1
0
Fork 0
flightgear/src/Main/fg_scene_commands.cxx
Richard Harrison 2c8aad12ba Model relative property tree root binding.
Change fgcommand to take an optional property tree root element.

This fixes the animation bindings to use the defined property tree root - to support multiplayer (or other) model that can bind to the correct part of the property tree.

Requires a corresponding fix in sg to allow the command methods to take an optional root parameter.

What this means is that when inside someone else's multiplayer model (e.g. backseat, or co-pilot), the multipalyer (AI) model will correctly modify properties inside the correct part of the property tree inside (/ai), rather than modifying the properties inside the same part of the tree as the non-ai model.

This means that a properly setup model will operate within it's own space in the property tree; and permit more generic multiplayer code to be written.

This is probably responsible for some of the pollution of the root property tree with MP aircraft properties.
2017-07-05 11:37:17 +02:00

555 lines
14 KiB
C++

// fg_scene_commands.cxx - internal FGFS commands.
#include "config.h"
#include <string.h> // strcmp()
#include <simgear/compiler.h>
#include <string>
#include <fstream>
#include <simgear/sg_inlines.h>
#include <simgear/debug/logstream.hxx>
#include <simgear/math/sg_random.h>
#include <simgear/io/iostreams/sgstream.hxx>
#include <simgear/scene/material/mat.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <simgear/structure/exception.hxx>
#include <simgear/structure/commands.hxx>
#include <simgear/props/props.hxx>
#include <simgear/props/props_io.hxx>
#include <simgear/structure/event_mgr.hxx>
#include <simgear/sound/soundmgr.hxx>
#include <simgear/timing/sg_time.hxx>
#include <Network/RemoteXMLRequest.hxx>
#include <FDM/flight.hxx>
#include <GUI/gui.h>
#include <GUI/new_gui.hxx>
#include <GUI/dialog.hxx>
#include <Aircraft/replay.hxx>
#include <Scenery/scenery.hxx>
#include <Scripting/NasalSys.hxx>
#include <Sound/sample_queue.hxx>
#include <Airports/xmlloader.hxx>
#include <Network/HTTPClient.hxx>
#include <Viewer/viewmgr.hxx>
#include <Viewer/view.hxx>
#include <Environment/presets.hxx>
#include <Navaids/NavDataCache.hxx>
#include "fg_init.hxx"
#include "fg_io.hxx"
#include "fg_os.hxx"
#include "fg_commands.hxx"
#include "fg_props.hxx"
#include "globals.hxx"
#include "logger.hxx"
#include "util.hxx"
#include "main.hxx"
#include "positioninit.hxx"
#include <boost/scoped_array.hpp>
#if FG_HAVE_GPERFTOOLS
# include <google/profiler.h>
#endif
#if defined(HAVE_QT)
#include <GUI/QtLauncher.hxx>
#endif
////////////////////////////////////////////////////////////////////////
// Command implementations.
////////////////////////////////////////////////////////////////////////
/**
* Built-in command: exit FlightGear.
*
* status: the exit status to return to the operating system (defaults to 0)
*/
static bool
do_exit (const SGPropertyNode * arg, SGPropertyNode * root)
{
SG_LOG(SG_INPUT, SG_INFO, "Program exit requested.");
fgSetBool("/sim/signals/exit", true);
globals->saveUserSettings();
fgOSExit(arg->getIntValue("status", 0));
return true;
}
/**
* Reset FlightGear (Shift-Escape or Menu->File->Reset)
*/
static bool
do_reset (const SGPropertyNode * arg, SGPropertyNode * root)
{
fgResetIdleState();
return true;
}
/**
* Change aircraft
*/
static bool
do_switch_aircraft (const SGPropertyNode * arg, SGPropertyNode * root)
{
fgSetString("/sim/aircraft", arg->getStringValue("aircraft"));
// start a reset
fgResetIdleState();
return true;
}
/**
*/
static bool
do_reposition (const SGPropertyNode * arg, SGPropertyNode * root)
{
fgStartReposition();
return true;
}
/**
