657 lines
23 KiB
C
657 lines
23 KiB
C
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// FGPropertyManager.h
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// Class wrapper for property handling.
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// based on FlightGear source src/Main/fg_props.hxx
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// Originally written by David Megginson, started 2000.
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//
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// This file is in the Public Domain, and comes with no warranty.
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#ifndef FGPROPERTYMANAGER_H
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#define FGPROPERTYMANAGER_H
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#include <simgear/misc/props.hxx>
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using namespace std;
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class FGPropertyManager:public SGPropertyNode {
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public:
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FGPropertyManager::FGPropertyManager(void) {
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}
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FGPropertyManager::~FGPropertyManager(void) {
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}
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/**
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* Get a property node.
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*
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* @param path The path of the node, relative to root.
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* @param create true to create the node if it doesn't exist.
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* @return The node, or 0 if none exists and none was created.
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*/
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inline FGPropertyManager*
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GetNode (const string &path, bool create = false)
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{
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SGPropertyNode* node=this->getNode(path.c_str(), create);
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if(node == 0)
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cout << "FGPropertyManager::GetNode() No node found for "
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<< path << endl;
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return (FGPropertyManager*)node;
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}
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inline FGPropertyManager*
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GetNode (const string &relpath, int index, bool create = false)
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{
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return (FGPropertyManager*)getNode(relpath.c_str(),index,create);
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}
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/**
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* Test whether a given node exists.
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*
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* @param path The path of the node, relative to root.
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* @return true if the node exists, false otherwise.
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*/
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inline bool
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HasNode (const string &path)
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{
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return (GetNode(path, false) != 0);
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}
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/**
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* Get a bool value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getBoolValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a bool, or the default value provided.
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*/
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inline bool GetBool (const string &name, bool defaultValue = false)
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{
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return getBoolValue(name.c_str(), defaultValue);
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}
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/**
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* Get an int value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getIntValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as an int, or the default value provided.
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*/
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inline int GetInt (const string &name, int defaultValue = 0)
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{
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return getIntValue(name.c_str(), defaultValue);
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}
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/**
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* Get a long value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getLongValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a long, or the default value provided.
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*/
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inline int GetLong (const string &name, long defaultValue = 0L)
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{
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return getLongValue(name.c_str(), defaultValue);
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}
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/**
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* Get a float value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getFloatValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a float, or the default value provided.
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*/
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inline float GetFloat (const string &name, float defaultValue = 0.0)
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{
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return getFloatValue(name.c_str(), defaultValue);
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}
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/**
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* Get a double value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getDoubleValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a double, or the default value provided.
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*/
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inline double GetDouble (const string &name, double defaultValue = 0.0)
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{
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return getDoubleValue(name.c_str(), defaultValue);
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}
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/**
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* Get a string value for a property.
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*
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* This method is convenient but inefficient. It should be used
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* infrequently (i.e. for initializing, loading, saving, etc.),
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* not in the main loop. If you need to get a value frequently,
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* it is better to look up the node itself using GetNode and then
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* use the node's getStringValue() method, to avoid the lookup overhead.
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*
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* @param name The property name.
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* @param defaultValue The default value to return if the property
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* does not exist.
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* @return The property's value as a string, or the default value provided.
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*/
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inline string GetString (const string &name, string defaultValue = "")
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{
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return string(getStringValue(name.c_str(), defaultValue.c_str()));
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}
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/**
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* Set a bool value for a property.
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*
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* Assign a bool value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* BOOL; if it has a type of UNKNOWN, the type will also be set to
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* BOOL; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetBool (const string &name, bool val)
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{
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return setBoolValue(name.c_str(), val);
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}
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/**
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* Set an int value for a property.
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*
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* Assign an int value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* INT; if it has a type of UNKNOWN, the type will also be set to
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* INT; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetInt (const string &name, int val)
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{
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return setIntValue(name.c_str(), val);
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}
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/**
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* Set a long value for a property.
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*
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* Assign a long value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* LONG; if it has a type of UNKNOWN, the type will also be set to
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* LONG; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetLong (const string &name, long val)
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{
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return setLongValue(name.c_str(), val);
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}
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/**
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* Set a float value for a property.
