FlightGear run levels: Difference between revisions

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As part of the [[Canvas]] project, we also talked about providing a standalone [[FGCanvas]] startup mode, analogous to how [[FGPanel]] works, however as part of the main FlightGear code base, rather than duplicating the existing source code (for maintenance reasons). However, this turned out to be a little tricky due a number of hard coded assumptions:
As part of the [[Canvas]] project, we also talked about providing a standalone [[FGCanvas]] startup mode, analogous to how [[FGPanel]] works, however as part of the main FlightGear code base, rather than duplicating the existing source code (for maintenance reasons). However, this turned out to be a little tricky due a number of hard coded assumptions:


Unfortunately, there are many hard coded assumptions in the code currently. The code OFTEN assumes that there's a an aircraft, FDM scenery, sound etc. Basically, all the stuff and subsystems that won't be needed by a standalone FGCanvas/FGPanel. And the next funny thing is that all the Nasal code in $FG_ROOT/Nasal is also making lots of these implicit design assumptions (such as geodinfo() calls (depending on scenery/tile mgr) etc).  
Unfortunately, there are many hard coded assumptions in the code currently. The code OFTEN assumes that there's a an aircraft, FDM scenery, sound etc. Basically, all the stuff and subsystems that won't be needed by a standalone FGCanvas/FGPanel. And the next funny thing is that all the Nasal code in [[$FG_ROOT]]/Nasal is also making lots of these implicit design assumptions (such as geodinfo() calls (depending on scenery/tile mgr) etc).  
Basically, this means that there will be lots of refactoring involved for a standalone canvas client, not just C++ code, but also Nasal code.
Basically, this means that there will be lots of refactoring involved for a standalone canvas client, not just C++ code, but also Nasal code.


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