54954eb8de
DOCS/README.layout in the base package for details, along with the modified dialog files.
156 lines
5.1 KiB
Text
156 lines
5.1 KiB
Text
##
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# Node class definition. The class methods simply wrap the
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# low level exention 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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# There is no support for the "listener" interface yet. The aliasing
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# feature isn't exposed, except that you can get an "ALIAS" return
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# from getType to detect them (to avoid cycles while walking the
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# tree).
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#
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Node = {
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getType : func { wrap(_getType(me._g, arg)) },
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getName : func { wrap(_getName(me._g, arg)) },
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getIndex : func { wrap(_getIndex(me._g, arg)) },
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getValue : func { wrap(_getValue(me._g, arg)) },
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setValue : func { wrap(_setValue(me._g, arg)) },
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setIntValue : func { wrap(_setIntValue(me._g, arg)) },
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setBoolValue : func { wrap(_setBoolValue(me._g, arg)) },
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setDoubleValue : func { wrap(_setDoubleValue(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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removeChild : func { wrap(_removeChild(me._g, arg)) },
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getNode : func { wrap(_getNode(me._g, arg)) },
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getBoolValue : func {
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val = me.getValue();
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if(me.getType() == "STRING" and val == "false") { 0 }
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else { val }
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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 {
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result = wrapNode(_new());
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if(size(arg) > 0 and typeof(arg[0]) == "hash") {
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result.setValues(arg[0]);
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}
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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 {
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foreach(k; keys(arg[0])) { me._setChildren(k, arg[0][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 {
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name = arg[0]; val = arg[1];
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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(i=0; i<size(val); i=i+1) {
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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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# 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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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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# 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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wrap = func {
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argtype = typeof(arg[0]);
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if(argtype == "ghost") {
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return wrapNode(arg[0]);
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} elsif(argtype == "vector") {
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v = arg[0];
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n = size(v);
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for(i=0; i<n; i=i+1) { v[i] = wrapNode(v[i]); }
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return v;
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}
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return arg[0];
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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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wrapNode = func { { parents : [Node], _g : arg[0] } }
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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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props.globals = wrapNode(_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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setAll = func {
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node = props.globals.getNode(arg[0]);
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if(node == nil) { return; }
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name = node.getName();
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node = node.getParent();
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if(node == nil) { return; }
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children = node.getChildren();
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foreach(c; children) {
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if(c.getName() == name) {
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c.getNode(arg[1], 1).setValue(arg[2]); }}
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}
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