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*
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* Assign a float value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* FLOAT; if it has a type of UNKNOWN, the type will also be set to
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* FLOAT; otherwise, the bool value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetFloat (const string &name, float val)
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{
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return setFloatValue(name.c_str(), val);
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}
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/**
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* Set a double value for a property.
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*
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* Assign a double value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* DOUBLE; if it has a type of UNKNOWN, the type will also be set to
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* DOUBLE; otherwise, the double value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetDouble (const string &name, double val)
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{
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return setDoubleValue(name.c_str(), val);
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}
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/**
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* Set a string value for a property.
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*
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* Assign a string value to a property. If the property does not
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* yet exist, it will be created and its type will be set to
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* STRING; if it has a type of UNKNOWN, the type will also be set to
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* STRING; otherwise, the string value will be converted to the property's
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* type.
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*
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* @param name The property name.
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* @param val The new value for the property.
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* @return true if the assignment succeeded, false otherwise.
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*/
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inline bool SetString (const string &name, const string &val)
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{
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return setStringValue(name.c_str(), val.c_str());
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}
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////////////////////////////////////////////////////////////////////////
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// Convenience functions for setting property attributes.
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////////////////////////////////////////////////////////////////////////
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/**
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* Set the state of the archive attribute for a property.
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*
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* If the archive attribute is true, the property will be written
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* when a flight is saved; if it is false, the property will be
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* skipped.
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*
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* A warning message will be printed if the property does not exist.
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*
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* @param name The property name.
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* @param state The state of the archive attribute (defaults to true).
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*/
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inline void
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SetArchivable (const string &name, bool state = true)
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{
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SGPropertyNode * node = getNode(name.c_str());
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if (node == 0)
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cout <<
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"Attempt to set archive flag for non-existant property "
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<< name;
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else
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node->setAttribute(SGPropertyNode::ARCHIVE, state);
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}
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/**
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* Set the state of the read attribute for a property.
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*
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* If the read attribute is true, the property value will be readable;
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* if it is false, the property value will always be the default value
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* for its type.
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*
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* A warning message will be printed if the property does not exist.
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*
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* @param name The property name.
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* @param state The state of the read attribute (defaults to true).
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*/
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inline void
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SetReadable (const string &name, bool state = true)
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{
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SGPropertyNode * node = getNode(name.c_str());
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if (node == 0)
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cout <<
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"Attempt to set read flag for non-existant property "
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<< name;
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else
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node->setAttribute(SGPropertyNode::READ, state);
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}
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/**
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* Set the state of the write attribute for a property.
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*
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* If the write attribute is true, the property value may be modified
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* (depending on how it is tied); if the write attribute is false, the
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* property value may not be modified.
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*
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* A warning message will be printed if the property does not exist.
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*
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* @param name The property name.
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* @param state The state of the write attribute (defaults to true).
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*/
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inline void
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SetWritable (const string &name, bool state = true)
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{
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SGPropertyNode * node = getNode(name.c_str());
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if (node == 0)
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cout <<
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"Attempt to set write flag for non-existant property "
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<< name;
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else
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node->setAttribute(SGPropertyNode::WRITE, state);
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}
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////////////////////////////////////////////////////////////////////////
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// Convenience functions for tying properties, with logging.
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////////////////////////////////////////////////////////////////////////
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/**
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* Untie a property from an external data source.
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*
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* Classes should use this function to release control of any
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* properties they are managing.
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*/
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inline void
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Untie (const string &name)
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{
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if (!untie(name.c_str()))
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cout << "Failed to untie property " << name;
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}
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// Templates cause ambiguity here
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/**
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* Tie a property to an external bool variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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inline void
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Tie (const string &name, bool *pointer, bool useDefault = true)
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{
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if (!tie(name.c_str(), SGRawValuePointer<bool>(pointer),
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useDefault))
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cout <<
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"Failed to tie property " << name << " to a pointer";
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}
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/**
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* Tie a property to an external int variable.
