333 lines
9.6 KiB
C++
333 lines
9.6 KiB
C++
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//
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// Written and (c) Torsten Dreyer - Torsten(at)t3r_dot_de
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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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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# include <direct.h>
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#else
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# include <unistd.h>
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#endif
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#ifdef __APPLE__
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# include <CoreFoundation/CoreFoundation.h>
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#endif
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#include <iostream>
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#if defined (SG_MAC)
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#include <OpenGL/gl.h>
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#include <GLUT/glut.h>
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#elif defined (_GLES2)
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#include <GLES2/gl2.h>
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#else
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#include <GL/glew.h> // Must be included before <GL/gl.h>
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#include <GL/gl.h>
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#include <GL/glut.h>
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#endif
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#include "FGGLApplication.hxx"
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#include "FGPanelApplication.hxx"
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#include <simgear/math/SGMisc.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props_io.hxx>
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#include <simgear/structure/exception.hxx>
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#include <simgear/misc/ResourceManager.hxx>
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#include "panel_io.hxx"
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#include "ApplicationProperties.hxx"
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using namespace std;
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inline static string
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ParseArgs (int argc, char **argv, const string &token) {
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for (int i = 0; i < argc; i++) {
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const string arg (argv[i]);
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if (arg.find (token) == 0) {
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return arg.substr (token.length ());
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}
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}
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return "";
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}
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// define default location of fgdata (use the same as for fgfs)
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inline static SGPath
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platformDefaultRoot () {
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#if defined(__CYGWIN__)
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return SGPath ("../data");
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#elif defined(_WIN32)
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return SGPath ("..\\data");
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#elif defined(__APPLE__)
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/*
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The following code looks for the base package inside the application
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bundle, in the standard Contents/Resources location.
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*/
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CFURLRef resourcesUrl = CFBundleCopyResourcesDirectoryURL (CFBundleGetMainBundle ());
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// look for a 'data' subdir
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CFURLRef dataDir = CFURLCreateCopyAppendingPathComponent (NULL, resourcesUrl, CFSTR ("data"), true);
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// now convert down to a path, and the a c-string
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CFStringRef path = CFURLCopyFileSystemPath (dataDir, kCFURLPOSIXPathStyle);
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string root = CFStringGetCStringPtr (path, CFStringGetSystemEncoding ());
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CFRelease (resourcesUrl);
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CFRelease (dataDir);
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CFRelease (path);
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return SGPath (root);
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#else
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return SGPath (PKGLIBDIR);
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#endif
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}
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#include "FGPNGTextureLoader.hxx"
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#include "FGRGBTextureLoader.hxx"
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static FGPNGTextureLoader pngTextureLoader;
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static FGRGBTextureLoader rgbTextureLoader;
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FGPanelApplication::FGPanelApplication (int argc, char **argv) :
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FGGLApplication ("FlightGear Panel", argc, argv) {
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sglog().setLogLevels (SG_ALL, SG_WARN);
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FGCroppedTexture::registerTextureLoader ("png", &pngTextureLoader);
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FGCroppedTexture::registerTextureLoader ("rgb", &rgbTextureLoader);
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ApplicationProperties::root = platformDefaultRoot ().local8BitStr ();
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const string panelFilename (ParseArgs (argc, argv, "--panel="));
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const string fgRoot (ParseArgs (argc, argv, "--fg-root="));
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if (fgRoot.length () > 0) {
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ApplicationProperties::root = fgRoot;
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}
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simgear::ResourceManager::instance ()->addBasePath (ApplicationProperties::root);
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if (panelFilename.length () == 0 ) {
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cerr << "Need a panel filename. Use --panel=path_to_filename" << endl;
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throw exception ();
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}
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// see if we got a valid fgdata path
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SGPath BaseCheck (ApplicationProperties::root);
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BaseCheck.append ("version");
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if (!BaseCheck.exists ()) {
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cerr << "Missing base package. Use --fg-root=path_to_fgdata" << endl;
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throw exception ();
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}
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try {
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const SGPath tpath (ApplicationProperties::GetRootPath (panelFilename.c_str ()));
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readProperties (tpath, ApplicationProperties::Properties);
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}
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catch (sg_io_exception & e) {
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cerr << e.getFormattedMessage () << endl;
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throw;
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}
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for (int i = 1; i < argc; i++) {
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const string arg (argv[i]);
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if (arg.find ("--prop:") == 0 ) {
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const string s2 (arg.substr (7));
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string::size_type p (s2.find ("="));
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if (p != string::npos) {
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const string propertyName (s2.substr (0, p));
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const string propertyValue (s2.substr (p + 1));
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ApplicationProperties::Properties->getNode (propertyName.c_str (), true )->setValue (propertyValue.c_str ());
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}
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}
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}
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const SGPropertyNode_ptr n (ApplicationProperties::Properties->getNode ("panel"));
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if (n != NULL) {
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panel = FGReadablePanel::read (n);
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}
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protocol = new FGPanelProtocol (ApplicationProperties::Properties->getNode ("communication", true));
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protocol->init ();
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}
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FGPanelApplication::~FGPanelApplication () {
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}
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void
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FGPanelApplication::Run () {
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#ifdef _GLES2
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const int mode (0);
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#else
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const int mode (GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE);
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#endif
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int w (panel == NULL ? 0 : panel->getWidth ());
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int h (panel == NULL ? 0 : panel->getHeight ());
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if (w == 0 && h == 0) {
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w = 1024;