* Built-in command: (re)load the panel.
*
* path (optional): the file name to load the panel from
* (relative to FG_ROOT). Defaults to the value of /sim/panel/path,
* and if that's unspecified, to "Panels/Default/default.xml".
*/
static bool
do_panel_load (const SGPropertyNode * arg, SGPropertyNode * root)
{
string panel_path = arg->getStringValue("path");
if (!panel_path.empty()) {
// write to the standard property, which will force a load
fgSetString("/sim/panel/path", panel_path.c_str());
}
return true;
}
/**
* Built-in command: (re)load preferences.
*
* path (optional): the file name to load the panel from (relative
* to FG_ROOT). Defaults to "preferences.xml".
*/
static bool
do_preferences_load (const SGPropertyNode * arg, SGPropertyNode * root)
{
// disabling this command which was formerly used to reload 'preferences.xml'
// reloading the defaults doesn't make sense (better to reset the simulator),
// and loading arbitrary XML docs into the property-tree can be done via
// the standard load-xml command.
SG_LOG(SG_GENERAL, SG_ALERT, "preferences-load command is deprecated and non-functional");
return false;
}
/**
* An fgcommand to toggle fullscreen mode.
* No parameters.
*/
static bool
do_toggle_fullscreen(const SGPropertyNode*, SGPropertyNode*)
{
fgOSFullScreen();
return true;
}
/**
* Built-in command: capture screen.
*/
static bool
do_screen_capture(const SGPropertyNode*, SGPropertyNode*)
{
return fgDumpSnapShot();
}
static bool
do_reload_shaders (const SGPropertyNode*, SGPropertyNode*)
{
simgear::reload_shaders();
return true;
}
static bool
do_dump_scene_graph (const SGPropertyNode*, SGPropertyNode*)
{
fgDumpSceneGraph();
return true;
}
static bool
do_dump_terrain_branch (const SGPropertyNode*, SGPropertyNode*)
{
fgDumpTerrainBranch();
double lon_deg = fgGetDouble("/position/longitude-deg");
double lat_deg = fgGetDouble("/position/latitude-deg");
SGGeod geodPos = SGGeod::fromDegFt(lon_deg, lat_deg, 0.0);
SGVec3d zero = SGVec3d::fromGeod(geodPos);
SG_LOG(SG_INPUT, SG_INFO, "Model parameters:");
SG_LOG(SG_INPUT, SG_INFO, "Center: " << zero.x() << ", " << zero.y() << ", " << zero.z() );
SG_LOG(SG_INPUT, SG_INFO, "Rotation: " << lat_deg << ", " << lon_deg );
return true;
}
static bool
do_print_visible_scene_info(const SGPropertyNode*, SGPropertyNode*)
{
fgPrintVisibleSceneInfoCommand();
return true;
}
/**
* Built-in command: hires capture screen.
*/
static bool
do_hires_screen_capture (const SGPropertyNode * arg, SGPropertyNode * root)
{
fgHiResDump();
return true;
}
/**
* Reload the tile cache.
*/
static bool
do_tile_cache_reload (const SGPropertyNode * arg, SGPropertyNode * root)
{
SGPropertyNode *master_freeze = fgGetNode("/sim/freeze/master");
bool freeze = master_freeze->getBoolValue();
SG_LOG(SG_INPUT, SG_INFO, "ReIniting TileCache");
if ( !freeze ) {
master_freeze->setBoolValue(true);
}
globals->get_subsystem("scenery")->reinit();
if ( !freeze ) {
master_freeze->setBoolValue(false);
}
return true;
}
/**
* Reload the materials definition
*/
static bool
do_materials_reload (const SGPropertyNode * arg, SGPropertyNode * root)
{
SG_LOG(SG_INPUT, SG_INFO, "Reloading Materials");
SGMaterialLib* new_matlib = new SGMaterialLib;
SGPath mpath( globals->get_fg_root() );
mpath.append( fgGetString("/sim/rendering/materials-file") );
bool loaded = new_matlib->load(globals->get_fg_root().local8BitStr(),
mpath.local8BitStr(),
globals->get_props());
if ( ! loaded ) {
SG_LOG( SG_GENERAL, SG_ALERT,
"Error loading materials file " << mpath );
return false;
}
globals->set_matlib(new_matlib);
FGScenery* scenery = static_cast<FGScenery*>(globals->get_scenery());
scenery->materialLibChanged();
return true;
}
/**