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*
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* The property's value will automatically mirror the variable's
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* value, and vice-versa, until the property is untied.
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*
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* @param name The property name to tie (full path).
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* @param pointer A pointer to the variable.
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* @param useDefault true if any existing property value should be
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* copied to the variable; false if the variable should not
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* be modified; defaults to true.
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*/
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inline void
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|||
|
Tie (const string &name, int *pointer, bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(), SGRawValuePointer<int>(pointer),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to a pointer";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to an external long variable.
|
|||
|
*
|
|||
|
* The property's value will automatically mirror the variable's
|
|||
|
* value, and vice-versa, until the property is untied.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param pointer A pointer to the variable.
|
|||
|
* @param useDefault true if any existing property value should be
|
|||
|
* copied to the variable; false if the variable should not
|
|||
|
* be modified; defaults to true.
|
|||
|
*/
|
|||
|
inline void
|
|||
|
Tie (const string &name, long *pointer, bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(), SGRawValuePointer<long>(pointer),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to a pointer";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to an external float variable.
|
|||
|
*
|
|||
|
* The property's value will automatically mirror the variable's
|
|||
|
* value, and vice-versa, until the property is untied.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param pointer A pointer to the variable.
|
|||
|
* @param useDefault true if any existing property value should be
|
|||
|
* copied to the variable; false if the variable should not
|
|||
|
* be modified; defaults to true.
|
|||
|
*/
|
|||
|
inline void
|
|||
|
Tie (const string &name, float *pointer, bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(), SGRawValuePointer<float>(pointer),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to a pointer";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to an external double variable.
|
|||
|
*
|
|||
|
* The property's value will automatically mirror the variable's
|
|||
|
* value, and vice-versa, until the property is untied.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param pointer A pointer to the variable.
|
|||
|
* @param useDefault true if any existing property value should be
|
|||
|
* copied to the variable; false if the variable should not
|
|||
|
* be modified; defaults to true.
|
|||
|
*/
|
|||
|
inline void
|
|||
|
Tie (const string &name, double *pointer, bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(), SGRawValuePointer<double>(pointer),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to a pointer";
|
|||
|
}
|
|||
|
|
|||
|
/* template <class V> void
|
|||
|
FGPropertyManager::Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
|
|||
|
bool useDefault = true);
|
|||
|
|
|||
|
template <class V> void
|
|||
|
FGPropertyManager::Tie (const string &name, int index, V (*getter)(int),
|
|||
|
void (*setter)(int, V) = 0, bool useDefault = true);
|
|||
|
|
|||
|
template <class T, class V> void
|
|||
|
FGPropertyManager::Tie (const string &name, T * obj, V (T::*getter)() const,
|
|||
|
void (T::*setter)(V) = 0, bool useDefault = true);
|
|||
|
|
|||
|
template <class T, class V> void
|
|||
|
FGPropertyManager::Tie (const string &name, T * obj, int index,
|
|||
|
V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
|
|||
|
bool useDefault = true); */
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to a pair of simple functions.
|
|||
|
*
|
|||
|
* Every time the property value is queried, the getter (if any) will
|
|||
|
* be invoked; every time the property value is modified, the setter
|
|||
|
* (if any) will be invoked. The getter can be 0 to make the property
|
|||
|
* unreadable, and the setter can be 0 to make the property
|
|||
|
* unmodifiable.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param getter The getter function, or 0 if the value is unreadable.
|
|||
|
* @param setter The setter function, or 0 if the value is unmodifiable.
|
|||
|
* @param useDefault true if the setter should be invoked with any existing
|
|||
|
* property value should be; false if the old value should be
|
|||
|
* discarded; defaults to true.
|
|||
|
*/
|
|||
|
template <class V>
|
|||
|
inline void
|
|||
|
FGPropertyManager::Tie (const string &name, V (*getter)(), void (*setter)(V) = 0,
|
|||
|
bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(), SGRawValueFunctions<V>(getter, setter),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to functions";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to a pair of indexed functions.
