379 lines
13 KiB
Text
379 lines
13 KiB
Text
##
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# Node class definition. The class methods simply wrap the
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# low level extension functions which work on a "ghost" handle to a
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# SGPropertyNode object stored in the _g field.
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#
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# Not all of the features of SGPropertyNode are supported. There is
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# no support for ties, obviously, as that wouldn't make much sense
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# from a Nasal context. The various get/set methods work only on the
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# local node, there is no equivalent of the "relative path" variants
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# available in C++; just use node.getNode(path).whatever() instead.
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#
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var Node = {
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getNode : func wrap(_getNode(me._g, arg)),
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getParent : func wrap(_getParent(me._g, arg)),
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getChild : func wrap(_getChild(me._g, arg)),
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getChildren : func wrap(_getChildren(me._g, arg)),
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addChild : func wrap(_addChild(me._g, arg)),
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addChildren : func wrap(_addChildren(me._g, arg)),
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removeChild : func wrap(_removeChild(me._g, arg)),
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removeChildren : func wrap(_removeChildren(me._g, arg)),
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removeAllChildren: func wrap(_removeAllChildren(me._g, arg)),
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getAliasTarget : func wrap(_getAliasTarget(me._g, arg)),
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getName : func _getName(me._g, arg),
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getIndex : func _getIndex(me._g, arg),
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getType : func _getType(me._g, arg),
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getAttribute : func _getAttribute(me._g, arg),
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setAttribute : func _setAttribute(me._g, arg),
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getValue : func _getValue(me._g, arg),
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setValue : func _setValue(me._g, arg),
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setIntValue : func _setIntValue(me._g, arg),
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setBoolValue : func _setBoolValue(me._g, arg),
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setDoubleValue : func _setDoubleValue(me._g, arg),
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unalias : func _unalias(me._g, arg),
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alias : func(n) _alias(me._g, [isa(n, Node) ? n._g : n]),
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equals : func(n) _equals(me._g, [isa(n, Node) ? n._g : n]),
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clearValue : func _alias(me._g, [_globals()]) and me.unalias(),
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getPath : func {
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var (name, index, parent) = (me.getName(), me.getIndex(), me.getParent());
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if(index != 0) { name ~= "[" ~ index ~ "]"; }
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if(parent != nil) { name = parent.getPath() ~ "/" ~ name; }
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return name;
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},
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getBoolValue : func {
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var val = me.getValue();
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var mytype = me.getType();
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if((mytype == "STRING" or mytype == "UNSPECIFIED") and val == "false") return 0;
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return !!val;
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},
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remove : func {
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if((var p = me.getParent()) == nil) return nil;
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p.removeChild(me.getName(), me.getIndex());
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},
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};
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##
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# Static constructor for a Node object. Accepts a Nasal hash
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# expression to initialize the object a-la setValues().
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#
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Node.new = func(values = nil) {
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var result = wrapNode(_new());
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if(typeof(values) == "hash")
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result.setValues(values);
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return result;
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}
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##
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# Useful utility. Sets a whole property tree from a Nasal hash
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# object, such that scalars become leafs in the property tree, hashes
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# become named subnodes, and vectors become indexed subnodes. This
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# works recursively, so you can define whole property trees with
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# syntax like:
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#
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# dialog = {
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# name : "exit", width : 180, height : 100, modal : 0,
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# text : { x : 10, y : 70, label : "Hello World!" } };
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#
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Node.setValues = func(val) {
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foreach(var k; keys(val)) { me._setChildren(k, val[k]); }
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}
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##
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# Private function to do the work of setValues().
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# The first argument is a child name, the second a nasal scalar,
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# vector, or hash.
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#
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Node._setChildren = func(name, val) {
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var subnode = me.getNode(name, 1);
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if(typeof(val) == "scalar") { subnode.setValue(val); }
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elsif(typeof(val) == "hash") { subnode.setValues(val); }
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elsif(typeof(val) == "vector") {
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for(var i=0; i<size(val); i+=1) {
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var iname = name ~ "[" ~ i ~ "]";
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me._setChildren(iname, val[i]);
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}
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}
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}
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##
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# Counter piece of setValues(). Returns a hash with all values
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# in the subtree. Nodes with same name are returned as vector,
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# where the original node indices are lost. The function should
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# only be used if all or almost all values are needed, and never
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# in performance-critical code paths. If it's called on a node
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# without children, then the result is equivalent to getValue().
