//------------------------------------------------------------------------------ // processBackgroundTasks() -- Process the background models and interfaces //------------------------------------------------------------------------------ void Station::processBackgroundTasks(const LCreal dt) { // Note: interoperability networks are handled by // processNetworkInputTasks() and processNetworkOutputTasks() // The I/O handers if (ioHandlers != 0) { Basic::List::Item* item = ioHandlers ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::IoHandler* p = (Basic::IoHandler*)( pair->object() ); p->updateData(dt); item = item->getNext(); } } // Our simulation model if (sim != 0) sim->updateData(dt); // The OTW interfaces if (otw != 0) { Basic::List::Item* item = otw ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Otw* p = (Otw*)( pair->object() ); p->updateData(dt); item = item->getNext(); } } }
bool Arbiter::setSlotBehaviors(Basic::PairStream* const x) { bool ok = true; // First, make sure they are all behaviors { Basic::List::Item* item = x->getFirstItem(); while (item != nullptr && ok) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); item = item->getNext(); Behavior* b = dynamic_cast<Behavior*>( pair->object() ); if (b == nullptr) { // Item is NOT a behavior std::cerr << "setSlotBehaviors: slot: " << *pair->slot() << " is NOT of a Behavior type!" << std::endl; ok = false; } } } // next, add behaviors to our list if (ok) { Basic::List::Item* item = x->getFirstItem(); while (item != nullptr) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); item = item->getNext(); Behavior* b = static_cast<Behavior*>(pair->object()); addBehavior(b); } } return ok; }
//------------------------------------------------------------------------------ // setSlotNetworks() -- Set our list of networks //------------------------------------------------------------------------------ bool Station::setSlotNetworks(Basic::PairStream* const a) { bool ok = true; // Remove the old networks list if (networks != 0) { // we are no longer the container for these networks for (Basic::List::Item* item = networks->getFirstItem(); item != 0; item = item->getNext()) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); NetIO* p = (NetIO*)( pair->object() ); p->container(0); } } // Set our network list pointer networks = a; // Make sure the new network list is setup correctly if (networks != 0) { for (Basic::List::Item* item = networks->getFirstItem(); item != 0; item = item->getNext()) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); NetIO* p = dynamic_cast<NetIO*>( pair->object() ); if (p != 0) { // We are this network's container p->container(this); } else { // Not of the proper type std::cerr << "Player::setSlotNetworks: network at slot \"" << pair->slot() << "\" is not of class type NetIO" << std::endl; ok = false; } } } return ok; }
//------------------------------------------------------------------------------ // getSteerpoints() -- Get the route we're flying to (starting at 'to') //------------------------------------------------------------------------------ unsigned int Route::getSteerpoints(Basic::safe_ptr<Steerpoint>* const stptList, const unsigned int max) { unsigned int i = 0; Basic::PairStream* steerpoints = getComponents(); if (stptList != nullptr && max > 0 && steerpoints != nullptr) { // Find our 'to' steerpoint bool found = false; Basic::List::Item* item = steerpoints->getFirstItem(); while (item != nullptr && !found) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); found = (pair == to); if (!found) { item = item->getNext(); } } // Get the route we're flying 'to' while (item != nullptr && i < max) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); Steerpoint* p = dynamic_cast<Steerpoint*>(pair->object()); if (p != nullptr) { stptList[i++] = p; } item = item->getNext(); } } if (steerpoints != nullptr) { steerpoints->unref(); steerpoints = nullptr; } return i; }
