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flightgear/src/Main/globals.cxx

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// globals.cxx -- Global state that needs to be shared among the sim modules
//
// Written by Curtis Olson, started July 2000.
//
// Copyright (C) 2000 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/scene/model/modellib.hxx>
#include <simgear/sound/soundmgr_openal.hxx>
#include <simgear/structure/commands.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/timing/sg_time.hxx>
#include <simgear/ephemeris/ephemeris.hxx>
#include <simgear/magvar/magvar.hxx>
#include <simgear/scene/material/matlib.hxx>
#include <Aircraft/controls.hxx>
#include <Airports/runways.hxx>
#include <ATC/AIMgr.hxx>
#include <ATC/ATCmgr.hxx>
#include <Autopilot/route_mgr.hxx>
#include <Cockpit/panel.hxx>
#include <GUI/new_gui.hxx>
#include <Model/acmodel.hxx>
#include <Model/modelmgr.hxx>
#include <MultiPlayer/multiplaymgr.hxx>
#include <Navaids/awynet.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include "globals.hxx"
#include "renderer.hxx"
#include "viewmgr.hxx"
#include "fg_props.hxx"
#include "fg_io.hxx"
////////////////////////////////////////////////////////////////////////
// Implementation of FGGlobals.
////////////////////////////////////////////////////////////////////////
// global global :-)
FGGlobals *globals;
// Constructor
FGGlobals::FGGlobals() :
renderer( new FGRenderer ),
subsystem_mgr( new SGSubsystemMgr ),
event_mgr( new SGEventMgr ),
sim_time_sec( 0.0 ),
fg_root( "" ),
#if defined(FX) && defined(XMESA)
fullscreen( true ),
#endif
warp( 0 ),
warp_delta( 0 ),
time_params( NULL ),
ephem( NULL ),
mag( NULL ),
matlib( NULL ),
route_mgr( NULL ),
current_panel( NULL ),
soundmgr( NULL ),
airports( NULL ),
runways( NULL ),
ATC_mgr( NULL ),
AI_mgr( NULL ),
controls( NULL ),
viewmgr( NULL ),
props( new SGPropertyNode ),
initial_state( NULL ),
locale( NULL ),
commands( SGCommandMgr::instance() ),
model_lib( NULL ),
acmodel( NULL ),
model_mgr( NULL ),
channel_options_list( NULL ),
initial_waypoints( NULL ),
scenery( NULL ),
tile_mgr( NULL ),
io( new FGIO ),
fontcache ( new FGFontCache ),
navlist( NULL ),
loclist( NULL ),
gslist( NULL ),
dmelist( NULL ),
mkrlist( NULL ),
tacanlist( NULL ),
carrierlist( NULL ),
channellist( NULL ),
fixlist( NULL ),
airwaynet( NULL ),
multiplayer_mgr( NULL )
{
}
// Destructor
FGGlobals::~FGGlobals()
{
delete renderer;
// The AIModels manager performs a number of actions upon
// Shutdown that implicitly assume that other subsystems
// are still operational (Due to the dynamic allocation and
// deallocation of AIModel objects. To ensure we can safely
// shut down all subsystems, make sure we take down the
// AIModels system first.
subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("ai_model");
delete subsystem_mgr;
delete event_mgr;
delete time_params;
delete ephem;
delete mag;
delete matlib;
delete route_mgr;
delete current_panel;
delete soundmgr;
delete airports;
delete runways;
delete ATC_mgr;
delete AI_mgr;
delete controls;
delete viewmgr;
delete initial_state;
// //delete locale; Don't delete locale
// delete commands;
delete model_lib;
delete acmodel;
delete model_mgr;
delete channel_options_list;
delete initial_waypoints;
delete scenery;
//delete tile_mgr; // Don't delete tile manager yet, because loader thread problems
delete io;
delete fontcache;
delete navlist;
delete loclist;
delete gslist;
delete dmelist;
delete mkrlist;
delete tacanlist;
delete carrierlist;
delete channellist;
delete fixlist;
delete airwaynet;
delete multiplayer_mgr;
delete props;
}
// set the fg_root path
void FGGlobals::set_fg_root (const string &root) {
fg_root = root;
// append /data to root if it exists
SGPath tmp( fg_root );
tmp.append( "data" );
tmp.append( "version" );
if ( ulFileExists( tmp.c_str() ) ) {
fg_root += "/data";
}
fgSetString("/sim/fg-root", fg_root.c_str());
}
void FGGlobals::set_fg_scenery (const string &scenery) {
SGPath s;
if (scenery.empty()) {
s.set( fg_root );
s.append( "Scenery" );
} else
s.set( scenery );
string_list path_list = sgPathSplit( s.str() );
fg_scenery.clear();
for (unsigned i = 0; i < path_list.size(); i++) {
ulDir *d = ulOpenDir( path_list[i].c_str() );
if (d == NULL)
continue;
ulCloseDir( d );
SGPath pt( path_list[i] ), po( path_list[i] );
pt.append("Terrain");
po.append("Objects");
ulDir *td = ulOpenDir( pt.c_str() );
ulDir *od = ulOpenDir( po.c_str() );
if (td == NULL && od == NULL)
fg_scenery.push_back( path_list[i] );
else {
if (td != NULL) {
fg_scenery.push_back( pt.str() );
ulCloseDir( td );
}
if (od != NULL) {
fg_scenery.push_back( po.str() );
ulCloseDir( od );
}
}
// insert a marker for FGTileEntry::load(), so that
// FG_SCENERY=A:B becomes list ["A/Terrain", "A/Objects", "",
// "B/Terrain", "B/Objects", ""]
fg_scenery.push_back("");
}
}
FGRenderer *
FGGlobals::get_renderer () const
{
return renderer;
}
SGSubsystemMgr *
FGGlobals::get_subsystem_mgr () const
{
return subsystem_mgr;
}
SGSubsystem *
FGGlobals::get_subsystem (const char * name)
{
return subsystem_mgr->get_subsystem(name);
}
void
FGGlobals::add_subsystem (const char * name,
SGSubsystem * subsystem,
SGSubsystemMgr::GroupType type,
double min_time_sec)
{
subsystem_mgr->add(name, subsystem, type, min_time_sec);
}
SGEventMgr *
FGGlobals::get_event_mgr () const
{
return event_mgr;
}
// Save the current state as the initial state.
void
FGGlobals::saveInitialState ()
{
delete initial_state;
initial_state = new SGPropertyNode();
if (!copyProperties(props, initial_state))
SG_LOG(SG_GENERAL, SG_ALERT, "Error saving initial state");
}
// Restore the saved initial state, if any
void
FGGlobals::restoreInitialState ()
{
if ( initial_state == 0 ) {
SG_LOG(SG_GENERAL, SG_ALERT,
"No initial state available to restore!!!");
return;
}
SGPropertyNode *currentPresets = new SGPropertyNode;
SGPropertyNode *targetNode = fgGetNode( "/sim/presets" );
// stash the /sim/presets tree
if ( !copyProperties(targetNode, currentPresets) ) {
SG_LOG( SG_GENERAL, SG_ALERT, "Failed to save /sim/presets subtree" );
}
if ( copyProperties(initial_state, props) ) {
SG_LOG( SG_GENERAL, SG_INFO, "Initial state restored successfully" );
} else {
SG_LOG( SG_GENERAL, SG_INFO,
"Some errors restoring initial state (read-only props?)" );
}
// recover the /sim/presets tree
if ( !copyProperties(currentPresets, targetNode) ) {
SG_LOG( SG_GENERAL, SG_ALERT,
"Failed to restore /sim/presets subtree" );
}
delete currentPresets;
}
FGViewer *
FGGlobals::get_current_view () const
{
return viewmgr->get_current_view();
}
// end of globals.cxx