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flightgear/src/GUI/layout-props.cxx

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#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#include <plib/pu.h>
#include <simgear/props/props.hxx>
#include "layout.hxx"
// This file contains the code implementing the LayoutWidget class in
// terms of a PropertyNode (plus a tiny bit of PUI glue). See
// layout.cxx for the actual layout engine.
puFont LayoutWidget::FONT;
void LayoutWidget::setDefaultFont(puFont* font, int pixels)
{
UNIT = (int)(pixels * (1/3.) + 0.999);
FONT = *font;
}
int LayoutWidget::stringLength(const char* s)
{
return (int)(FONT.getFloatStringWidth(s) + 0.999);
}
const char* LayoutWidget::type()
{
const char* t = _prop->getName();
return (*t == 0) ? "dialog" : t;
}
bool LayoutWidget::hasParent()
{
return _prop->getParent() ? true : false;
}
LayoutWidget LayoutWidget::parent()
{
return LayoutWidget(_prop->getParent());
}
int LayoutWidget::nChildren()
{
// Hack: assume that any non-leaf nodes are widgets...
int n = 0;
for(int i=0; i<_prop->nChildren(); i++)
if(_prop->getChild(i)->nChildren() != 0)
n++;
return n;
}
LayoutWidget LayoutWidget::getChild(int idx)
{
// Same hack. Note that access is linear time in the number of
// children...
int n = 0;
for(int i=0; i<_prop->nChildren(); i++) {
SGPropertyNode* p = _prop->getChild(i);
if(p->nChildren() != 0) {
if(idx == n) return LayoutWidget(p);
n++;
}
}
return LayoutWidget(0);
}
bool LayoutWidget::hasField(const char* f)
{
return _prop->hasChild(f);
}
int LayoutWidget::getNum(const char* f)
{
return _prop->getIntValue(f);
}
bool LayoutWidget::getBool(const char* f)
{
return _prop->getBoolValue(f);
}
const char* LayoutWidget::getStr(const char* f)
{
return _prop->getStringValue(f);
}
void LayoutWidget::setNum(const char* f, int num)
{
_prop->setIntValue(f, num);
}