//------------------------------------------------------------------------------ // shutdownNotification() -- We're shutting down //------------------------------------------------------------------------------ bool Station::shutdownNotification() { // Tell the interoperability networks that we're shutting down if (networks != 0) { Basic::List::Item* item = networks->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::Component* p = dynamic_cast<Basic::Component*>(pair->object()); p->event(SHUTDOWN_EVENT); item = item->getNext(); } } setSlotNetworks(0); // Tell the I/O devices that we're shutting down if (ioHandlers != 0) { Basic::List::Item* item = ioHandlers->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::Component* p = dynamic_cast<Basic::Component*>(pair->object()); p->event(SHUTDOWN_EVENT); item = item->getNext(); } } setSlotIoHandler((Basic::PairStream*)0); // Tell our simulation to shut down Simulation* s = getSimulation(); if (s != 0) { s->event(SHUTDOWN_EVENT); } setOwnshipPlayer(0); // Inform our OTW interfaces if (otw != 0) { Basic::List::Item* item = otw ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::Component* p = dynamic_cast<Basic::Component*>(pair->object()); p->event(SHUTDOWN_EVENT); item = item->getNext(); } } setSlotOutTheWindow((Basic::PairStream*)0); // Zero (unref) our thread objects (of any). The thread's functions have ref()'d // these objects, so they won't be deleted until the threads terminate, which they // will based on our BaseClass::isShutdown() function. But at least we won't // mistakenly think that they're still around. tcThread = 0; netThread = 0; bgThread = 0; // remove the reset timer setSlotStartupResetTime(0); return BaseClass::shutdownNotification(); }
//------------------------------------------------------------------------------ // reset() -- Reset the station //------------------------------------------------------------------------------ void Station::reset() { if (isMessageEnabled(MSG_INFO)) { std::cout << "Station::reset()" << std::endl; } // Reset our major subsystems if (sim != 0) sim->event(RESET_EVENT); // --- // Reset the ownship pointer // --- if (ownshipName != 0) { setOwnshipByName( *ownshipName ); if (ownship == 0) { // Ok, we had a list of players and an ownship player name, but still // don't have an ownship pointer -- print an error message. std::cerr << "Station::reset(): ownship not found: " << *ownshipName << std::endl; } } // Reset the I/O Handlers if (ioHandlers != 0) { Basic::List::Item* item = ioHandlers ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::IoHandler* p = (Basic::IoHandler*)( pair->object() ); p->event(RESET_EVENT); item = item->getNext(); } } // Reset the OTW subsystems if (otw != 0) { Basic::List::Item* item = otw ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Otw* p = (Otw*)( pair->object() ); p->event(RESET_EVENT); item = item->getNext(); } } // Reset the networks if (networks != 0) { Basic::List::Item* item = networks ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); NetIO* p = (NetIO*)( pair->object() ); p->event(RESET_EVENT); item = item->getNext(); } } BaseClass::reset(); }
// Get the next free missile of type 'missileType' Missile* SimpleStoresMgr::getSpecificMissile(const Basic::String* const missileType) { Missile* msl = 0; if (missileType != 0) { Basic::PairStream* list = getWeapons(); if (list != 0) { // Find the first free (inactive) missile of type weaponType Basic::List::Item* item = list->getFirstItem(); while (item != 0 && msl == 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Missile* p = dynamic_cast<Missile*>( pair->object() ); if (p != 0 && p->isInactive()) { // Ok, we have a missile, but is it the type we want? if (*p->getType() == *missileType) { p->ref(); msl = p; } } item = item->getNext(); } list->unref(); } } return msl; }
