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