* Built-in command: Add a dialog to the GUI system. Does *not*
* display the dialog. The property node should have the same format
* as a dialog XML configuration. It must include:
*
* name: the name of the GUI dialog for future reference.
*/
static bool
do_dialog_new (const SGPropertyNode * arg, SGPropertyNode * root)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
if (!gui) {
return false;
}
// Note the casting away of const: this is *real*. Doing a
// "dialog-apply" command later on will mutate this property node.
// I'm not convinced that this isn't the Right Thing though; it
// allows client to create a node, pass it to dialog-new, and get
// the values back from the dialog by reading the same node.
// Perhaps command arguments are not as "const" as they would
// seem?
gui->newDialog((SGPropertyNode*)arg);
return true;
}
/**
* Built-in command: Show an XML-configured dialog.
*
* dialog-name: the name of the GUI dialog to display.
*/
static bool
do_dialog_show (const SGPropertyNode * arg, SGPropertyNode * root)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
gui->showDialog(arg->getStringValue("dialog-name"));
return true;
}
/**
* Built-in Command: Hide the active XML-configured dialog.
*/
static bool
do_dialog_close (const SGPropertyNode * arg, SGPropertyNode * root)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
if(arg->hasValue("dialog-name"))
return gui->closeDialog(arg->getStringValue("dialog-name"));
return gui->closeActiveDialog();
}
/**
* Update a value in the active XML-configured dialog.
*
* object-name: The name of the GUI object(s) (all GUI objects if omitted).
*/
static bool
do_dialog_update (const SGPropertyNode * arg, SGPropertyNode * root)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
FGDialog * dialog;
if (arg->hasValue("dialog-name"))
dialog = gui->getDialog(arg->getStringValue("dialog-name"));
else
dialog = gui->getActiveDialog();
if (dialog != 0) {
dialog->updateValues(arg->getStringValue("object-name"));
return true;
} else {
return false;
}
}
static bool
do_open_browser (const SGPropertyNode * arg, SGPropertyNode * root)
{
string path;
if (arg->hasValue("path"))
path = arg->getStringValue("path");
else
if (arg->hasValue("url"))
path = arg->getStringValue("url");
else
return false;
return openBrowser(path);
}
static bool
do_open_launcher(const SGPropertyNode*, SGPropertyNode*)
{
#if defined(HAVE_QT)
bool ok = flightgear::runInAppLauncherDialog();
if (ok) {
// start a full reset
fgResetIdleState();
}
return true; // don't report failure
#else
return false;
#endif
}
/**
* Apply a value in the active XML-configured dialog.
*
* object-name: The name of the GUI object(s) (all GUI objects if omitted).
*/
static bool
do_dialog_apply (const SGPropertyNode * arg, SGPropertyNode * root)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
FGDialog * dialog;
if (arg->hasValue("dialog-name"))
dialog = gui->getDialog(arg->getStringValue("dialog-name"));
else
dialog = gui->getActiveDialog();
if (dialog != 0) {
dialog->applyValues(arg->getStringValue("object-name"));
return true;
} else {
return false;
}
}
/**
* Redraw GUI (applying new widget colors). Doesn't reload the dialogs,
* unlike reinit().
*/
static bool
do_gui_redraw (const SGPropertyNode * arg, SGPropertyNode * root)
{
NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
gui->redraw();
return true;
}
/**
* Adds model to the scenery. The path to the added branch (/models/model[*])
* is returned in property "property".
*/
static bool
do_add_model (const SGPropertyNode * arg, SGPropertyNode * root)
{
SGPropertyNode * model = fgGetNode("models", true);
int i;
for (i = 0; model->hasChild("model",i); i++);
model = model->getChild("model", i, true);
copyProperties(arg, model);