//----------------------------------------------------------------------------- // reshape it function, for reshaping our subdisplays //----------------------------------------------------------------------------- void GlutDisplay::reshapeIt(int w, int h) { //std::cout << "reshapeIt() winID = " << winId; //std::cout << "; size(" << w << ", " << h << ")"; //std::cout << std::endl; // make sure we have a min height and width or our displays will get destroyed if (w > 10 && h > 10) { BaseClass::reshapeIt(w, h); if (subDisplays() != nullptr && okToResize) { // go through and put our new numbers in Basic::List::Item* item = subDisplays()->getFirstItem(); while (item != nullptr) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); if (pair != nullptr) { GlutDisplay* gd = dynamic_cast<GlutDisplay*>(pair->object()); if (gd != nullptr) gd->reshapeSubWindow(); } item = item->getNext(); } // Restore our window ID glutSetWindow(this->getWindowId()); } } }
// Default external equipment jettison event handler bool Stores::onJettisonEvent(ExternalStore* const sys) { bool ok = false; if (sys != 0) { Basic::PairStream* list = getStores(); if (list != 0) { // First, make sure it's one of ours! bool found = false; Basic::List::Item* item = list->getFirstItem(); while (item != 0 && !found) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); found = (sys == pair->object()); // is it a match? item = item->getNext(); } if (found) { // Send a jettison event to the system ok = sys->event(JETTISON_EVENT); } list->unref(); list = 0; } } return ok; }
//----------------------------------------------------------------------------- // createWindow() -- create the main window //----------------------------------------------------------------------------- int GlutDisplay::createWindow() { winId = -1; #ifdef __FREEGLUT_EXT_H__ /* freeglut only */ glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_GLUTMAINLOOP_RETURNS); #endif unsigned int wmode = GLUT_DOUBLE | GLUT_RGB | GLUT_ALPHA; if (getClearDepth() >= 0.0f) { wmode = wmode | GLUT_DEPTH; } if (accumBuff) { wmode = wmode | GLUT_ACCUM; } if (stencilBuff) { wmode = wmode | GLUT_STENCIL; } glutInitDisplayMode( wmode ); GLint vpX(0), vpY(0); // our initial viewport position GLsizei vpWidth(0), vpHeight(0); // our initial viewport size getViewport(&vpX, &vpY, &vpWidth, &vpHeight); glutInitWindowPosition(vpX, vpY); glutInitWindowSize(vpWidth, vpHeight); winId = glutCreateWindow(getName()); if (winId > 0) { if (isMessageEnabled(MSG_INFO)) { std::cout << "GlutDisplay::createWindow() name = " << getName() << ", winId = " << winId << std::endl; } // Configure the new window if (fullScreenFlg) glutFullScreen(); glutDisplayFunc(drawFuncCB); glutReshapeFunc(reshapeItCB); glutIdleFunc(idleCB); glutPassiveMotionFunc(passiveMotionFuncCB); glutMotionFunc(motionFuncCB); glutKeyboardFunc(keyboardFuncCB); glutSpecialFunc(specialFuncCB); glutMouseFunc(mouseFuncCB); glutEntryFunc(entryFuncCB); registerGlutDisplay(winId, this); glutSetWindow(winId); configure(); loadTextures(); // Create sub windows (if any) if (subDisplays() != nullptr) { Basic::List::Item* item = subDisplays()->getFirstItem(); while (item != nullptr) { Basic::Pair* pair = dynamic_cast<Basic::Pair*>(item->getValue()); if (pair != nullptr) { GlutDisplay* dobj = dynamic_cast<GlutDisplay*>( pair->object() ); if (dobj != nullptr) dobj->createSubWindow(winId); } item = item->getNext(); } } // Select this window select(); } return winId; }
// Get the next free weapon of this 'type' Weapon* SimpleStoresMgr::getSpecificWeapon(const std::type_info& type) { Weapon* wpn = 0; if (&type != 0) { Basic::PairStream* list = getWeapons(); if (list != 0) { // Find the first free (inactive) bomb Basic::List::Item* item = list->getFirstItem(); while (item != 0 && wpn == 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Weapon* p = dynamic_cast<Weapon*>( pair->object() ); if (p != 0 && p->isInactive() && p->isClassType(type)) { p->ref(); wpn = p; } item = item->getNext(); } list->unref(); } } return wpn; }
// Puts a state on to the 'open' list void Puzzle::putOpen(State* const s) { if (openStates == nullptr) { // create the list (as needed) openStates = new Basic::List(); } if (s != nullptr) { // Create a new list item for this state and get the state's f() value Basic::List::Item* newItem = new Basic::List::Item(); newItem->value = s; s->ref(); int f = s->f(); // Find where in the list to insert this new state (based on their f() values) Basic::List::Item* item = openStates->getFirstItem(); Basic::List::Item* refItem = nullptr; while (item != nullptr && refItem == nullptr) { const State* p = static_cast<const State*>( item->getValue() ); if (f < p->f()) { refItem = item; } item = item->getNext(); } // Insert our new state openStates->insert(newItem, refItem); } }
