Commit 64b6d259 authored by Tomasz Buchert's avatar Tomasz Buchert

Imported Upstream version 0.11.0

parents

Too many changes to show.

To preserve performance only 1000 of 1000+ files are displayed.

Project Leader : Fabien Chereau - fabien.chereau (at) googlemail.com - http://stellarium.free.fr/cv/cvfab.html
Project co-leader : Matthew Gates - matthew (at) porpoisehead.net
Developer : Bogdan Marinov
Developer : Timothy Reaves
Developer : Rob Spearman - rob (at) digitaliseducation.com - http://digitaliseducation.com/index.html
Developer : Johannes Gajdosik - gajdosik (at) users.sourceforge.net
Graphist : Johan Meuris - johanmeuris (at) antwerpen.be - http://users.pandora.be/jomejom/
MacOSX Developer : Nigel Kerr
Lead Translator : Andras Mohari
Developer: Mike Storm
REFRACTION branch:
Introduces changes necessary for refraction and extinction effects.
Status: Partial solution, needs help.
Contributor: Georg.Zotti@univie.ac.at
All changes are donated to the Stellarium project for distribution under opensource licenses like GNU.
COMPUTING: core/RefractionExtinction. DONE
STARS: core/modules/ZoneArray::draw
BUG: stars appear to have a problem after magnitude loss.
+SELECT-MARK: StarMgr.cpp::drawPointer(). DONE
CLICK-IDENTIFY: core/StelObjectMgr::cleverFind(core, x, y) DONE
INFOSTRING: core/StelObject.cpp::getPositionInfoString(core, flags) DONE
new core/StelObject.cpp::getSideralPosRefr(core) DONE
DEEPSKY: NebulaMgr::draw(). Influences symbols and labels only.
+DSO TEXTURES: ---TODO. May require a vertex shader program, beyond my knowledge.
+SELECT-MARK: NebulaMgr::drawPointer(). DONE
+MILKY WAY: Should become dimmer in low sky. May require a vertex shader program, beyond my knowledge.
PLANETS: ---TODO. Involves StelPainter, 3D spheres, full matrices.
May require a vertex shader program, beyond my knowledge, sorry.
+SELECT-MARK: SolarSystem::drawPointer. DONE
RA-DEC+GAL.GRIDS: core/GridLinesMgr. TODO OR LEAVE-AS-IS
Requires changes in StelPainter's arc drawing methods.
Currently this seems not viable and will not be changed.
SATELLITES: Not required, practically unobservable on horizon, orbital parameters unsure, etc.
Should be easy, however.
CONSTELLATIONS: Large-scale items. Vertices could be refracted. Extinction would be a nice effect.
Not urgent, later.
METEORS NOT NECESSARY.
OTHER? ???
CHANGES IN LANDSCAPE HANDLING:
1) Moved config.ini:[stars].init_bortle_scale to [landscape] section
2) Added optional settings to landscape.ini files:
landscape.ini:[location].light_pollution (<1: no change; 1..9: Bortle; >9-->9);
landscape.ini:[location].display_fog: -1=no change, 0=off, 1=on
landscape.ini:[location].atmospheric_extinction_coefficient (mag/airmass; -1=no change)
landscape.ini:[location].atmospheric_temperature (C; -1000=no change)
landscape.ini:[location].atmospheric_pressure (mbar; -1=auto, <-1 no change)
LandscapeMgr forwards those settings to the respective recipients.
TODO: make GUI aware of changed values (how?).
GUI changes: ViewDialog.ui
added 3 DoubleSpinBoxes for temperature, pressure, extinction coefficient into atmosphereGroupBox
ViewDialog.cpp: TODO: when switching landscapes, new data only load partially into GUI. No idea why!
CHANGES IN ASTR.COMPUTATIONS
planetsephems/sideral_time.[hc]: added get_mean_ecliptical_obliquity(double JDE),
changed correct ecliptic in nutation computation.
StelUtil::ctRadec2Ecl(): coordinate transformation RA/dec to ecliptical with given ecl. obliquity.
