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flightgear/src/Main/fg_props.hxx

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// fg_props.hxx - Declarations and inline methods for property handling.
// Written by David Megginson, started 2000.
//
// This file is in the Public Domain, and comes with no warranty.
#ifndef __FG_PROPS_HXX
#define __FG_PROPS_HXX 1
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/props.hxx>
#include "globals.hxx"
////////////////////////////////////////////////////////////////////////
// Property management.
////////////////////////////////////////////////////////////////////////
/**
* Initialize the default FlightGear properties.
*
* These are mostly properties that haven't been claimed by a
* specific module yet. This function should be invoked once,
* while the program is starting (and after the global property
* tree has been created).
*/
extern void fgInitProps (); // fixme: how are they untied?
/**
* Update the default FlightGear properties.
*
* This function should be invoked once in each loop to update all
* of the default properties.
*/
extern void fgUpdateProps ();
/**
* Save a flight to disk.
*
* This function saves all of the archivable properties to a stream
* so that the current flight can be restored later.
*
* @param output The output stream to write the XML save file to.
* @return true if the flight was saved successfully.
*/
extern bool fgSaveFlight (ostream &output);
/**
* Load a flight from disk.
*
* This function loads an XML save file from a stream to restore
* a flight.
*
* @param input The input stream to read the XML from.
* @return true if the flight was restored successfully.
*/
extern bool fgLoadFlight (istream &input);
////////////////////////////////////////////////////////////////////////
// Convenience functions for getting property values.
////////////////////////////////////////////////////////////////////////
/**
* 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 SGPropertyNode *
fgGetNode (const string &path, bool create = false)
{
return globals->get_props()->getNode(path, 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
fgHasNode (const string &path)
{
return (fgGetNode(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 fgGetNode 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 fgGetBool (const string &name, bool defaultValue = false)
{
return globals->get_props()->getBoolValue(name, 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 fgGetNode 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 fgGetInt (const string &name, int defaultValue = 0)
{
return globals->get_props()->getIntValue(name, 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 fgGetNode 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 fgGetLong (const string &name, long defaultValue = 0L)
{
return globals->get_props()->getLongValue(name, 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 fgGetNode 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 fgGetFloat (const string &name, float defaultValue = 0.0)
{
return globals->get_props()->getFloatValue(name, 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 fgGetNode 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 fgGetDouble (const string &name, double defaultValue = 0.0)
{
return globals->get_props()->getDoubleValue(name, 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 fgGetNode 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 fgGetString (const string &name, string defaultValue = "")
{
return globals->get_props()->getStringValue(name, defaultValue);
}
/**
* 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 fgSetBool (const string &name, bool val)
{
return globals->get_props()->setBoolValue(name, 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 fgSetInt (const string &name, int val)
{
return globals->get_props()->setIntValue(name, 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 fgSetLong (const string &name, long val)
{
return globals->get_props()->setLongValue(name, 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 fgSetFloat (const string &name, float val)
{
return globals->get_props()->setFloatValue(name, 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 fgSetDouble (const string &name, double val)
{
return globals->get_props()->setDoubleValue(name, 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 fgSetString (const string &name, const string &val)
{
return globals->get_props()->setStringValue(name, val);
}
////////////////////////////////////////////////////////////////////////
// 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
fgSetArchivable (const string &name, bool state = true)
{
SGPropertyNode * node = globals->get_props()->getNode(name);
if (node == 0)
SG_LOG(SG_GENERAL, SG_ALERT,
"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
fgSetReadable (const string &name, bool state = true)
{
SGPropertyNode * node = globals->get_props()->getNode(name);
if (node == 0)
SG_LOG(SG_GENERAL, SG_ALERT,
"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
fgSetWritable (const string &name, bool state = true)
{
SGPropertyNode * node = globals->get_props()->getNode(name);
if (node == 0)
SG_LOG(SG_GENERAL, SG_ALERT,
"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
fgUntie (const string &name)
{
if (!globals->get_props()->untie(name))
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SG_LOG(SG_GENERAL, SG_WARN, "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
fgTie (const string &name, bool *pointer, bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValuePointer<bool>(pointer),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, int *pointer, bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValuePointer<int>(pointer),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, long *pointer, bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValuePointer<long>(pointer),
useDefault))
SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, float *pointer, bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValuePointer<float>(pointer),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, double *pointer, bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValuePointer<double>(pointer),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to a pointer");
}
/**
* Tie a property to an external string 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
fgTie (const string &name, string *pointer, bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValuePointer<string>(pointer),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to a pointer");
}
/**
* 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
fgTie (const string &name, V (*getter)(), void (*setter)(V) = 0,
bool useDefault = true)
{
if (!globals->get_props()->tie(name, SGRawValueFunctions<V>(getter, setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, int index, V (*getter)(int),
void (*setter)(int, V) = 0, bool useDefault = true)
{
if (!globals->get_props()->tie(name,
SGRawValueFunctionsIndexed<V>(index,
getter,
setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, T * obj, V (T::*getter)() const,
void (T::*setter)(V) = 0, bool useDefault = true)
{
if (!globals->get_props()->tie(name,
SGRawValueMethods<T,V>(*obj, getter, setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"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
fgTie (const string &name, T * obj, int index,
V (T::*getter)(int) const, void (T::*setter)(int, V) = 0,
bool useDefault = true)
{
if (!globals->get_props()->tie(name,
SGRawValueMethodsIndexed<T,V>(*obj,
index,
getter,
setter),
useDefault))
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SG_LOG(SG_GENERAL, SG_WARN,
"Failed to tie property " << name << " to indexed object methods");
}
#endif // __FG_PROPS_HXX