//------------------------------------------------------------------------------ // updateData() //------------------------------------------------------------------------------ void Instrument::updateData(const LCreal dt) { // update our base class BaseClass::updateData(dt); // check for a color rotary, just in case we need one BasicGL::ColorRotary* cr = dynamic_cast<BasicGL::ColorRotary*>(getColor()); if (cr != 0) cr->determineColor(preScaleInstVal); // only tell the rest of our instruments our value if we want them to know it if (allowPassing) { // sort out the instruments from our components Basic::PairStream* ps = getComponents(); if (ps != 0) { Basic::List::Item* item = ps->getFirstItem(); while(item != 0) { Basic::Pair* pair = (Basic::Pair*) item->getValue(); if (pair != 0) { // send the value down to all of our instrument components Instrument* myInst = dynamic_cast<Instrument*>(pair->object()); Basic::Number n = preScaleInstVal; if (myInst != 0) myInst->event(UPDATE_INSTRUMENTS, &n); } item = item->getNext(); } ps->unref(); ps = 0; } } }
// Get the next free bomb of type 'bombType' Bomb* SimpleStoresMgr::getSpecificBomb(const Basic::String* const bombType) { Bomb* bomb = 0; if (bombType != 0) { Basic::PairStream* list = getWeapons(); if (list != 0) { // Find the first free (inactive) bomb Basic::List::Item* item = list->getFirstItem(); while (item != 0 && bomb == 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Bomb* p = dynamic_cast<Bomb*>( pair->object() ); if (p != 0 && p->isInactive()) { // Ok, we have a bomb, but is it the type we want? if (*p->getType() == *bombType) { p->ref(); bomb = p; } } item = item->getNext(); } list->unref(); } } return bomb; }
//------------------------------------------------------------------------------ // Set slot functions //------------------------------------------------------------------------------ bool StoresMgr::setSlotStores(const Basic::PairStream* const msg) { // First let our base class do everything that it needs to. BaseClass::setSlotStores(msg); // --- // Clear all previous stores and assigned weapons // --- weaponsList = 0; externalList = 0; fuelList = 0; gunPtr = 0; // --- // Use the stores list that the Stores class just processed. Basic::PairStream* stores = getStores(); if (stores != 0){ // Create the new weapons list that contains all weapons { Basic::PairStream* newWeapons = new Basic::PairStream(); searchAndAdd(stores, typeid(Weapon), newWeapons); if (newWeapons->entries() > 0) weaponsList = newWeapons; newWeapons->unref(); } // Create the new external stores list that contains all // non-weapon, external stores (e.g., fuel tanks, pods, guns) { Basic::PairStream* newExternal = new Basic::PairStream(); searchAndAdd(stores, typeid(ExternalStore), newExternal); if (newExternal->entries() > 0) externalList = newExternal; newExternal->unref(); } // Create the new fuel tank list that contains all fuel tanks { Basic::PairStream* newFuel = new Basic::PairStream(); searchAndAdd(stores, typeid(FuelTank), newFuel); if (newFuel->entries() > 0) fuelList = newFuel; newFuel->unref(); } // Find the primary gun; i.e., the first gun found on our stores Basic::List::Item* item = stores->getFirstItem(); while (item != 0 && gunPtr == 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Gun* p = dynamic_cast<Gun*>( pair->object() ); if (p != 0) gunPtr = p; item = item->getNext(); } stores->unref(); stores = 0; } return true; }
