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