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fgdata/Nasal/props.nas
andy 3bcfb0624a Add soft-coded utilites to the "io" and "math" modules. The math
stuff is, for the most part, already available in the geo module; but
it's small and this naming matches the evolvoing "standard nasal
library".
2007-03-29 22:09:25 +00:00

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8.2 KiB
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##
# Node class definition. The class methods simply wrap the
# low level exention 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.
# There is no support for the "listener" interface yet. The aliasing
# feature isn't exposed, except that you can get an "ALIAS" return
# from getType to detect them (to avoid cycles while walking the
# tree).
#
Node = {
getType : func { wrap(_getType(me._g, arg)) },
getAttribute : func { wrap(_getAttribute(me._g, arg)) },
setAttribute : func { wrap(_setAttribute(me._g, arg)) },
getName : func { wrap(_getName(me._g, arg)) },
getIndex : func { wrap(_getIndex(me._g, arg)) },
getValue : func { wrap(_getValue(me._g, arg)) },
setValue : func { wrap(_setValue(me._g, arg)) },
setIntValue : func { wrap(_setIntValue(me._g, arg)) },
setBoolValue : func { wrap(_setBoolValue(me._g, arg)) },
setDoubleValue : func { wrap(_setDoubleValue(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)) },
getNode : func { wrap(_getNode(me._g, arg)) },
getPath : func {
name = me.getName();
if(me.getIndex() != 0) { name = name ~ "[" ~ me.getIndex() ~ "]"; }
if(me.getParent() != nil) { name = me.getParent().getPath() ~ "/" ~ name; }
return name;
},
getBoolValue : func {
val = me.getValue();
if(me.getType() == "STRING" and val == "false") { 0 }
elsif (val == nil) { 0 }
else { val != 0 }
},
};
##
# Static constructor for a Node object. Accepts a Nasal hash
# expression to initialize the object a-la setValues().
#
Node.new = func {
result = wrapNode(_new());
if(size(arg) > 0 and typeof(arg[0]) == "hash") {
result.setValues(arg[0]);
}
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 {
foreach(k; keys(arg[0])) { me._setChildren(k, arg[0][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 = arg[0]; val = arg[1];
subnode = me.getNode(name, 1);
if(typeof(val) == "scalar") { subnode.setValue(val); }
elsif(typeof(val) == "hash") { subnode.setValues(val); }
elsif(typeof(val) == "vector") {
for(i=0; i<size(val); i+=1) {
iname = name ~ "[" ~ i ~ "]";
me._setChildren(iname, val[i]);
}
}
}
##
# 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.
#
var copy = func(src, dest) {
foreach(c; src.getChildren()) {
name = c.getName() ~ "[" ~ c.getIndex() ~ "]";
copy(src.getNode(name), dest.getNode(name, 1));
}
var type = src.getType();
var val = src.getValue();
if(type == "ALIAS" or type == "NONE") { return; }
elsif(type == "BOOL") { dest.setBoolValue(val); }
elsif(type == "INT") { dest.setIntValue(val); }
elsif(type == "DOUBLE") { dest.setDoubleValue(val); }
else { dest.setValue(val); }
}
##
# Utility. Turns any ghosts it finds (either solo, or in an
# array) into Node objects.
#
var wrap = func {
argtype = typeof(arg[0]);
if(argtype == "ghost") {
return wrapNode(arg[0]);
} elsif(argtype == "vector") {
v = arg[0];
n = size(v);
for(i=0; i<n; i+=1) { v[i] = wrapNode(v[i]); }
return v;
}
return arg[0];
}
##
# Utility. Returns a new object with its superclass/parent set to the
# Node object and its _g (ghost) field set to the specified object.
# Nasal's literal syntax can be pleasingly terse. I like that. :)
#
var wrapNode = func { { parents : [Node], _g : arg[0] } }
##
# Global property tree. Set once at initialization. Is that OK?
# Does anything ever call globals.set_props() from C++? May need to
# turn this into a function if so.
#
var globals = wrapNode(_globals());
##
# Sets all indexed property children to a single value. arg[0]
# specifies a property name (e.g. /controls/engines/engine), arg[1] a
# path under each node of that name to set (e.g. "throttle"), arg[2]
# is the value.
#
var setAll = func {
node = props.globals.getNode(arg[0]);
if(node == nil) { return; }
name = node.getName();
node = node.getParent();
if(node == nil) { return; }
children = node.getChildren();
foreach(c; children) {
if(c.getName() == name) {
c.getNode(arg[1], 1).setValue(arg[2]); }}
}
##
# Evaluates a <condition> 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, props.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;
}