//------------------------------------------------------------------------------ // Compute nav steering data for each steerpoint. //------------------------------------------------------------------------------ void Route::computeSteerpointData(const LCreal, const Navigation* const nav) { if (nav != nullptr) { Basic::PairStream* steerpoints = getComponents(); if (steerpoints != nullptr) { // Until we pass the 'to' steerpoint, the 'from' pointer will be // null(0) and the steerpoint's compute() function will compute // direct-to the steerpoint. After the 'to' steerpoint, the 'from' // pointer will help compute each from-to leg of the route. Steerpoint* from = nullptr; Basic::List::Item* item = steerpoints->getFirstItem(); while (item != nullptr) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); Steerpoint* stpt = static_cast<Steerpoint*>(pair->object()); stpt->compute(nav,from); if (pair == to || from != nullptr) from = stpt; item = item->getNext(); } steerpoints->unref(); steerpoints = nullptr; } } }
// Default weapon jettison event handler bool Stores::onJettisonEvent(Weapon* const wpn) { bool ok = false; if (wpn != nullptr) { Basic::PairStream* list = getStores(); if (list != nullptr) { // First, make sure it's one of ours! bool found = false; Basic::List::Item* item = list->getFirstItem(); while (item != nullptr && !found) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); found = (wpn == pair->object()); // is it a match? item = item->getNext(); } if (found) { // Send a jettison event to the weapon ok = wpn->event(JETTISON_EVENT); } list->unref(); list = nullptr; } } return ok; }
//------------------------------------------------------------------------------ // mapPlayers2ElevTable() - Map the player list to the model table //------------------------------------------------------------------------------ void Otw::mapPlayers2ElevTable() { // Set all entries as unciecked for (unsigned int i = 0; i < getElevationTableSize(); i++) { hotTbl[i]->setCheckedFlag(false); } // When we have a player list ... if (playerList != 0) { // --- // Find players that are alive and require terrain elevation from the visual system ... // --- Basic::List::Item* item = playerList->getFirstItem(); while (item != 0) { // Get a pointer to the player, 'p' Basic::Pair* pair = dynamic_cast<Basic::Pair*>(item->getValue()); Player* p = (Player*) pair->object(); // Check if this player is alive and within range. if ( p->isActive() && p->isTerrainElevationRequired() ) { // Check if in-range bool inRange = computeRangeToPlayer(p) <= maxRange; if (inRange) { // Find the player's model entry (if any) OtwModel* model = findModel(p, HOT_TABLE); if (model != 0) { // The player has a valid entry. model->incReqCount(); } else { // Player doesn't have an entry, so create one. model = newElevEntry(p); } if (model != 0) model->setCheckedFlag(true); } } //completed = p->isNetworkedPlayer(); item = item->getNext(); // Next player } } // --- // Remove unmatched model entries; their players are inactive or no longer // require terrain elevation // --- for (int i = getElevationTableSize(); i > 0; --i) { if ( hotTbl[i-1]->isNotChecked() ) { // Deleting this entry removeModelFromList( (i-1), HOT_TABLE); } } }
//------------------------------------------------------------------------------ // stepOwnshipPlayer() -- Step to the next local player //------------------------------------------------------------------------------ void SimStation::stepOwnshipPlayer() { Basic::PairStream* pl = getSimulation()->getPlayers(); if (pl != nullptr) { Simulation::Player* f = nullptr; Simulation::Player* n = nullptr; bool found = false; // Find the next player Basic::List::Item* item = pl->getFirstItem(); while (item != nullptr) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); if (pair != nullptr) { Simulation::Player* ip = static_cast<Simulation::Player*>(pair->object()); if ( ip->isMode(Simulation::Player::ACTIVE) && ip->isLocalPlayer() && ip->isClassType(typeid(Simulation::AirVehicle)) ) { if (f == nullptr) { f = ip; } // Remember the first if (found) { n = ip; ; break; } if (ip == getOwnship()) found = true; } } item = item->getNext(); } if (found && n == nullptr) n = f; if (n != nullptr) setOwnshipPlayer(n); pl->unref(); } }
