) {
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fg_root = root;
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// append /data to root if it exists
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SGPath tmp( fg_root );
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tmp.append( "data" );
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tmp.append( "version" );
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if ( ulFileExists( tmp.c_str() ) ) {
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fgGetNode("BAD_FG_ROOT", true)->setStringValue(fg_root);
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fg_root += "/data";
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fgGetNode("GOOD_FG_ROOT", true)->setStringValue(fg_root);
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SG_LOG(SG_GENERAL, SG_ALERT, "***\n***\n*** Warning: changing bad FG_ROOT/--fg-root to '"
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<< fg_root << "'\n***\n***");
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}
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// remove /sim/fg-root before writing to prevent hijacking
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SGPropertyNode *n = fgGetNode("/sim", true);
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n->removeChild("fg-root", 0, false);
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n = n->getChild("fg-root", 0, true);
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n->setStringValue(fg_root.c_str());
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n->setAttribute(SGPropertyNode::WRITE, false);
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}
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void FGGlobals::set_fg_scenery (const string &scenery) {
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SGPath s;
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if (scenery.empty()) {
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s.set( fg_root );
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s.append( "Scenery" );
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} else
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s.set( scenery );
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string_list path_list = sgPathSplit( s.str() );
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fg_scenery.clear();
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for (unsigned i = 0; i < path_list.size(); i++) {
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ulDir *d = ulOpenDir( path_list[i].c_str() );
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if (d == NULL)
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continue;
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ulCloseDir( d );
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SGPath pt( path_list[i] ), po( path_list[i] );
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pt.append("Terrain");
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po.append("Objects");
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ulDir *td = ulOpenDir( pt.c_str() );
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ulDir *od = ulOpenDir( po.c_str() );
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// "Terrain" and "Airports" directory don't exist. add directory as is
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// otherwise, automatically append either Terrain, Objects, or both
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//if (td == NULL && od == NULL)
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fg_scenery.push_back( path_list[i] );
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//else {
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if (td != NULL) {
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fg_scenery.push_back( pt.str() );
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ulCloseDir( td );
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}
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if (od != NULL) {
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fg_scenery.push_back( po.str() );
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ulCloseDir( od );
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}
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//}
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// insert a marker for FGTileEntry::load(), so that
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// FG_SCENERY=A:B becomes list ["A/Terrain", "A/Objects", "",
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// "B/Terrain", "B/Objects", ""]
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fg_scenery.push_back("");
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}
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}
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FGRenderer *
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FGGlobals::get_renderer () const
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{
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return renderer;
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}
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SGSubsystemMgr *
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FGGlobals::get_subsystem_mgr () const
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{
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return subsystem_mgr;
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}
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SGSubsystem *
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FGGlobals::get_subsystem (const char * name)
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{
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return subsystem_mgr->get_subsystem(name);
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}
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void
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FGGlobals::add_subsystem (const char * name,
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SGSubsystem * subsystem,
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SGSubsystemMgr::GroupType type,
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double min_time_sec)
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{
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subsystem_mgr->add(name, subsystem, type, min_time_sec);
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}
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SGEventMgr *
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FGGlobals::get_event_mgr () const
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{
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return event_mgr;
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}
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// Save the current state as the initial state.
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void
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FGGlobals::saveInitialState ()
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{
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initial_state = new SGPropertyNode();
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if (!copyProperties(props, initial_state))
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SG_LOG(SG_GENERAL, SG_ALERT, "Error saving initial state");
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}
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// Restore the saved initial state, if any
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void
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FGGlobals::restoreInitialState ()
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{
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if ( initial_state == 0 ) {
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SG_LOG(SG_GENERAL, SG_ALERT,
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"No initial state available to restore!!!");
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return;
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}
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SGPropertyNode *currentPresets = new SGPropertyNode;
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SGPropertyNode *targetNode = fgGetNode( "/sim/presets" );
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// stash the /sim/presets tree
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if ( !copyProperties(targetNode, currentPresets) ) {
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SG_LOG( SG_GENERAL, SG_ALERT, "Failed to save /sim/presets subtree" );
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}
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if ( copyProperties(initial_state, props) ) {
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SG_LOG( SG_GENERAL, SG_INFO, "Initial state restored successfully" );
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} else {
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SG_LOG( SG_GENERAL, SG_INFO,
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"Some errors restoring initial state (read-only props?)" );
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}
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// recover the /sim/presets tree
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if ( !copyProperties(currentPresets, targetNode) ) {
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SG_LOG( SG_GENERAL, SG_ALERT,
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"Failed to restore /sim/presets subtree" );
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}
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delete currentPresets;
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}
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FGViewer *
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FGGlobals::get_current_view () const
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{
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return viewmgr->get_current_view();
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}
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// end of globals.cxx
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