Designed for 2d objects, such as a canvas placements, this permits the receipt of touch (mouse click) events to enable the simulation of avionics with a touchscreen.
The coordinates are passed in as arguments to the action; these can be accessed with Nasal via the cmdarg() method.
example:
<animation>
<type>touch</type>
<visible>true</visible>
<object-name>VSDImage</object-name>
<action>
<touch>0</touch>
<repeatable>false</repeatable>
<binding>
<command>nasal</command>
<script>print("touch input
(",cmdarg().getNode("x").getValue(),",",cmdarg().getNode("y").getValue())</script>
</binding>
</action>
</animation>
simgear::Dir::isEmpty() used to make up to 5 calls to readdir(), while 3
are enough to say whether the directory has entries other than '.' and
'..'.
Also add an automated test for this method.
This is done so as to avoid confusion with the unrelated classes
ResourceProvider and ResourceManager already present in SimGear.
Despite this new name, EmbeddedResourceProxy is a proxy not only for
embedded resources, but also for real files (hence the initial name
choice): its purpose is precisely to allow zero-work switching from one
data source to the other.
The ResourceProxy class allows one to access real files or embedded
resources in a unified way. When using it, one can switch from one data
source to the other with minimal code changes, possibly even at runtime
(in which case there is obviously no code change at all).
Sample usage (from FlightGear for the globals->get_fg_root() bit):
simgear::ResourceProxy proxy(globals->get_fg_root(), "/FGData");
std::string s = proxy.getString("/some/path");
std::unique_ptr<std::istream> streamp = proxy.getIStream("/some/path");
The methods ResourceProxy::getString(const std::string& path) and
ResourceProxy::getIStream(const std::string& path) decide whether to use
embedded resources or real files depending on the boolean value passed
to ResourceProxy::setUseEmbeddedResources() (also available as an
optional parameter to the ResourceProxy constructor, defaulting to
true). It is often most convenient to set this boolean once and don't
worry about it anymore---it's stored inside the ResourceProxy object.
Otherwise, if you want to fetch resources some times from real files,
other times from embedded resources, you may use the following methods:
// Retrieve contents using embedded resources
std:string s = proxy.getString("/some/path", true);
std:string s = proxy.getStringDecideOnPrefix(":/some/path");
// Retrieve contents using real files
std:string s = proxy.getString("/some/path", false);
std:string s = proxy.getStringDecideOnPrefix("/some/path");
(alternatively, you could use several ResourceProxy objects with
different values for the constructor's third parameter)
By default you can either do
1. axis -> object-name ...
2. axis -> x-m ...
3. omit axis. This will now try to find an 'object-name' with -axis appended. If this can't be found then no message will be output; and the default behaviour of just using (0,0,0) will appyl.
Add a rehash() method to EmbeddedResourceManager::Impl to update
'poolSearchList'. Introduce a 'dirty' flag so that
EmbeddedResourceManager::Impl::rehash() is automatically called whenever
needed. It is not necessary anymore to call
EmbeddedResourceManager::selectLocale() after adding resources: changing
the EmbeddedResourceManager's locale or adding resources are both
operations that set the dirty flag. Whenever someone tries to fetch a
resource for the selected locale and the dirty flag is set, a rehash is
triggered before the actual fetching so as to ensure it is correct.
This should reduce the load on Ibiblio when browsing aircraft, the
package system caches thumbnails for seven days. Also we detect for
certain failure conditions and retry, to deal with Ibiblio’s rate-
limiting mechanism.
MSVC really needs these methods to be out of line, to avoid generating code for the shared pointers
in each translation unit which includes the header.
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 fg 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 /sim property tree with MP aircraft properties.
The previous fix was successful, but a priori doesn't need to be applied
to *all* compilers that define _WIN32. Apply it only when _MSC_VER is
defined, and only to the template instantiations that MSVC doesn't
recognize (i.e., those that use a parameter from the variadic template).