bool Station::setSlotOutTheWindow(Basic::PairStream* const list) { Basic::PairStream* newList = 0; // Make sure the new list only has OTW type objects if (list != 0) { for (Basic::List::Item* item = list->getFirstItem(); item != 0; item = item->getNext()) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Otw* p = dynamic_cast<Otw*>( pair->object() ); if (p != 0) { if (newList == 0) { newList = new Basic::PairStream(); } newList->put(pair); // Add this OTW to our new OTW list p->container(this); } else if (isMessageEnabled(MSG_WARNING)) { // Not of the proper type std::cerr << "Player::setOutTheWindow: OTW at slot \"" << pair->slot() << "\" is not of type Otw" << std::endl; } } } // Remove the old OTW interfaces if (otw != 0) { SPtr<Basic::PairStream> oldList( otw ); otw = 0; // we are no longer the container for these old OTW interfaces for (Basic::List::Item* item = oldList->getFirstItem(); item != 0; item = item->getNext()) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Component* p = (Component*)( pair->object() ); p->container(0); } } // Set the pointer to the list of OTW interfaces otw = newList; return true; }
//------------------------------------------------------------------------------ // outputDevices() -- Process station hardware outputs //------------------------------------------------------------------------------ void Station::outputDevices(const LCreal dt) { if (ioHandlers != 0) { Basic::List::Item* item = ioHandlers ->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::IoHandler* p = (Basic::IoHandler*)( pair->object() ); p->outputDevices(dt); item = item->getNext(); } } }
//------------------------------------------------------------------------------ // resetStores() -- Reset all stores //------------------------------------------------------------------------------ void Stores::resetStores(Basic::PairStream* const list) { // Reset the external stores if (list != 0) { Basic::List::Item* item = list->getFirstItem(); while (item != 0) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); Basic::Component* p = static_cast<Basic::Component*>( pair->object() ); p->event(RESET_EVENT); item = item->getNext(); } } }
//------------------------------------------------------------------------------ // setOwnshipPlayer() -- set this player as our ownship //------------------------------------------------------------------------------ bool Station::setOwnshipPlayer(Player* const newOS) { // Is it already own ownship? Yes, then nothing else to do. if (newOS == ownship) return true; // When we're just setting a null(0) ownship ... if (newOS == 0) { // Unref the old player if (ownshipName != 0) { ownshipName->unref(); ownshipName = 0; } if (ownship != 0) { ownship->event(ON_OWNSHIP_DISCONNECT); ownship->unref(); ownship = 0; } return true; } // Look for this ownship in our list of players bool set = false; Basic::PairStream* pl = sim->getPlayers(); if (pl != 0) { Basic::List::Item* item = pl->getFirstItem(); while (item != 0 && !set) { Basic::Pair* pair = dynamic_cast<Basic::Pair*>(item->getValue()); if (pair != 0) { Player* ip = dynamic_cast<Player*>( pair->object() ); if (ip == newOS && ip->isLocalPlayer()) { // Unref the old stuff if (ownshipName != 0) { ownshipName->unref(); ownshipName = 0; } if (ownship != 0) { ownship->event(ON_OWNSHIP_DISCONNECT); ownship->unref(); ownship = 0; } // Ok, we found the player -- make it our ownship ownship = newOS; ownship->ref(); ownshipName = pair->slot(); ownshipName->ref(); ownship->event(ON_OWNSHIP_CONNECT); set = true; } } item = item->getNext(); } pl->unref(); pl = 0; } return set; }
//------------------------------------------------------------------------------ // reset() -- Reset parameters //------------------------------------------------------------------------------ void Page::reset() { BaseClass::reset(); if (subpages != 0) { // Reset all of our sub-pages Basic::List::Item* item = subpages->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Component* obj = (Component*)( pair->object() ); if (obj != 0) obj->reset(); item = item->getNext(); } } }