Planet::getInfoString(): added ecliptical positions for planets if observed from earth.
This helped detect A BUG, apparently ecliptical obliquity does not change, currently.
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-------------------- STELLARIUM INSTALLATION INSTRUCTIONS ---------------------
===============================================================================
BINARY INSTALLATION
===============================================================================
Most users will prefer using precompiled binary packages:
- WINDOWS USERS :
run setup.exe and follow the instructions.
- MACOSX USERS :
run stellarium.dmg
- LINUX USERS :
Look for the binary package matching your distribution.
===============================================================================
Special instructions for COMPILATION on Linux and other unix-likes:
===============================================================================
See the wiki:
http://stellarium.org/wiki/index.php/Compilation_on_Linux
===============================================================================
Special instructions for COMPILATION on MACOSX with Xcode
===============================================================================
See the wiki:
http://stellarium.org/wiki/index.php/Compilation_on_Macosx
===============================================================================
Special instructions for COMPILATION on WINDOWS (XP) with MinGW
===============================================================================
See the wiki:
http://stellarium.org/wiki/index.php/Windows_Build_Instructions
===============================================================================
COMPILATION (and modification) from the SVN sources
===============================================================================
You can get the latest SVN snapshot (from sourceforge). However with this SVN
version no correct behaviour is guaranteed. It is mainly intended for use by
developers.
You can browse the SVN tree from
http://stellarium.svn.sourceforge.net/viewvc/stellarium/
For build instructions see these pages on the Stellarium wiki:
http://stellarium.org/wiki/index.php/Compilation_on_Linux
http://stellarium.org/wiki/index.php/Windows_Build_Instructions
http://stellarium.org/wiki/index.php/Compilation_on_Macosx
You can have a look at the src/ directory where you will find the source
files. Edit whatever you want in it and when your new great feature is done
you will need to share it with the community of Stellarium developers.
At this point, an official developer just have to type svn commit to update
the repository version. But as you are not an official developer (yet!) you
will need to create a patch file which will contain all the changes you did
on the source code.
~$ cd directory-you-want-to-diff
~$ svn diff > mypatch.diff
You can now submit mypatch.diff on the sourceforge Stellarium page in the
patches section (http://sourceforge.net/tracker/?group_id=48857&atid=454375)
with a clear comment on what is the patch doing.
A project member will then have a look at it and decide whether the patch is
accepted or rejected for integration into Stellarium.
You might also want to subscribe to the stellarium-pubdevel mailing list to
keep up with the latest discussions about Stellarium development. You
can subscribe here:
https://lists.sourceforge.net/lists/listinfo/stellarium-pubdevel
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# - Try to find Iconv
