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flightgear/src/FDM/JSBSim/FGPropertyManager.h

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