The MS compiler doesn't seem to recognize our templates here:
g:\jenkins\workspace\simgear-win\source\simgear\embedded_resources\EmbeddedResourceManager.hxx(169): error C3190: 'std::shared_ptr<const simgear::AbstractEmbeddedResource> simgear::EmbeddedResourceManager::getResource(const std::string &,const std::string &) const' with the provided template arguments is not the explicit instantiation of any member function of 'simgear::EmbeddedResourceManager' (compiling source file G:\Jenkins\workspace\SimGear-Win\source\simgear\embedded_resources\EmbeddedResourceManager.cxx) [G:\Jenkins\workspace\SimGear-Win\build32\simgear\SimGearCore.vcxproj]
g:\jenkins\workspace\simgear-win\source\simgear\embedded_resources\EmbeddedResourceManager.hxx(169): error C2945: explicit instantiation does not refer to a template-class specialization (compiling source file G:\Jenkins\workspace\SimGear-Win\source\simgear\embedded_resources\EmbeddedResourceManager.cxx) [G:\Jenkins\workspace\SimGear-Win\build32\simgear\SimGearCore.vcxproj]
-> try without the explicit instantiations on Windows.
Add the EmbeddedResourceManager class as well as
AbstractEmbeddedResource and two derived concrete classes:
RawEmbeddedResource and ZlibEmbeddedResource.
The purpose of this is to provide a way for FlightGear to use data from
files without relying on FG_ROOT to be set. The whole system (SimGear
and FlightGear parts) was described in detail at [1]. I'll probably
include a copy in $FG_ROOT/Docs too for fear of the link becoming dead
one day.
Basically, classes derived from AbstractEmbeddedResource provide access
to some data---the source of which is a priori of static storage
class---and handle the conversion from whatever format it is stored in
to allow convenient use of said data. At the very least, they allow
obtaining ready-to-use data as an std::string, as well as reading it
incrementally via an std::streambuf or an std::istream interface.
ZlibEmbeddedResource instances also provide access to the compressed
size of the data (i.e., as stored in static memory) as well as its
uncompressed size, without requiring any prior decompression.
EmbeddedResourceManager is a class which FlightGear will normally
instantiate exactly once---it has createInstance() and instance() static
methods for this. It maintains a map between resource paths and
instances of concrete classes derived from AbstractEmbeddedResource. It
also provides convenience methods allowing to access a resource data in
one step (not requiring to manually fetch the
AbstractEmbeddedResource-derived object corresponding to the given
resource path before calling the appropriate method of this object).
From the EmbeddedResourceManager's point of view, resource paths (keys
of the map) are just plain std::string instances in the current
implementation. However, unless there is a good reason not to, I think
it's a good idea to only use values obtained with SGPath::utf8Str()[2].
This is precisely what fgrcc, the resource compiler in the FlightGear
repository, does; so, unless you register resources manually, your
resource paths will automatically comply with this suggestion.
[1] https://sourceforge.net/p/flightgear/mailman/message/35870025/
[2] This allows later addition of methods listing all resources under a
given virtual path, as well as optimized resource lookup using a
tree-like data structure instead of an std::unordered_map (not
justified now IMO).
Add the following classes in the 'simgear' namespace:
- CharArrayStreambuf subclass of std::streambuf stream buffer
- ROCharArrayStreambuf subclass of CharArrayStreambuf stream buffer
- CharArrayIStream subclass of std::istream input stream
- CharArrayOStream subclass of std::ostream output stream
- CharArrayIOStream subclass of std::iostream input/output stream
CharArrayStreambuf is a stream buffer class allowing to read from, and
write to char arrays (std::strstream has been deprecated since C++98).
Contrary to std::strstream, this class does no dynamic allocation: it is
very simple, strictly staying for both reads and writes within the
limits of the buffer specified in the constructor. Contrary to
std::stringstream, CharArrayStreambuf allows one to work on an array of
char (that could be static data or on the stack) without having to make
a whole copy of it.
CharArrayStreambuf supports reading and writing (including efficient
implementations of xsgetn() and xsputn()), seeking (with independent
read and write stream pointers, as for std::stringstream) and putting
back chars up to the beginning of the char array. The internal buffer
for both reads and writes is defined to be the whole buffer specified in
the constructor call. As a consequence, flushing the stream buffer with
pubsync() is useless: data is always written directly to the buffer
passed to the constructor, never to an intermediate buffer.
Of course, this buffer must remain available as long as the stream
buffer object is used.
ROCharArrayStreambuf is a read-only subclass of CharArrayStreambuf.
CharArrayIStream, CharArrayOStream and CharArrayIOStream are very simple
convenience stream classes using either CharArrayStreambuf or
ROCharArrayStreambuf as their stream buffer class.