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h = 768;
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} else if (w == 0) {
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w = h / 0.75;
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} else if (h == 0) {
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h = w * 0.75;
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}
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const bool gameMode (ApplicationProperties::Properties->getNode ( "game-mode", true)->getBoolValue ());
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FGGLApplication::Run (mode, gameMode, w, h);
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}
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void
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FGPanelApplication::Init () {
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#ifndef _GLES2
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glutSetCursor (GLUT_CURSOR_NONE);
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#endif
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if (panel != NULL) {
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panel->init ();
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}
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}
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void
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FGPanelApplication::Reshape (const int width, const int height) {
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this->width = width;
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this->height = height;
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glViewport (0, 0, GLsizei (width), GLsizei (height));
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}
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void
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FGPanelApplication::Idle () {
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#ifndef _GLES2
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const double d (glutGet (GLUT_ELAPSED_TIME));
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#endif
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const double dt (Sleep ());
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if (dt == 0) {
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return;
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}
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if (panel != NULL) {
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panel->update (dt);
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}
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#ifndef _GLES2
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glutSwapBuffers ();
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#endif
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if (protocol != NULL) {
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protocol->update (dt);
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}
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#ifndef _GLES2
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static double dsum = 0.0;
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static unsigned cnt = 0;
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dsum += glutGet (GLUT_ELAPSED_TIME) - d;
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cnt++;
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if (dsum > 1000.0) {
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ApplicationProperties::Properties->getNode ("/sim/frame-rate", true)->setDoubleValue (cnt * 1000.0 / dsum);
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dsum = 0.0;
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cnt = 0;
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}
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#endif
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}
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void
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FGPanelApplication::Key (const unsigned char key, const int x, const int y) {
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switch (key) {
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case 0x1b:
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exit(0);
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break;
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}
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}
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double
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FGPanelApplication::Sleep () {
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SGTimeStamp current_time_stamp;
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static SGTimeStamp last_time_stamp;
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if (last_time_stamp.get_seconds () == 0) {
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last_time_stamp.stamp ();
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}
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const double model_hz (60);
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const double throttle_hz (ApplicationProperties::getDouble ("/sim/frame-rate-throttle-hz", 0.0));
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if (throttle_hz > 0.0) {
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// optionally throttle the frame rate (to get consistent frame
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// rates or reduce cpu usage.
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double frame_us (1.0e6 / throttle_hz);
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// sleep based timing loop.
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//
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// Calling sleep, even usleep() on linux is less accurate than
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// we like, but it does free up the cpu for other tasks during
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// the sleep so it is desirable. Because of the way sleep()
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// is implemented in consumer operating systems like windows
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// and linux, you almost always sleep a little longer than the
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// requested amount.
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//
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// To combat the problem of sleeping too long, we calculate the
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// desired wait time and shorten it by 2000us (2ms) to avoid
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// [hopefully] over-sleep'ing. The 2ms value was arrived at
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// via experimentation. We follow this up at the end with a
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// simple busy-wait loop to get the final pause timing exactly
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// right.
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//
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// Assuming we don't oversleep by more than 2000us, this
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// should be a reasonable compromise between sleep based
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// waiting, and busy waiting.
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// sleep() will always overshoot by a bit so undersleep by
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// 2000us in the hopes of never oversleeping.
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frame_us -= 2000.0;
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if (frame_us < 0.0) {
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frame_us = 0.0;
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}
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current_time_stamp.stamp ();
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/* Convert to ms */
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const double elapsed_us ((current_time_stamp - last_time_stamp).toUSecs ());
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if (elapsed_us < frame_us) {
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const double requested_us (frame_us - elapsed_us);
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#ifdef _WIN32
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::Sleep (int (requested_us / 1000.0));
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#else
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usleep (useconds_t (requested_us));
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#endif
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}
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// busy wait timing loop.
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//
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// This yields the most accurate timing. If the previous
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// usleep() call is omitted this will peg the cpu
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// (which is just fine if FG is the only app you care about.)
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current_time_stamp.stamp ();
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const SGTimeStamp next_time_stamp (last_time_stamp + SGTimeStamp::fromSec (1e-6*frame_us));
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while (current_time_stamp < next_time_stamp) {
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current_time_stamp.stamp ();
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}
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} else {
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current_time_stamp.stamp ();
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}
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static double reminder = 0.0;
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static long global_multi_loop = 0;
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const double real_delta_time_sec ((double (current_time_stamp.toUSecs () - last_time_stamp.toUSecs ()) / 1000000.0) + reminder);
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last_time_stamp = current_time_stamp;
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//fprintf(stdout,"\r%4.1lf ", 1/real_delta_time_sec );
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//fflush(stdout);
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// round the real time down to a multiple of 1/model-hz.
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// this way all systems are updated the _same_ amount of dt.
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global_multi_loop = long (floor (real_delta_time_sec * model_hz));
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global_multi_loop = SGMisc<long>::max (0, global_multi_loop);
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reminder = real_delta_time_sec - double (global_multi_loop) / double (model_hz);
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return double (global_multi_loop) / double (model_hz);
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}
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