if (model->hasValue("elevation-m"))
model->setDoubleValue("elevation-ft", model->getDoubleValue("elevation-m")
* SG_METER_TO_FEET);
model->getNode("load", true);
model->removeChildren("load");
const_cast<SGPropertyNode *>(arg)->setStringValue("property", model->getPath());
return true;
}
/**
* Built-in command: commit presets (read from in /sim/presets/)
*/
static bool
do_presets_commit (const SGPropertyNode * arg, SGPropertyNode * root)
{
if (fgGetBool("/sim/initialized", false)) {
fgResetIdleState();
} else {
// Nasal can trigger this during initial init, which confuses
// the logic in ReInitSubsystems, since initial state has not been
// saved at that time. Short-circuit everything here.
flightgear::initPosition();
}
return true;
}
static bool
do_press_cockpit_button (const SGPropertyNode * arg, SGPropertyNode * root)
{
const char *prefix = arg->getStringValue("prefix");
if (arg->getBoolValue("guarded") && fgGetDouble((string(prefix) + "-guard").c_str()) < 1)
return true;
string prop = string(prefix) + "-button";
double value;
if (arg->getBoolValue("latching"))
value = fgGetDouble(prop.c_str()) > 0 ? 0 : 1;
else
value = 1;
fgSetDouble(prop.c_str(), value);
fgSetBool(arg->getStringValue("discrete"), value > 0);
return true;
}
static bool
do_release_cockpit_button (const SGPropertyNode * arg, SGPropertyNode * root)
{
const char *prefix = arg->getStringValue("prefix");
if (arg->getBoolValue("guarded")) {
string prop = string(prefix) + "-guard";
if (fgGetDouble(prop.c_str()) < 1) {
fgSetDouble(prop.c_str(), 1);
return true;
}
}
if (! arg->getBoolValue("latching")) {
fgSetDouble((string(prefix) + "-button").c_str(), 0);
fgSetBool(arg->getStringValue("discrete"), false);
}
return true;
}
////////////////////////////////////////////////////////////////////////
// Command setup.
////////////////////////////////////////////////////////////////////////
/**
* Table of built-in commands.
*
* New commands do not have to be added here; any module in the application
* can add a new command using globals->get_commands()->addCommand(...).
*/
static struct {
const char * name;
SGCommandMgr::command_t command;
} built_ins [] = {
{ "exit", do_exit },
{ "reset", do_reset },
{ "reposition", do_reposition },
{ "switch-aircraft", do_switch_aircraft },
{ "panel-load", do_panel_load },
{ "preferences-load", do_preferences_load },
{ "toggle-fullscreen", do_toggle_fullscreen },
{ "screen-capture", do_screen_capture },
{ "hires-screen-capture", do_hires_screen_capture },
{ "tile-cache-reload", do_tile_cache_reload },
{ "dialog-new", do_dialog_new },
{ "dialog-show", do_dialog_show },
{ "dialog-close", do_dialog_close },
{ "dialog-update", do_dialog_update },
{ "dialog-apply", do_dialog_apply },
{ "open-browser", do_open_browser },
{ "gui-redraw", do_gui_redraw },
{ "add-model", do_add_model },
{ "presets-commit", do_presets_commit },
{ "press-cockpit-button", do_press_cockpit_button },
{ "release-cockpit-button", do_release_cockpit_button },
{ "dump-scenegraph", do_dump_scene_graph },
{ "dump-terrainbranch", do_dump_terrain_branch },
{ "print-visible-scene", do_print_visible_scene_info },
{ "reload-shaders", do_reload_shaders },
{ "reload-materials", do_materials_reload },
{ "open-launcher", do_open_launcher },
{ 0, 0 } // zero-terminated
};
/**
* Initialize the default built-in commands.
*
* Other commands may be added by other parts of the application.
*/
void
fgInitSceneCommands ()
{
SG_LOG(SG_GENERAL, SG_BULK, "Initializing scene built-in commands:");
for (int i = 0; built_ins[i].name != 0; i++) {
SG_LOG(SG_GENERAL, SG_BULK, " " << built_ins[i].name);
globals->get_commands()->addCommand(built_ins[i].name,
built_ins[i].command);
}
}