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#
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Node.getValues = func {
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var children = me.getChildren();
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if(!size(children)) return me.getValue();
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var val = {};
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var numchld = {};
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foreach(var c; children) {
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var name = c.getName();
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if(contains(numchld, name)) { var nc = numchld[name]; }
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else {
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var nc = size(me.getChildren(name));
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numchld[name] = nc;
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if(nc > 1 and !contains(val, name)) val[name] = [];
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}
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if(nc > 1) append(val[name], c.getValues());
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else val[name] = c.getValues();
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}
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return val;
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}
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##
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# Initializes property if it's still undefined. First argument
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# is a property name/path. It can also be nil or an empty string,
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# in which case the node itself gets initialized, rather than one
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# of its children. Second argument is the default value. The third,
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# optional argument is a property type (one of "STRING", "DOUBLE",
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# "INT", or "BOOL"). If it is omitted, then "DOUBLE" is used for
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# numbers, and STRING for everything else. Returns the property
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# as props.Node. The fourth optional argument enforces a type if
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# non-zero.
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#
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Node.initNode = func(path = nil, value = 0, type = nil, force = 0) {
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var prop = me.getNode(path or "", 1);
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if(prop.getType() != "NONE") value = prop.getValue();
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if(force) prop.clearValue();
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if(type == nil) prop.setValue(value);
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elsif(type == "DOUBLE") prop.setDoubleValue(value);
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elsif(type == "INT") prop.setIntValue(value);
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elsif(type == "BOOL") prop.setBoolValue(value);
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elsif(type == "STRING") prop.setValue("" ~ value);
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else die("initNode(): unsupported type '" ~ type ~ "'");
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return prop;
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}
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##
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# Useful debugging utility. Recursively dumps the full state of a
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# Node object to the console. Try binding "props.dump(props.globals)"
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# to a key for a fun hack.
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#
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var dump = func {
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if(size(arg) == 1) { prefix = ""; node = arg[0]; }
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else { prefix = arg[0]; node = arg[1]; }
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index = node.getIndex();
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type = node.getType();
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name = node.getName();
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val = node.getValue();
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if(val == nil) { val = "nil"; }
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name = prefix ~ name;
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if(index > 0) { name = name ~ "[" ~ index ~ "]"; }
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print(name, " {", type, "} = ", val);
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# Don't recurse into aliases, lest we get stuck in a loop
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if(type != "ALIAS") {
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children = node.getChildren();
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foreach(c; children) { dump(name ~ "/", c); }
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}
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}
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##
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# Recursively copy property branch from source Node to
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# destination Node. Doesn't copy aliases. Copies attributes
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# if optional third argument is set and non-zero.
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#
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var copy = func(src, dest, attr = 0) {
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foreach(var c; src.getChildren()) {
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var name = c.getName() ~ "[" ~ c.getIndex() ~ "]";
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copy(src.getNode(name), dest.getNode(name, 1), attr);
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}
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var type = src.getType();
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var val = src.getValue();
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if(type == "ALIAS" or type == "NONE") return;
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elsif(type == "BOOL") dest.setBoolValue(val);
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elsif(type == "INT" or type == "LONG") dest.setIntValue(val);
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elsif(type == "FLOAT" or type == "DOUBLE") dest.setDoubleValue(val);
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else dest.setValue(val);
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if(attr) dest.setAttribute(src.getAttribute());
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}
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##
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# Utility. Turns any ghosts it finds (either solo, or in an
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# array) into Node objects.
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#
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var wrap = func(node) {
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var argtype = typeof(node);
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if(argtype == "ghost") {
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return wrapNode(node);
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} elsif(argtype == "vector") {
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var v = node;
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var n = size(v);
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for(var i=0; i<n; i+=1) { v[i] = wrapNode(v[i]); }
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return v;
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}
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return node;
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}
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##
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# Utility. Returns a new object with its superclass/parent set to the
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# Node object and its _g (ghost) field set to the specified object.
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# Nasal's literal syntax can be pleasingly terse. I like that. :)
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#
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var wrapNode = func(node) { { parents : [Node], _g : node } }
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##
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# Global property tree. Set once at initialization. Is that OK?
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# Does anything ever call globals.set_props() from C++? May need to
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# turn this into a function if so.
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#
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var globals = wrapNode(_globals());
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##
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# Shortcut for props.globals.getNode().
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#
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var getNode = func return call(props.globals.getNode, arg, props.globals);
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##
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# Sets all indexed property children to a single value. arg[0]
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# specifies a property name (e.g. /controls/engines/engine), arg[1] a
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# path under each node of that name to set (e.g. "throttle"), arg[2]
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# is the value.
