## # Node class definition. The class methods simply wrap the # low level extension functions which work on a "ghost" handle to a # SGPropertyNode object stored in the _g field. # # Not all of the features of SGPropertyNode are supported. There is # no support for ties, obviously, as that wouldn't make much sense # from a Nasal context. The various get/set methods work only on the # local node, there is no equivalent of the "relative path" variants # available in C++; just use node.getNode(path).whatever() instead. # var Node = { getNode : func wrap(_getNode(me._g, arg)), getParent : func wrap(_getParent(me._g, arg)), getChild : func wrap(_getChild(me._g, arg)), getChildren : func wrap(_getChildren(me._g, arg)), removeChild : func wrap(_removeChild(me._g, arg)), removeChildren : func wrap(_removeChildren(me._g, arg)), getAliasTarget : func wrap(_getAliasTarget(me._g, arg)), getName : func _getName(me._g, arg), getIndex : func _getIndex(me._g, arg), getType : func _getType(me._g, arg), getAttribute : func _getAttribute(me._g, arg), setAttribute : func _setAttribute(me._g, arg), getValue : func _getValue(me._g, arg), setValue : func _setValue(me._g, arg), setIntValue : func _setIntValue(me._g, arg), setBoolValue : func _setBoolValue(me._g, arg), setDoubleValue : func _setDoubleValue(me._g, arg), unalias : func _unalias(me._g, arg), alias : func(n) _alias(me._g, [isa(n, Node) ? n._g : n]), clearValue : func _alias(me._g, [_globals()]) and me.unalias(), getPath : func { var (name, index, parent) = (me.getName(), me.getIndex(), me.getParent()); if(index != 0) { name ~= "[" ~ index ~ "]"; } if(parent != nil) { name = parent.getPath() ~ "/" ~ name; } return name; }, getBoolValue : func { var val = me.getValue(); if(me.getType() == "STRING" and val == "false") return 0; return !!val; }, remove : func { if((var p = me.getParent()) == nil) return nil; p.removeChild(me.getName(), me.getIndex()); }, }; ## # Static constructor for a Node object. Accepts a Nasal hash # expression to initialize the object a-la setValues(). # Node.new = func(values = nil) { var result = wrapNode(_new()); if(typeof(values) == "hash") result.setValues(values); return result; } ## # Useful utility. Sets a whole property tree from a Nasal hash # object, such that scalars become leafs in the property tree, hashes # become named subnodes, and vectors become indexed subnodes. This # works recursively, so you can define whole property trees with # syntax like: # # dialog = { # name : "exit", width : 180, height : 100, modal : 0, # text : { x : 10, y : 70, label : "Hello World!" } }; # Node.setValues = func(val) { foreach(var k; keys(val)) { me._setChildren(k, val[k]); } } ## # Private function to do the work of setValues(). # The first argument is a child name, the second a nasal scalar, # vector, or hash. # Node._setChildren = func(name, val) { var subnode = me.getNode(name, 1); if(typeof(val) == "scalar") { subnode.setValue(val); } elsif(typeof(val) == "hash") { subnode.setValues(val); } elsif(typeof(val) == "vector") { for(var i=0; i 1 and !contains(val, name)) val[name] = []; } if(nc > 1) append(val[name], c.getValues()); else val[name] = c.getValues(); } return val; } ## # Initializes property if it's still undefined. First argument # is a property name/path. Second argument is the default value. # The third, optional argument is a property type (one of # "STRING", "DOUBLE", "INT", or "BOOL"). If it is omitted, then # "DOUBLE" is used for numbers, and STRING for everything else. # Returns the property as props.Node. The fourth optional argument # enforces a type if non-zero. # Node.initNode = func(path = "", value = 0, type = nil, force = 0) { var prop = me.getNode(path, 1); if(prop.getType() != "NONE") value = prop.getValue(); if(force) prop.clearValue(); if(type == nil) prop.setValue(value); elsif(type == "DOUBLE") prop.setDoubleValue(value); elsif(type == "INT") prop.setIntValue(value); elsif(type == "BOOL") prop.setBoolValue(value); elsif(type == "STRING") prop.setValue("" ~ value); else die("initNode(): unsupported type '" ~ type ~ "'"); return prop; } ## # Useful debugging utility. Recursively dumps the full state of a # Node object to the console. Try binding "props.dump(props.globals)" # to a key for a fun hack. # var dump = func { if(size(arg) == 1) { prefix = ""; node = arg[0]; } else { prefix = arg[0]; node = arg[1]; } index = node.getIndex(); type = node.getType(); name = node.getName(); val = node.getValue(); if(val == nil) { val = "nil"; } name = prefix ~ name; if(index > 0) { name = name ~ "[" ~ index ~ "]"; } print(name, " {", type, "} = ", val); # Don't recurse into aliases, lest we get stuck in a loop if(type != "ALIAS") { children = node.getChildren(); foreach(c; children) { dump(name ~ "/", c); } } } ## # Recursively copy property branch from source Node to # destination Node. Doesn't copy aliases. Copies attributes # if optional third argument is set and non-zero. # var copy = func(src, dest, attr = 0) { foreach(var c; src.getChildren()) { var name = c.getName() ~ "[" ~ c.getIndex() ~ "]"; copy(src.getNode(name), dest.getNode(name, 1), attr); } var type = src.getType(); var val = src.getValue(); if(type == "ALIAS" or type == "NONE") return; elsif(type == "BOOL") dest.setBoolValue(val); elsif(type == "INT" or type == "LONG") dest.setIntValue(val); elsif(type == "FLOAT" or type == "DOUBLE") dest.setDoubleValue(val); else dest.setValue(val); if(attr) dest.setAttribute(src.getAttribute()); } ## # Utility. Turns any ghosts it finds (either solo, or in an # array) into Node objects. # var wrap = func(node) { var argtype = typeof(node); if(argtype == "ghost") { return wrapNode(node); } elsif(argtype == "vector") { var v = node; var n = size(v); for(i=0; i property branch according to the rules # set out in $FG_ROOT/Docs/README.conditions. Undefined conditions # and a nil argument are "true". The function dumps the condition # branch and returns nil on error. # var condition = func(p) { if(p == nil) return 1; if(!isa(p, Node)) p = props.globals.getNode(p); return _cond_and(p) } var _cond_and = func(p) { foreach(var c; p.getChildren()) if(!_cond(c)) return 0; return 1; } var _cond_or = func(p) { foreach(var c; p.getChildren()) if(_cond(c)) return 1; return 0; } var _cond = func(p) { var n = p.getName(); if(n == "or") return _cond_or(p); if(n == "and") return _cond_and(p); if(n == "not") return !_cond_and(p); if(n == "equals") return _cond_cmp(p, 0); if(n == "not-equals") return !_cond_cmp(p, 0); if(n == "less-than") return _cond_cmp(p, -1); if(n == "greater-than") return _cond_cmp(p, 1); if(n == "less-than-equals") return !_cond_cmp(p, 1); if(n == "greater-than-equals") return !_cond_cmp(p, -1); if(n == "property") return !!getprop(p.getValue()); printlog("alert", "condition: invalid operator ", n); dump(p); return nil; } var _cond_cmp = func(p, op) { var left = p.getChild("property", 0, 0); if(left != nil) { left = getprop(left.getValue()); } else { printlog("alert", "condition: no left value"); dump(p); return nil; } var right = p.getChild("property", 1, 0); if(right != nil) { right = getprop(right.getValue()); } else { right = p.getChild("value", 0, 0); if(right != nil) { right = right.getValue(); } else { printlog("alert", "condition: no right value"); dump(p); return nil; } } if(left == nil or right == nil) { printlog("alert", "condition: comparing with nil"); dump(p); return nil; } if(op < 0) return left < right; if(op > 0) return left > right; return left == right; } ## # Runs as described in $FG_ROOT/Docs/README.commands using # a given module by default, and returns 1 if fgcommand() succeeded, # or 0 otherwise. The module name won't override a defined # in the binding. # var runBinding = func(node, module = nil) { if(module != nil and node.getNode("module") == nil) node.getNode("module", 1).setValue(module); var cmd = node.getNode("command", 1).getValue() or "null"; condition(node.getNode("condition")) ? fgcommand(cmd, node) : 0; }