//------------------------------------------------------------------------------ // processNetworkOutputTasks() -- Process network output tasks //------------------------------------------------------------------------------ void Station::processNetworkOutputTasks(const LCreal dt) { Basic::Object::SPtr<Basic::PairStream> networks( getNetworks() ); if (networks != 0) { Basic::List::Item* item = networks->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); NetIO* p = (NetIO*)( pair->object() ); p->outputFrame( dt ); item = item->getNext(); } } }
bool Station::setSlotIoHandler(Basic::PairStream* const list) { bool ok = true; // Remove the old list if (ioHandlers != 0) { // we are no longer the container for these handlers for (Basic::List::Item* item = ioHandlers->getFirstItem(); item != 0; item = item->getNext()) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::Component* p = (Basic::Component*)( pair->object() ); p->container(0); } ioHandlers = 0; } // Set our list pointer ioHandlers = list; // Make sure the new list is setup correctly if (ioHandlers != 0) { for (Basic::List::Item* item = ioHandlers->getFirstItem(); item != 0; item = item->getNext()) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::IoHandler* p = dynamic_cast<Basic::IoHandler*>( pair->object() ); if (p != 0) { // We are its container p->container(this); } else { // Not of the proper type std::cerr << "Player::setSlotIoHandler: Slot \"" << pair->slot() << "\" is not of type Basic::IoHandler" << std::endl; ok = false; } } } return ok; }
//------------------------------------------------------------------------------ // Default function to jettison all jettisonable stores //------------------------------------------------------------------------------ bool Stores::jettisonAll() { // Notify the external stores that we're shutting down Basic::PairStream* list = getStores(); if (list != 0) { Basic::List::Item* item = list->getFirstItem(); while (item != 0) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); Basic::Component* p = static_cast<Basic::Component*>( pair->object() ); p->event(JETTISON_EVENT); item = item->getNext(); } list->unref(); list = 0; } return true; }
//------------------------------------------------------------------------------ // updateData() -- update non-time critical stuff here //------------------------------------------------------------------------------ void Stores::updateData(const LCreal dt) { // Update our non-weapon, external stores, which need to act as // active systems attached to our ownship player. { Basic::PairStream* list = getStores(); if (list != 0) { Basic::List::Item* item = list->getFirstItem(); while (item != 0) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); ExternalStore* p = dynamic_cast<ExternalStore*>( pair->object() ); if (p != 0) p->updateData(dt); item = item->getNext(); } list->unref(); list = 0; } } BaseClass::updateData(dt); }
//------------------------------------------------------------------------------ // shutdownNotification() -- We're shutting down //------------------------------------------------------------------------------ bool StoresMgr::shutdownNotification() { // Notify the external stores that we're shutting down Basic::PairStream* list = getStores(); if (list != 0) { Basic::List::Item* item = list->getFirstItem(); while (item != 0) { Basic::Pair* pair = (Basic::Pair*)(item->getValue()); Basic::Component* p = (Basic::Component*)( pair->object() ); p->event(SHUTDOWN_EVENT); item = item->getNext(); } list->unref(); list = 0; } // Clear our stores setSlotStores(0); return BaseClass::shutdownNotification(); }
bool Table::setSlotColumns(Basic::PairStream* const msg) { if (columns != 0) { columns->unref(); columns = 0; } if (msg != 0) { // Make a copy of the list and Make sure we have only Field objexts Basic::PairStream* newColumns = new Basic::PairStream(); Basic::List::Item* item = msg->getFirstItem(); while (item != 0) { Basic::Pair* pair = static_cast<Basic::Pair*>(item->getValue()); BasicGL::Field* g = dynamic_cast<BasicGL::Field*>(pair->object()); if (g != 0) { // We have a Field object, so add it to the new columns list newColumns->put(pair); } item = item->getNext(); } columns = newColumns; } build(); return true; }