2011-11-19 22:04:35 +00:00
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// menubar.hxx - XML-configured menu bar.
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#ifndef FG_PUI_MENUBAR_HXX
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#define FG_PUI_MENUBAR_HXX 1
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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#include <GUI/menubar.hxx>
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#include <map>
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#include <vector>
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// forward decls, avoid pulling in PLIB headers here
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class puMenuBar;
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class puObject;
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class SGPropertyNode;
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class SGBinding;
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typedef void (*puCallback)(class puObject *) ;
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/**
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* XML-configured PUI menu bar.
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*
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* This class creates a menu bar from a tree of XML properties. These
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* properties are not part of the main FlightGear property tree, but
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* are read from a separate file ($FG_ROOT/gui/menubar.xml).
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*
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* WARNING: because PUI provides no easy way to attach user data to a
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* menu item, all menu item strings must be unique; otherwise, this
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* class will always use the first binding with any given name.
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*/
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class FGPUIMenuBar : public FGMenuBar
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{
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public:
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/**
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* Constructor.
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*/
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FGPUIMenuBar ();
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/**
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* Destructor.
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*/
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virtual ~FGPUIMenuBar ();
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/**
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* Initialize the menu bar from $FG_ROOT/gui/menubar.xml
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*/
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virtual void init ();
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/**
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* Make the menu bar visible.
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*/
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virtual void show ();
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/**
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* Make the menu bar invisible.
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*/
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virtual void hide ();
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/**
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* Test whether the menu bar is visible.
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*/
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virtual bool isVisible () const;
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2017-05-11 07:39:48 +00:00
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void setHideIfOverlapsWindow(bool hide) override;
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2011-11-19 22:04:35 +00:00
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2017-05-11 07:39:48 +00:00
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bool getHideIfOverlapsWindow() const override;
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2011-11-19 22:04:35 +00:00
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/**
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* IGNORE THIS METHOD!!!
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*
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* This is necessary only because plib does not provide any easy
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* way to attach user data to a menu item. FlightGear should not
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* have to know about PUI internals, but this method allows the
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* callback to pass the menu item one-shot on to the current menu.
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*/
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virtual void fireItem (puObject * item);
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/**
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* create a menubar based on a PropertyList within the PropertyTree
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*/
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void make_menubar (SGPropertyNode * props);
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/**
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* destroy a menubar based on a PropertyList within the PropertyTree
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*/
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void destroy_menubar ();
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/**
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* Disable/enable menu titles and entries
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*/
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bool enable_item (const SGPropertyNode * item, bool state);
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private:
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// Make a single menu.
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void make_menu (SGPropertyNode * node);
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// Make the top-level menubar.
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void make_menubar ();
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// Create a property-path -> puObject map for menu node
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void make_object_map(SGPropertyNode * node);
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// Add <enabled> listener that enables/disables menu entries.
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void add_enabled_listener(SGPropertyNode * node);
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2017-05-11 07:39:48 +00:00
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void recomputeVisibility();
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2011-11-19 22:04:35 +00:00
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// Is the menu visible?
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bool _visible;
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2017-05-11 07:39:48 +00:00
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bool _hideOverlapping = false;
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2011-11-19 22:04:35 +00:00
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// The top-level menubar itself.
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puMenuBar * _menuBar;
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// A map of bindings for the menubar.
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std::map<std::string,std::vector<SGBinding *> > _bindings;
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// These are hoops that we have to jump through because PUI doesn't
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// do memory management for lists. We have to allocate the arrays,
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// hang onto pointers, and then delete them when the menubar is
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// freed.
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char ** make_char_array (int size);
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puCallback * make_callback_array (int size);
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std::vector<char **> _char_arrays;
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std::vector<puCallback *> _callback_arrays;
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// A map for {menu node path}->puObject translation.
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std::map<std::string, puObject *> _objects;
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};
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#endif // __MENUBAR_HXX
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