# Once done this will define
#
# ICONV_FOUND - system has Iconv
# ICONV_INCLUDE_DIR - the Iconv include directory
# ICONV_LIBRARIES - Link these to use Iconv
# ICONV_SECOND_ARGUMENT_IS_CONST - the second argument for iconv() is const
#
include(CheckCXXSourceCompiles)
IF (ICONV_INCLUDE_DIR AND ICONV_LIBRARIES)
# Already in cache, be silent
SET(ICONV_FIND_QUIETLY TRUE)
ENDIF (ICONV_INCLUDE_DIR AND ICONV_LIBRARIES)
FIND_PATH(ICONV_INCLUDE_DIR iconv.h
/usr/include
/usr/local/include
)
FIND_LIBRARY(ICONV_LIBRARIES NAMES iconv c
PATHS
/usr/lib/
/usr/local/lib
)
IF(ICONV_INCLUDE_DIR AND ICONV_LIBRARIES)
SET(ICONV_FOUND TRUE)
ENDIF(ICONV_INCLUDE_DIR AND ICONV_LIBRARIES)
set(CMAKE_REQUIRED_INCLUDES ${ICONV_INCLUDE_DIR})
set(CMAKE_REQUIRED_LIBRARIES ${ICONV_LIBRARIES})
IF(ICONV_FOUND)
check_cxx_source_compiles("
#include <iconv.h>
int main(){
iconv_t conv = 0;
const char* in = 0;
size_t ilen = 0;
char* out = 0;
size_t olen = 0;
iconv(conv, &in, &ilen, &out, &olen);
return 0;
}
" ICONV_SECOND_ARGUMENT_IS_CONST )
ENDIF(ICONV_FOUND)
set(CMAKE_REQUIRED_INCLUDES)
set(CMAKE_REQUIRED_LIBRARIES)
IF(ICONV_FOUND)
IF(NOT ICONV_FIND_QUIETLY)
MESSAGE(STATUS "Found Iconv: ${ICONV_LIBRARIES}")
ENDIF(NOT ICONV_FIND_QUIETLY)
ELSE(ICONV_FOUND)
IF(Iconv_FIND_REQUIRED)
MESSAGE(FATAL_ERROR "Could not find Iconv")
ENDIF(Iconv_FIND_REQUIRED)
ENDIF(ICONV_FOUND)
MARK_AS_ADVANCED(
ICONV_INCLUDE_DIR
ICONV_LIBRARIES
ICONV_SECOND_ARGUMENT_IS_CONST
)
\ No newline at end of file
# - Try to find xgettext
# Once done this will define
#
# XGETTEXT_FOUND - system has Iconv
# GETTEXT_XGETTEXT_EXECUTABLE: the full path to the xgettext tool.
#
IF (GETTEXT_XGETTEXT_EXECUTABLE)
# Already in cache, be silent
SET (XGETTEXT_FIND_QUIETLY TRUE)
ENDIF (GETTEXT_XGETTEXT_EXECUTABLE)
FIND_PROGRAM(GETTEXT_XGETTEXT_EXECUTABLE xgettext)
IF (GETTEXT_XGETTEXT_EXECUTABLE)
SET(XGETTEXT_FOUND TRUE)
IF (NOT XGETTEXT_FIND_QUIETLY)
MESSAGE(STATUS "Found xgettext: ${GETTEXT_XGETTEXT_EXECUTABLE}")
ENDIF (NOT XGETTEXT_FIND_QUIETLY)
ELSE (GETTEXT_XGETTEXT_EXECUTABLE)
SET(XGETTEXT_FOUND FALSE)
IF (XGettext_REQUIRED)
MESSAGE(FATAL_ERROR "xgettext not found")
ENDIF (XGetText_REQUIRED)
ENDIF (GETTEXT_XGETTEXT_EXECUTABLE)
IF(NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt")
MESSAGE(FATAL_ERROR "Cannot find install manifest: \"@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt\"")
ENDIF(NOT EXISTS "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt")
FILE(READ "@CMAKE_CURRENT_BINARY_DIR@/install_manifest.txt" files)
STRING(REGEX REPLACE "\n" ";" files "${files}")
FOREACH(file ${files})
MESSAGE(STATUS "Uninstalling \"$ENV{DESTDIR}${file}\"")
IF(EXISTS "$ENV{DESTDIR}${file}")
EXEC_PROGRAM(
"@CMAKE_COMMAND@" ARGS "-E remove \"$ENV{DESTDIR}${file}\""
OUTPUT_VARIABLE rm_out
RETURN_VALUE rm_retval
)
IF("${rm_retval}" STREQUAL 0)
ELSE("${rm_retval}" STREQUAL 0)
MESSAGE(FATAL_ERROR "Problem when removing \"$ENV{DESTDIR}${file}\"")
ENDIF("${rm_retval}" STREQUAL 0)
ELSE(EXISTS "$ENV{DESTDIR}${file}")
MESSAGE(STATUS "File \"$ENV{DESTDIR}${file}\" does not exist.")
ENDIF(EXISTS "$ENV{DESTDIR}${file}")
ENDFOREACH(file)
\ No newline at end of file
########### install files ###############
INSTALL(FILES stellarium.ico ssystem.ini base_locations.bin.gz DejaVuSans.ttf default_config.ini DejaVuSansMono.ttf constellations_boundaries.dat iso639-1.utf8 iso3166-1-alpha-2.utf8 countryCodes.dat DESTINATION share/${PACKAGE}/data)
IF (BUILD_FOR_MAEMO)