|
|||
|
*
|
|||
|
* Every time the property value is queried, the getter (if any) will
|
|||
|
* be invoked with the index provided; every time the property value
|
|||
|
* is modified, the setter (if any) will be invoked with the index
|
|||
|
* provided. The getter can be 0 to make the property unreadable, and
|
|||
|
* the setter can be 0 to make the property unmodifiable.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param index The integer argument to pass to the getter and
|
|||
|
* setter functions.
|
|||
|
* @param getter The getter function, or 0 if the value is unreadable.
|
|||
|
* @param setter The setter function, or 0 if the value is unmodifiable.
|
|||
|
* @param useDefault true if the setter should be invoked with any existing
|
|||
|
* property value should be; false if the old value should be
|
|||
|
* discarded; defaults to true.
|
|||
|
*/
|
|||
|
template <class V>
|
|||
|
inline void
|
|||
|
FGPropertyManager::Tie (const string &name, int index, V (*getter)(int),
|
|||
|
void (*setter)(int, V) = 0, bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(),
|
|||
|
SGRawValueFunctionsIndexed<V>(index,
|
|||
|
getter,
|
|||
|
setter),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to indexed functions";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to a pair of object methods.
|
|||
|
*
|
|||
|
* Every time the property value is queried, the getter (if any) will
|
|||
|
* be invoked; every time the property value is modified, the setter
|
|||
|
* (if any) will be invoked. The getter can be 0 to make the property
|
|||
|
* unreadable, and the setter can be 0 to make the property
|
|||
|
* unmodifiable.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param obj The object whose methods should be invoked.
|
|||
|
* @param getter The object's getter method, or 0 if the value is
|
|||
|
* unreadable.
|
|||
|
* @param setter The object's setter method, or 0 if the value is
|
|||
|
* unmodifiable.
|
|||
|
* @param useDefault true if the setter should be invoked with any existing
|
|||
|
* property value should be; false if the old value should be
|
|||
|
* discarded; defaults to true.
|
|||
|
*/
|
|||
|
template <class T, class V>
|
|||
|
inline void
|
|||
|
FGPropertyManager::Tie (const string &name, T * obj, V (T::*getter)() const,
|
|||
|
void (T::*setter)(V) = 0, bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(),
|
|||
|
SGRawValueMethods<T,V>(*obj, getter, setter),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to object methods";
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/**
|
|||
|
* Tie a property to a pair of indexed object methods.
|
|||
|
*
|
|||
|
* Every time the property value is queried, the getter (if any) will
|
|||
|
* be invoked with the index provided; every time the property value
|
|||
|
* is modified, the setter (if any) will be invoked with the index
|
|||
|
* provided. The getter can be 0 to make the property unreadable, and
|
|||
|
* the setter can be 0 to make the property unmodifiable.
|
|||
|
*
|
|||
|
* @param name The property name to tie (full path).
|
|||
|
* @param obj The object whose methods should be invoked.
|
|||
|
* @param index The integer argument to pass to the getter and
|
|||
|
* setter methods.
|
|||
|
* @param getter The getter method, or 0 if the value is unreadable.
|
|||
|
* @param setter The setter method, or 0 if the value is unmodifiable.
|
|||
|
* @param useDefault true if the setter should be invoked with any existing
|
|||
|
* property value should be; false if the old value should be
|
|||
|
* discarded; defaults to true.
|
|||
|
*/
|
|||
|
template <class T, class V>
|
|||
|
inline void
|
|||
|
FGPropertyManager::Tie (const string &name, T * obj, int index,
|
|||
|
V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
|
|||
|
bool useDefault = true)
|
|||
|
{
|
|||
|
if (!tie(name.c_str(),
|
|||
|
SGRawValueMethodsIndexed<T,V>(*obj,
|
|||
|
index,
|
|||
|
getter,
|
|||
|
setter),
|
|||
|
useDefault))
|
|||
|
cout <<
|
|||
|
"Failed to tie property " << name << " to indexed object methods";
|
|||
|
}
|
|||
|
|
|||
|
};
|
|||
|
|
|||
|
|
|||
|
#endif // FGPROPERTYMANAGER_H
|
|||
|
|