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#
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var setAll = func(base, child, value) {
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var node = props.globals.getNode(base);
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if(node == nil) return;
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var name = node.getName();
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node = node.getParent();
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if(node == nil) return;
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var children = node.getChildren();
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foreach(var c; children)
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if(c.getName() == name)
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c.getNode(child, 1).setValue(value);
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}
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##
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# Turns about anything into a list of props.Nodes, including ghosts,
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# path strings, vectors or hashes containing, as well as functions
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# returning any of the former and in arbitrary nesting. This is meant
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# to be used in functions whose main purpose is to handle collections
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# of properties.
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#
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var nodeList = func {
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var list = [];
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foreach(var a; arg) {
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var t = typeof(a);
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if(isa(a, Node))
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append(list, a);
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elsif(t == "scalar")
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append(list, props.globals.getNode(a, 1));
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elsif(t == "vector")
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foreach(var i; a)
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list ~= nodeList(i);
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elsif(t == "hash")
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foreach(var i; keys(a))
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list ~= nodeList(a[i]);
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elsif(t == "func")
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list ~= nodeList(a());
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elsif(t == "ghost" and ghosttype(a) == "prop")
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append(list, wrapNode(a));
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else
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die("nodeList: invalid nil property");
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}
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return list;
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}
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##
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# Compiles a <condition> property branch according to the rules
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# set out in $FG_ROOT/Docs/README.conditions into a Condition object.
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# The 'test' method of the returend object can be used to evaluate
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# the condition.
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# The function returns nil on error.
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#
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var compileCondition = func(p) {
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if(p == nil) return nil;
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if(!isa(p, Node)) p = props.globals.getNode(p);
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return _createCondition(p._g);
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}
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##
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# Evaluates a <condition> property branch according to the rules
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# set out in $FG_ROOT/Docs/README.conditions. Undefined conditions
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# and a nil argument are "true". The function dumps the condition
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# branch and returns nil on error.
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#
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var condition = func(p) {
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if(p == nil) return 1;
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if(!isa(p, Node)) p = props.globals.getNode(p);
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return _cond_and(p)
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}
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var _cond_and = func(p) {
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foreach(var c; p.getChildren())
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if(!_cond(c)) return 0;
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return 1;
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}
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var _cond_or = func(p) {
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foreach(var c; p.getChildren())
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if(_cond(c)) return 1;
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return 0;
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}
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var _cond = func(p) {
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var n = p.getName();
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if(n == "or") return _cond_or(p);
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if(n == "and") return _cond_and(p);
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if(n == "not") return !_cond_and(p);
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if(n == "equals") return _cond_cmp(p, 0);
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if(n == "not-equals") return !_cond_cmp(p, 0);
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if(n == "less-than") return _cond_cmp(p, -1);
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if(n == "greater-than") return _cond_cmp(p, 1);
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if(n == "less-than-equals") return !_cond_cmp(p, 1);
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if(n == "greater-than-equals") return !_cond_cmp(p, -1);
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if(n == "property") return !!getprop(p.getValue());
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printlog("alert", "condition: invalid operator ", n);
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dump(p);
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return nil;
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}
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var _cond_cmp = func(p, op) {
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var left = p.getChild("property", 0, 0);
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if(left != nil) { left = getprop(left.getValue()); }
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else {
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printlog("alert", "condition: no left value");
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dump(p);
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return nil;
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}
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var right = p.getChild("property", 1, 0);
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if(right != nil) { right = getprop(right.getValue()); }
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else {
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right = p.getChild("value", 0, 0);
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if(right != nil) { right = right.getValue(); }
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else {
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printlog("alert", "condition: no right value");
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dump(p);
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return nil;
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}
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}
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if(left == nil or right == nil) {
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printlog("alert", "condition: comparing with nil");
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dump(p);
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return nil;
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}
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if(op < 0) return left < right;
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if(op > 0) return left > right;
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return left == right;
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}
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##
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# Runs <binding> as described in $FG_ROOT/Docs/README.commands using
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# a given module by default, and returns 1 if fgcommand() succeeded,
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# or 0 otherwise. The module name won't override a <module> defined
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# in the binding.
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#
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var runBinding = func(node, module = nil) {
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if(module != nil and node.getNode("module") == nil)
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node.getNode("module", 1).setValue(module);
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var cmd = node.getNode("command", 1).getValue() or "null";
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condition(node.getNode("condition")) ? fgcommand(cmd, node) : 0;
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}
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