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flightgear/src/GUI/FGPUIMenuBar.hxx

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